Please or Register to create posts and topics.

[ Portal 2 Coop Mod ] beGLADOS

PreviousPage 4 of 8Next

That is bloody awesome.

Agreed. I have a vague idea of how you did it, is this correct?

Spoiler
So you have a view proxy in a black room with maybe reskins or a color correction or something. A game_ui with left and right movement keys add and subtract from a math_counter, which sends an outvalue-invalue output to a logic_case. Depending on which case it is, logic_relays are enabled and disabled. When you click, the relay that is enabled is triggered, another camera is enabled from that, plus any brushes that fit over the view/screen overlays. From there, a game_ui is activated that lets you control droppers and cameras.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Thanks! It also supports turrets, paint sprayers, and rotating portalguns at the moment. The best part is that the icons are generated dynamically when the map loads: just drop the test element instances in and they'll be added to the UI.

CamBen wrote:
Agreed. I have a vague idea of how you did it, is this correct?

Close, but not quite. I'm using a script instead of a math_counter, and the rotation is managed by a func_rotating (which is carefully kept to the proper positions by the script). The icons are little brushes with a custom selfillum texture (I took a model-viewer screenshot, then used Photoshop: convert to black and white, glowing edges, minimize brightness, maximize contrast, then delete the red and blue channels and copy the green channel to alpha 1). When the script adds an icon it spins the ring to the proper position, spawns the template in front of the viewcontrol, parents it, then spins the ring back to 0.

Incidentially, in the course of making this I discovered that you can have multiple game_uis active at once. I built a mutex to prevent this, which is what causes the slight stutter when you "zoom out": one viewcontrol is deactivated before the other is activated, so you see out of the player's eyes for a moment.

EDIT2: That stutter is actually invisible in the video due to the heavy lag when recording. I hadn't noticed that.

EDIT: Also, the effect when you're looking through a camera is a carefully-placed func_brush in front of a viewcontrol with limited FOV. The texture uses the Modulate shader to change the colors the player sees rather than blocking their view. Bonus points if you can tell where I got the texture from.

Falsi sumus crusto!

Ah, I see. Very clever!

Wait was the view texture from some half life 2 combine binoculars?

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
FelixGriffin wrote:
Since I haven't been able to get in touch with the mappers, I'll post a video here.

http://www.youtube.com/watch?v=qHeaz_XhfNk

Man, if the mod dies... you must do your own stuff with this. is just.. awesome =D!!

Level designer, 3D modeler, texture artist ,environment artist.

Those look like PTI models in the green screen?

CamBen wrote:
Wait was the view texture from some half life 2 combine binoculars?

Correct. It was meant to be used with an env_screenoverlay, but that no longer works.

yishbarr wrote:
Those look like PTI models in the green screen?

The box dropper, paint sprayer, and turret are. The camera and rocket sentry aren't.

Falsi sumus crusto!

Damn, Felix, that's the most amazing mechanic I've seen in portal!

Anyways, If you need a story writer or a musical composer, ill be glad to do that. I already have 2 ideas for stories, so you can just PM me for them.

Can't wait to see the final product!

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb

I'd also gladly compose a few pieces if you need it. Though, the only thing I don't understand is how the puzzles will work. Would It be like normal single player, or something completely different?

Wow, I'm honestly a little surprised at the number of reactions. Thank you! :)

I don't know how the mod creators plan to use this, I think one player will be a test subject and the other will be GLaDOS or another core. It could also work with single player once I get the portalgun element working properly, which gives you almost all the capabilities of a test subject.

Falsi sumus crusto!
PreviousPage 4 of 8Next