The ThinkingWithPortals Map Showcasing Thread
Quote from srs bsnss on April 6, 2013, 5:16 amreepblue wrote:Thanks guys!It is apart of my Beta Pack which I'll hopefully release.
Can't wait to play it
will you release the skins etc. along with it?
It is apart of my Beta Pack which I'll hopefully release.
Can't wait to play it will you release the skins etc. along with it?
Quote from reepblue on April 6, 2013, 5:54 pmYeah, 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
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
The more you give, the less appreciated it will be received.
Quote from iWork925 on April 7, 2013, 1:31 am

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."
Quote from Lamarr on April 7, 2013, 3:34 amIdolon wrote:This looks fantastic!Might add some more support though to that concrete above with some truss models around it.
This looks fantastic!Might add some more support though to that concrete above with some truss models around it.
Quote from FireFusorf on April 7, 2013, 5:22 amAmazing 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
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

Quote from josepezdj on April 7, 2013, 6:08 amFireFusorf wrote:@Reepblue : I love the "E3" portalgun model, I hope you will make a tutorial on how to get itWell, there are some ways, if you have the model textutes.... Sicklebrick wrote a tutorial here

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

Quote from Caden on April 13, 2013, 10:26 amImprovements? 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?
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?
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?
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?
Quote from srs bsnss on April 13, 2013, 10:46 amCaden wrote:Chamber 00Improvements? 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 01What 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
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
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).
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 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