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The ThinkingWithPortals Map Showcasing Thread

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reepblue wrote:
Thanks guys!

It is apart of my Beta Pack which I'll hopefully release. :)

Can't wait to play it :D will you release the skins etc. along with it?

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Yeah, there is also a vscript that swaps the Portal 2 Button with the one from Portal 1.

I may also release the entire "DLC" folder. I made a few overrides with a vpk, made the gel colors a more generic color, (Still Blue and Orange), Portal 1 viewmodel, added the wirl particles back, and other things.

Here is more

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:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

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Got cave walls in, it looks a lot better now.

:notworthy:

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Idolon wrote:
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Got cave walls in, it looks a lot better now.

This looks fantastic!Might add some more support though to that concrete above with some truss models around it.

Amazing work Idolon ! :) But the fog color seems a little bright for a cave, no ?

@Reepblue : I love the "E3" portalgun model, I hope you will make a tutorial on how to get it :)

Making a puzzle is a puzzle in itself
My Workshop : >-Click Me-<
--> Reflection Gel Testing 4 <--
FireFusorf wrote:
@Reepblue : I love the "E3" portalgun model, I hope you will make a tutorial on how to get it :)

Well, there are some ways, if you have the model textutes.... Sicklebrick wrote a tutorial here :wink:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Idolon wrote:
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Got cave walls in, it looks a lot better now.

Yeah =), can't wait for play it.. :thumbup:

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

Chamber 00

Improvements? Should I stick with the glass frame I'm using? How can I make the env_projectedtexture look better? Should I add more props in the wake-up chamber? What could I do to just improve it in general?

Chamber 01

What about this? Should I ditch the Portal 1 styled entryway? Am I making the pistons right? Does the grating look good there? How about the lighting, should I reposition the env_projectedtexture or adjust the position of a few light strips?

Caden wrote:
Chamber 00

Improvements? Should I stick with the glass frame I'm using? How can I make the env_projectedtexture look better? Should I add more props in the wake-up chamber? What could I do to just improve it in general?

Generally, it looks pretty good, although you may want to change the FOV and light colour for the env_projectedtexture. The light colors I usually use for observation rooms, BTS lighting, etc are:

165 196 211 500 (darker colour)
or
198 226 255 200 (lighter colour)

Keep experimenting with the FOV until you get rid of the soft edges. I like to measure it by making sure the light "cone" hits geometry surrounding it. For example, in the observation rooms, I set the FOV so that it's wider than the window opening (that's about 125).

Caden wrote:
Chamber 01

What about this? Should I ditch the Portal 1 styled entryway? Am I making the pistons right? Does the grating look good there? How about the lighting, should I reposition the env_projectedtexture or adjust the position of a few light strips?

The P1 entry looks fine, although the top bit looks a bit squished.I don't remember what it was in the original game, though, so I might be wrong.

Lighting is good, though once again, you might like to play around with the FarZ.

Pistons look great there :thumbup: But in regards to the grating, it sorta looks a bit too...solid? Maybe move it back 8 units or so, and put a squarebeam texture underneath it. Though you can't do that on the underside of the platform part, so that may not work.

But overall, looking good :D

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