Laser redirection (mirror?)
Quote from Vandread83 on May 26, 2011, 6:13 pmI'm working on an idea, but in order for it to really work I need to redirect a laser. I know mirrors don't render properly and that's fine, I don't need it to look right, just work right (45 degree angled mirror to change beam direction 90 degrees).
I've set my mirror surface to a reflectivity_80 and even tried changing the object to a func_reflective_glass, but no luck. If anyone can point me in the right direction, would be greatly appreciated.
Thanks in advance.
I'm working on an idea, but in order for it to really work I need to redirect a laser. I know mirrors don't render properly and that's fine, I don't need it to look right, just work right (45 degree angled mirror to change beam direction 90 degrees).
I've set my mirror surface to a reflectivity_80 and even tried changing the object to a func_reflective_glass, but no luck. If anyone can point me in the right direction, would be greatly appreciated.
Thanks in advance.
Quote from Mevious on May 26, 2011, 6:26 pmI don't think mirrors in this sense are possible without additional code. You might consider using inaccessable lens cubes to redirect lasers or (this is a worse idea) by using linked_portal_doors. It really depends on how you want to use these mirrors.
I don't think mirrors in this sense are possible without additional code. You might consider using inaccessable lens cubes to redirect lasers or (this is a worse idea) by using linked_portal_doors. It really depends on how you want to use these mirrors.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from Vandread83 on May 26, 2011, 6:31 pmJust for laser redirection. how would I use lens cubes? linked portal door on the surface to a cube in another room then another linked portal door out the same location?
Just for laser redirection. how would I use lens cubes? linked portal door on the surface to a cube in another room then another linked portal door out the same location?
Quote from Mevious on May 26, 2011, 6:51 pmThe lens cube and linked_portal_door were two separate suggestions. This is a good example of a map that uses inaccessbale lens cubes just for the purpose of redirecting a laser.
The lens cube and linked_portal_door were two separate suggestions. This is a good example of a map that uses inaccessbale lens cubes just for the purpose of redirecting a laser.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from Vandread83 on May 26, 2011, 6:56 pmahh yeah, ok, that isn't an option for what I want to do.
ahh yeah, ok, that isn't an option for what I want to do.
Quote from Vandread83 on May 26, 2011, 7:31 pmlinked portals sort of works, besides looking like crap... would probably look fine if I could get them to not be visible...
linked portals sort of works, besides looking like crap... would probably look fine if I could get them to not be visible...
Quote from Supervillain on May 26, 2011, 10:05 pmI would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already.
Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.
I would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already.
Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.
Quote from raulness on May 26, 2011, 10:19 pmSupervillain wrote:I would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already.Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.
Not true. It's already been done in an presentable form.
http://www.youtube.com/watch?v=vBsI9g5ZUl4
As to how you go about doing it, I have no idea.
Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.
Not true. It's already been done in an presentable form.
http://www.youtube.com/watch?v=vBsI9g5ZUl4
As to how you go about doing it, I have no idea.
Quote from Vandread83 on May 26, 2011, 10:23 pmI think my puzzle element will be very intuitive to most players and addresses an issue where people are requiring the user to exploit physics to achieve similar results. I've gotten it looking fairly decent with the portal gates, my only problem now is making sure I find a way to interrupt an output delay if a certain event fires.
And I think I can do that with logic relays.
And I was right, logic relays worked great. Here's a screenshot of what I'm doing. I'll release the VMF (its instanced) for it with my map when I finish it. Obviously lighting and textures changing, going to add a glowing light (red/green) for if the "mirror" is engaged or not. It turns on 5 seconds after the box drops (gives it time to stabilize because the portals will do crazy stuff if they aren't stable)
If someone knows how to trigger on motion stop let me know, I see motion starting, but not stopping in the func_physbox.
[spoiler]
downward_redirection_box.jpgNot glitched floating, its on an invisible platform for testing purposes.
downward_redirection_box2.jpg[/spoiler]
An interesting side effect that could bring some interesting puzzle variation.
[spoiler]
downward_redirection_box3.jpg[/spoiler]
Also, anyone know how to flag it so it'll be destroyed by an emancipation grid?
can also shoot portals through it and they get redirected as well. I think I can turn that off though, but I'll leave it in there. Can also stare at yourself if you put in on the floor and crawl through the open end, the game turns you and shoves you facing yourself, never realized how mean Chell looks up close, she has a really pissed off look on her face.
I think my puzzle element will be very intuitive to most players and addresses an issue where people are requiring the user to exploit physics to achieve similar results. I've gotten it looking fairly decent with the portal gates, my only problem now is making sure I find a way to interrupt an output delay if a certain event fires.
And I think I can do that with logic relays.
And I was right, logic relays worked great. Here's a screenshot of what I'm doing. I'll release the VMF (its instanced) for it with my map when I finish it. Obviously lighting and textures changing, going to add a glowing light (red/green) for if the "mirror" is engaged or not. It turns on 5 seconds after the box drops (gives it time to stabilize because the portals will do crazy stuff if they aren't stable)
If someone knows how to trigger on motion stop let me know, I see motion starting, but not stopping in the func_physbox.
Not glitched floating, its on an invisible platform for testing purposes.
An interesting side effect that could bring some interesting puzzle variation.
Also, anyone know how to flag it so it'll be destroyed by an emancipation grid?
can also shoot portals through it and they get redirected as well. I think I can turn that off though, but I'll leave it in there. Can also stare at yourself if you put in on the floor and crawl through the open end, the game turns you and shoves you facing yourself, never realized how mean Chell looks up close, she has a really pissed off look on her face.
Quote from Vandread83 on May 28, 2011, 9:45 amMay not use it after all, too glitchy. I think if I could detect *any* movement of the brush and make the portals close then open again once all movement has completely stopped it would be possible, but as is, I can make the portals close on pick-up, but all triggers I try for when someone pushes the box don't work so the portals stay open as you shove the box around. so I tried enable/disable motion while the portals were open, but you have to enable motion on use, but if you hit the angle right you can use it but not pick up and then push it around.
May not use it after all, too glitchy. I think if I could detect *any* movement of the brush and make the portals close then open again once all movement has completely stopped it would be possible, but as is, I can make the portals close on pick-up, but all triggers I try for when someone pushes the box don't work so the portals stay open as you shove the box around. so I tried enable/disable motion while the portals were open, but you have to enable motion on use, but if you hit the angle right you can use it but not pick up and then push it around.