Reflection gel
Quote from CamBen on April 3, 2013, 4:24 amWait, the gel should appear bright white? I always get a purple and black checker texture on them (which I actually kinda like, it goes well with the purple splash particle).
Wait, the gel should appear bright white? I always get a purple and black checker texture on them (which I actually kinda like, it goes well with the purple splash particle).
Aperture Science: We do our science asbestos we can!

Quote from josepezdj on April 3, 2013, 4:42 amCamBen wrote:which I actually kinda likeLOL
About white-bright.... hmmmm I think you are right: a missing texture shows a chekerboard by default, and a lack of one custom texture is what causes the bright-white
(when for example you don't pakrat it into the bsp and such) Thanks for the correction!
LOL
About white-bright.... hmmmm I think you are right: a missing texture shows a chekerboard by default, and a lack of one custom texture is what causes the bright-white (when for example you don't pakrat it into the bsp and such) Thanks for the correction!
Quote from FelixGriffin on April 3, 2013, 5:16 pmWe should probably come to a concensus on the gel's color, with so many out there. Right now I know of maps using purple, bright white, normal gray, neon green, yellow, and black. Are there any others I'm missing?
We should probably come to a concensus on the gel's color, with so many out there. Right now I know of maps using purple, bright white, normal gray, neon green, yellow, and black. Are there any others I'm missing?
Quote from CamBen on April 4, 2013, 12:16 amWait, where was the yellow and neon green used? I thought the rust and lime colored gels crashed when you walked on them, I made a map to test that.
Wait, where was the yellow and neon green used? I thought the rust and lime colored gels crashed when you walked on them, I made a map to test that.
Aperture Science: We do our science asbestos we can!
Quote from srs bsnss on April 4, 2013, 4:43 amFelixGriffin wrote:We should probably come to a concensus on the gel's color, with so many out there.I think that the dark grey/black reflection gel used in carl.kenner's Style Changer mod is the best/most common, so maybe that's the one we should accept?
I think that the dark grey/black reflection gel used in carl.kenner's Style Changer mod is the best/most common, so maybe that's the one we should accept?
Quote from FelixGriffin on April 4, 2013, 8:30 amCamBen wrote:Wait, where was the yellow and neon green used? I thought the rust and lime colored gels crashed when you walked on them, I made a map to test that.In the unreleased mod Conversion, and probably Back-Stock as well. The color was changed with portal_paint_color.
And I agree about the black/dark grey, if it's in the Stylechanger. Anyone else?
In the unreleased mod Conversion, and probably Back-Stock as well. The color was changed with portal_paint_color.
And I agree about the black/dark grey, if it's in the Stylechanger. Anyone else?
Quote from Sprowl on April 4, 2013, 3:34 pmI did choose black because it's one of the main colors used in Portal 2 (Orange, Blue, White, Black). Grey could work too, but I just don't like the look of it. But silver could look quit nice. Like a liquid mirror or something (cubemaps). Anybody who wants to try that?
I did choose black because it's one of the main colors used in Portal 2 (Orange, Blue, White, Black). Grey could work too, but I just don't like the look of it. But silver could look quit nice. Like a liquid mirror or something (cubemaps). Anybody who wants to try that?
Quote from FireFusorf on April 4, 2013, 4:34 pmFelixGriffin wrote:The color was changed with portal_paint_color.The problem with "portal_paint_color" is that it also changes the color of the conversion gel... And as far as I know they are no alternatives to this.
The problem with "portal_paint_color" is that it also changes the color of the conversion gel... And as far as I know they are no alternatives to this.
Quote from FelixGriffin on April 4, 2013, 4:46 pmUnfortunately there aren't.
Sprowl: I haven't found a way to make it use the cubemaps, since it doesn't seem to load any special materials. But that would look really awesome.
Unfortunately there aren't.
Sprowl: I haven't found a way to make it use the cubemaps, since it doesn't seem to load any special materials. But that would look really awesome.