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Need Someone to Modify Orange Portals

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Recently I began creating a full-on recreation of Portal: The Flash Version into the Portal 2 Software Development Kit. To explain more about the entire mod, and to save myself a lot of time, please read the following modified post (by me):

Quote:
One of the most popular flash games out there is Portal: The Flash Version. In fact, a few years ago a man named Hen Mazolski (my guess is that he's not American) recreated the entire game into Valve's Source Software Development Kit (SDK). This turned out to be one of the most famous Portal modifications ever created, and WeCreateStuff even advertizes it on their Portal: The Flash Version page! Mostly because they own it though.

But in my opinion (and many others) some things were not quite delivered as they should have in the mod.

This is mainly because of test chambers 36-40, when, in the flash version, they start introducing these small holes in the walls of the testing area, which the player uses to Portal to each different part of the test. Sometimes there can be about one-three holes in every section of the test. This doesn't create any problems for the flash version, as seeing the entire chamber prevents any confusion. However, in the SDK version, these small holes create mazes inside of the test, and the player tends to get confused quickly. In fact, in the final chamber, when most players find two holes in the floor and one hole in the wall, and then Portal through the wall and find a hole in the wall and another hole in the ground, the player usually submits themselves to the test and types "kill" in the Developer Console.

Well, I plan on recreating Portal: The Flash Version into the Portal 2 SDK (Portal 2 Authoring Tools) for various reasons, such as:

  • To fix most of the problems that the MapPack had.
  • To learn how to use the Hammer World Editor better, as it is easier to create tests when they have already been mapped out in a two-dimensional space.
  • I seriously wanted to create one of those blue Electric Field obstacles that turn on and off and fizzle the player in Portal: The Flash Version.
  • You need Half-Life 2 to play the MapPack, and I want to fix that.
  • rHetorical's making a High-Definition remix of Portal (Alive & Kicking) so I better do this before they beat me to the punch.

That last bullet I mentioned might have given away that I the purpose of this mod is to also upgrade the graphics, since Portal 2's engine is a lot more beautiful than Portal's. In a way of thinking, this mod shares many similarities to Alive & Kicking, except I'm not exactly sure what the point of Alive & Kicking is. The mod doesn't really seem all that necessary. I'm looking forward to the mod just as much as everyone else is, but all they're doing is changing the atheistic style, they're not fixing any glitches that existed or some other reason to recreate it.

I'm also making this mod to experiment with the aesthetics of the testing environment, so I can use this for future reference for my other mod: Indestructible Core Intelligence. In fact, I'm actually thinking about tying in the stories together. Or maybe having these act as a series of Bonus Maps for it.

So, I hope you enjoyed reading about this new mod I am going to be working on!

So anyways, the progress of this mod has actually been going beautifully, I've been able to create a nice back-story tying it to my other mod and create some really unique aesthetics. There is one thing, however, that I would to get out of the way. This mod is replicating some things about Portal: The Flash Version that most people have overlooked, such as creating turrets that can be revived when picked back up (which I have done by the way). One of those things I would like to replicate is the secondary Portal color, as you know is yellow in the Flash Version. Unfortunately, for some reason, I am unable to use VTFEdit, as I can't even download any versions of .NET Framework.

Cutting more to the chase: I would appreciate it if someone could do this for me. I know I sound kind of lazy saying that, but it would be really appreciated.

It's almost impossible to do that, due to the can't-override-files problem with Portal 2, but I could give you something like for Multiportal. I think my code for that makes the blue portal yellow, so that it's red and yellow with the button pressed, but I could modify it.

Falsi sumus crusto!
Quote:
Hen Mazolski (my guess is that he's not American)

That's an Israeli name.

cant the vmfs just be recompiled for portal 2 and bam done?
port the models over and its on the p2 engine.... I means some stuff should be changed like fizzlers, cube droppers and textures, but thats really it



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
cant the vmfs just be recompiled for portal 2 and bam done?
port the models over and its on the p2 engine.... I means some stuff should be changed like fizzlers, cube droppers and textures, but thats really it

AFAIK, if you put the prefabs in the right place.

Falsi sumus crusto!
FelixGriffin wrote:
It's almost impossible to do that, due to the can't-override-files problem with Portal 2, but I could give you something like for Multiportal. I think my code for that makes the blue portal yellow, so that it's red and yellow with the button pressed, but I could modify it.

There is a tutorial I found for doing this, I tried following it, but like I said, I can't use VTFEdit. Maybe this will help: http://www.moddb.com/mods/portal-stay-i ... -and-above

The problem is that that doesn't work anymore. In Portal 2 you aren't allowed to change any resources in the original game, period. In Portal you could, and that's how they changed the portals.

My Multiportal solution is to build a fake colorful portal on top of the actual one, then screen it so that only the new one shows up. Most of the code is to make the colorful one stay on top of the real portal.

Falsi sumus crusto!

Well one sure way to replace your files is to create a mod. Depending on how large your project is, this might be the way to go.

?????????????????????????????TWP Releases | My Workshop

Good point, I had forgotten about that. That would look a lot better, as my Multiportal method removes the swirly particles around the open portals.

Falsi sumus crusto!
FelixGriffin wrote:
BenVlodgi wrote:
cant the vmfs just be recompiled for portal 2 and bam done?
port the models over and its on the p2 engine.... I means some stuff should be changed like fizzlers, cube droppers and textures, but thats really it

AFAIK, if you put the prefabs in the right place.

at this point, all prefabs would have been compiled in, so you dont need the origionals (same goes for instances). plus when prefabs are added to a map, it completely unfolds into the vmf, so you dont need the origional



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
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