Gel...From Scratch!
Quote from FelixGriffin on August 18, 2013, 12:33 pmflarn2006 wrote:Would it be possible to make it look more like the vanilla gels, as in appearing as a decal on the floor rather than a 3D puddle?FelixGriffin wrote:Unfortunately I've had to change my approach a little bit. The gel on the ground looks awesome this way (as well as on walls and ceilings and the like), but it's REALLY expensive. If you have more than 16 or so splatters on the screen at once the game crashes (apparently the Blobulator doesn't understand when the simulation is frozen).If you look at my Ice Gel in the Hammer Notepad thread, that's my newest attempt at making a cheap ground particle.
flarn2006 wrote:Would it be possible to make it look more like the vanilla gels, as in appearing as a decal on the floor rather than a 3D puddle?FelixGriffin wrote:I'd love to make the effect look like a normal gel, but the only way to place overlays or decals at runtime (without C++ code) is to lay them out over the whole map and then enable them when the gel gets near, which is what I was trying to avoid with this.
If you look at my Ice Gel in the Hammer Notepad thread, that's my newest attempt at making a cheap ground particle.
Quote from flarn2006 on August 18, 2013, 3:33 pmOh okay then. Thanks.
It's a shame Valve didn't release the C++ code for Portal 2 like (I believe) they did with the first Portal. Anyone know why?
Oh okay then. Thanks.
It's a shame Valve didn't release the C++ code for Portal 2 like (I believe) they did with the first Portal. Anyone know why?

Quote from TeamSpen210 on August 18, 2013, 4:09 pmI don't think they released the code for the first either.
I don't think they released the code for the first either.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from FelixGriffin on August 18, 2013, 4:37 pmOpen-source software has to be free, since anyone with the code could get around DRM you put in. Portal and Portal 2 are not.
But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
Open-source software has to be free, since anyone with the code could get around DRM you put in. Portal and Portal 2 are not.
But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
Quote from flarn2006 on August 18, 2013, 4:49 pmFelixGriffin wrote:Open-source software has to be free, since anyone with the code could get around DRM you put in. Portal and Portal 2 are not.But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
Well then by that logic, games without DRM (mostly indie games) have to be free as well. And what they did with HL2 is what I was referring to.
But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
Well then by that logic, games without DRM (mostly indie games) have to be free as well. And what they did with HL2 is what I was referring to.
Quote from metroid101 on August 18, 2013, 9:00 pmI think it would be neater if they sold blueprints like add-on's to Hammer's source code.
For example blue prints/templates(with well written tutorials on how to use them) to make new gels the same way they did: $5.00
I mean, it wouldn't be free, but you get the idea, this way they're not selling the code itself but the basic idea of it. (So you don't have to spend months developing your own method xD)
I think it would be neater if they sold blueprints like add-on's to Hammer's source code.
For example blue prints/templates(with well written tutorials on how to use them) to make new gels the same way they did: $5.00
I mean, it wouldn't be free, but you get the idea, this way they're not selling the code itself but the basic idea of it. (So you don't have to spend months developing your own method xD)
Quote from SpAM_CAN on August 21, 2013, 1:10 pmThe Portal source code leaked, if you wanted to dig it up somewhere and look at it - but Portal 2 has no public source code whatsoever.
I was considering moving my mod over to the Portal Leaked Source Code and fixing some things... but I'd rather not get sued big time by Valve.
The Portal source code leaked, if you wanted to dig it up somewhere and look at it - but Portal 2 has no public source code whatsoever.
I was considering moving my mod over to the Portal Leaked Source Code and fixing some things... but I'd rather not get sued big time by Valve.
Quote from Flo2912 on August 28, 2013, 12:46 pmShort question: why can't you just take the Code for adhedsiongel, omnicoder made ( mapping-help/sticky-gel-test-t3487.html ) and convert this to one of the Gel you've made?
and in the Video of your anty gravity Gel, it looks like player and cubes are pushed up from the Gel? Can you may switch this to the opposite, so hat you are pulled down to the gel? on this way you might be able to climb along the chambertop^^
Short question: why can't you just take the Code for adhedsiongel, omnicoder made ( mapping-help/sticky-gel-test-t3487.html ) and convert this to one of the Gel you've made?
and in the Video of your anty gravity Gel, it looks like player and cubes are pushed up from the Gel? Can you may switch this to the opposite, so hat you are pulled down to the gel? on this way you might be able to climb along the chambertop^^
Quote from FelixGriffin on August 28, 2013, 7:18 pmOmni never released that code, but I know how he made it. The surfaces of the room are covered with what I call the "adhesion grid," which detects when gel hits it and enables a room-rotating trigger.
But with my gels, the whole point of coding it with the script and particles is so that the mapper doesn't need to do anything special. He or she can just add an instance and be done with it. That's also why I'm working on the particle splatter rather than making a decal appear: a decal would require something like the adhesion grid.
I'll see if I can whip up a copy of Omni's gel so you can see how it works. But I haven't been able to find a way to make it work without the grid, and I don't want to force mappers to cover their whole map in a network of carefully-aligned triggers.
A possible solution would be special panels which prevent Adhesion Gel from instantly solidifying. That I could probably do. Would that work?
Omni never released that code, but I know how he made it. The surfaces of the room are covered with what I call the "adhesion grid," which detects when gel hits it and enables a room-rotating trigger.
But with my gels, the whole point of coding it with the script and particles is so that the mapper doesn't need to do anything special. He or she can just add an instance and be done with it. That's also why I'm working on the particle splatter rather than making a decal appear: a decal would require something like the adhesion grid.
I'll see if I can whip up a copy of Omni's gel so you can see how it works. But I haven't been able to find a way to make it work without the grid, and I don't want to force mappers to cover their whole map in a network of carefully-aligned triggers.
A possible solution would be special panels which prevent Adhesion Gel from instantly solidifying. That I could probably do. Would that work?
Quote from Flo2912 on August 29, 2013, 2:44 pmyou mean a special Panel, that enables the adhedsion-function like the one we saw in omnicodes Video? would be great, do that
Can you still may release an optional version, containing the these grids for the Adhedsion function and the Gel looking like paintsparyer gels, for those like me who probably wouldn't have a problem to cover their whole mat with such Grids?
you mean a special Panel, that enables the adhedsion-function like the one we saw in omnicodes Video? would be great, do that
Can you still may release an optional version, containing the these grids for the Adhedsion function and the Gel looking like paintsparyer gels, for those like me who probably wouldn't have a problem to cover their whole mat with such Grids?