Not fizzling fizzler [SOLVED]
Quote from DocWibbleyWobbley on October 18, 2012, 12:19 pmWell the idea is to have a field that looks like a fizzler (lights up when an object gets close) but doesn't act like one (dissolve stuff). Keep in mind that I'll be setting it up in front of an excursion funnel so if you're going to suggest me putting a wall in front of an actual fizzler don't. The minimum distance for this to work is 11 units and it definitely doesn't look good. Hope you guys find a solution
Well the idea is to have a field that looks like a fizzler (lights up when an object gets close) but doesn't act like one (dissolve stuff). Keep in mind that I'll be setting it up in front of an excursion funnel so if you're going to suggest me putting a wall in front of an actual fizzler don't. The minimum distance for this to work is 11 units and it definitely doesn't look good. Hope you guys find a solution
Quote from FelixGriffin on October 18, 2012, 4:30 pmSo do cubes need to pass through it? You can make a "cube only" wall one unit in front if they don't, and that won't block the tbeam.
The spirally stuff is controlled by the trigger_portal_cleanser entity, but I don't think they show if the object is filtered out, which would be my other suggestion.
So do cubes need to pass through it? You can make a "cube only" wall one unit in front if they don't, and that won't block the tbeam.
The spirally stuff is controlled by the trigger_portal_cleanser entity, but I don't think they show if the object is filtered out, which would be my other suggestion.
Quote from DocWibbleyWobbley on October 19, 2012, 1:48 amYes the idea is to have it setup to block cubes but as I mentioned in my first post the minimum for your idea to work is 11 units because excursion funnels don't act the same for the player and an object. For instance when a player gets to the end of an excursion funnel he/she gets slowed down and then stops. This isn't the case with objects. They keep getting pushed even if they are at the end which causes glitchy collision behavior. Hope you understood me better this time
Also I haven't tried to filter it out using a filter but I'm certain that when I uncheck the "Physics Objects" flag on the trigger_portal_cleanser it doesn't show up.
EDIT:Just tested to filter out the object using a filter.
Results were highly informative - it didn't show the lighty effect.
Yes the idea is to have it setup to block cubes but as I mentioned in my first post the minimum for your idea to work is 11 units because excursion funnels don't act the same for the player and an object. For instance when a player gets to the end of an excursion funnel he/she gets slowed down and then stops. This isn't the case with objects. They keep getting pushed even if they are at the end which causes glitchy collision behavior. Hope you understood me better this time Also I haven't tried to filter it out using a filter but I'm certain that when I uncheck the "Physics Objects" flag on the trigger_portal_cleanser it doesn't show up.
EDIT:Just tested to filter out the object using a filter.
Results were highly informative - it didn't show the lighty effect.

Quote from josepezdj on October 19, 2012, 4:25 amI don't really understand your intentions. I mean, every portal player knows the fizzler as a puzzle element and its function or mission. You shouldn't want to change that. You should make a new barrier instead. A different field that behaves just how you want...
For example, have you ever played to Neco's Momentum or The Ledge maps? There you will see a special barrier, kind of a "cube-repellent" barrier.
The main problem I see here is the effect when you get the cube near the fizzler... I'm not sure if that effect is ddue to the entity trigger_portals_cleanser or it could be some kind of proxy into the fizzler texture material... you could look into that...
I don't really understand your intentions. I mean, every portal player knows the fizzler as a puzzle element and its function or mission. You shouldn't want to change that. You should make a new barrier instead. A different field that behaves just how you want...
For example, have you ever played to Neco's Momentum or The Ledge maps? There you will see a special barrier, kind of a "cube-repellent" barrier.
The main problem I see here is the effect when you get the cube near the fizzler... I'm not sure if that effect is ddue to the entity trigger_portals_cleanser or it could be some kind of proxy into the fizzler texture material... you could look into that...
Quote from DocWibbleyWobbley on October 19, 2012, 9:29 amMy intentions are the to have a barrier that doesn't allow cubes or spheres but still lights up when an object is close. Also I made a recoloured "fizzler" VMT which is basically the fizzler VMT just with the colour values changed. When put on a trigger_portal_cleanset that texture acts the same as the normal one. That's why I named the topic "Not fizzling fizzler". I'll play the maps you recommended and take a look. I'll keep searching on the internet as well.
My intentions are the to have a barrier that doesn't allow cubes or spheres but still lights up when an object is close. Also I made a recoloured "fizzler" VMT which is basically the fizzler VMT just with the colour values changed. When put on a trigger_portal_cleanset that texture acts the same as the normal one. That's why I named the topic "Not fizzling fizzler". I'll play the maps you recommended and take a look. I'll keep searching on the internet as well.

Quote from josepezdj on October 19, 2012, 1:23 pmDUDE!!!! I did it!!
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LOL... this is going to like you a lot!! It's an awesome find!!!
I must confess it's a SOOO weird find though...I've made a func_brush, ofc set to not solid and textured with the fizzler texture... I discovered that it behaves the same than the trigger_portal_cleanser ONLY IF this last one is close to the first one. Please check:
You'll see that the left part is not really showing the effect when the cube is near, only the right part of the fizzler
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So the only thing you should do to achieve what you want is to place 1 trigger_portal_cleanser at each side of the fake-fizzler-func_brush. I hid one piece of trigger_portal_cleanser into those 2 columns that hold the fizzler_props as you'll see in the next video... IMPORTANT: both hidden trigger_portal_cleansers should be set to "visible" (though hidden) and both need to have the flag "physics objects" checked for this to work out
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The only con I find here is the case in which you have a long fizzler... I guess you could hide the cleansers along the upper and bottom sides of the fake-fizzler (make sure you always use some func_clip_physics to protect yor cubes from fizzling!)
(you're welcome!
)
DUDE!!!! I did it!!
LOL... this is going to like you a lot!! It's an awesome find!!!
I must confess it's a SOOO weird find though...
I've made a func_brush, ofc set to not solid and textured with the fizzler texture... I discovered that it behaves the same than the trigger_portal_cleanser ONLY IF this last one is close to the first one. Please check:
You'll see that the left part is not really showing the effect when the cube is near, only the right part of the fizzler
So the only thing you should do to achieve what you want is to place 1 trigger_portal_cleanser at each side of the fake-fizzler-func_brush. I hid one piece of trigger_portal_cleanser into those 2 columns that hold the fizzler_props as you'll see in the next video... IMPORTANT: both hidden trigger_portal_cleansers should be set to "visible" (though hidden) and both need to have the flag "physics objects" checked for this to work out
The only con I find here is the case in which you have a long fizzler... I guess you could hide the cleansers along the upper and bottom sides of the fake-fizzler (make sure you always use some func_clip_physics to protect yor cubes from fizzling!)
(you're welcome! )
Quote from Lpfreaky90 on October 19, 2012, 2:12 pmI think it's best not to have the effect for cubes if you don't plan to fizzle them, the effect was added to make it more clear that the fizzlers do something with cubes, compared to the fizzlers in portal 1. Adding the effect is counter-productive.
You can just check the proper flags in the trigger_portal_cleanser. I would recommend making a different texture for the fizzler to maken it more clear that it's something different. Look for fourth reapers' texture pack. It's in the other section of downloads, it should include a version that does the same as you want. I believe he also included instances, though I'm not sure.
I think it's best not to have the effect for cubes if you don't plan to fizzle them, the effect was added to make it more clear that the fizzlers do something with cubes, compared to the fizzlers in portal 1. Adding the effect is counter-productive.
You can just check the proper flags in the trigger_portal_cleanser. I would recommend making a different texture for the fizzler to maken it more clear that it's something different. Look for fourth reapers' texture pack. It's in the other section of downloads, it should include a version that does the same as you want. I believe he also included instances, though I'm not sure.

Quote from josepezdj on October 19, 2012, 2:42 pmLpfreaky90 wrote:You can just check the proper flags in the trigger_portal_cleanser. I would recommend making a different texture for the fizzler to maken it more clear that it's something differentHa... indeed! I was the first one who told him
Ha... indeed! I was the first one who told him
Quote from DocWibbleyWobbley on October 19, 2012, 2:51 pmI don't know what made you discover that but I'm totally amazed
I've tested it a few times and I just couldn't stop throwing the cube at the "fizzler". I began to lose hope when I searched around a bit more and found out that the shader "SolidEnergy" controls this thing but then again Valve proved that they can screw up for the luck of others. Another instance of this is the reflection gel - I read somewhere on the forums that it was totally unintentional. At Lpfreaky90 - I already made the new "fizzler" VMTs. Soon ...
Once again a big thank you jozepezdj.
I don't know what made you discover that but I'm totally amazed I've tested it a few times and I just couldn't stop throwing the cube at the "fizzler". I began to lose hope when I searched around a bit more and found out that the shader "SolidEnergy" controls this thing but then again Valve proved that they can screw up for the luck of others. Another instance of this is the reflection gel - I read somewhere on the forums that it was totally unintentional. At Lpfreaky90 - I already made the new "fizzler" VMTs. Soon ...
Once again a big thank you jozepezdj.