The ThinkingWithPortals Map Showcasing Thread
Quote from CamBen on May 18, 2014, 2:18 pmYea, I was going to be adding in a projected texture frm behind the waterfall type thing, but it caused some really weird errors in the console and glitched out the water. I'll probably be adding it back in near the other lab area not shown, or the orange tube area.
And yes, it is a crossover between portal and half life. Hopefully it is better than that horrible "portal life" mod where they just stuck random npcs into the level. I have a group on steam called portal:combined technologies, anyone is free to join.
Also, more screenshots ive taken: http://steamcommunity.com/id/CamBen/scr ... =imagewall
Yea, I was going to be adding in a projected texture frm behind the waterfall type thing, but it caused some really weird errors in the console and glitched out the water. I'll probably be adding it back in near the other lab area not shown, or the orange tube area.
And yes, it is a crossover between portal and half life. Hopefully it is better than that horrible "portal life" mod where they just stuck random npcs into the level. I have a group on steam called portal:combined technologies, anyone is free to join.
Also, more screenshots ive taken: http://steamcommunity.com/id/CamBen/scr ... =imagewall
Aperture Science: We do our science asbestos we can!
Quote from tile on May 18, 2014, 5:34 pmthose look amazing!
I really like the waterfall and beta style catwalks, very nice.
...accept chell. what were you thinking?Also, i have some updates for my mod. It's 12 pictures of a story area, though, so dont click unless you dont care about spoilers.
and here they are
[spoiler]http://h2fgamedev.blogspot.com/ sorry, the pics are too big to put here.[/spoiler]
those look amazing!
I really like the waterfall and beta style catwalks, very nice.
...accept chell. what were you thinking?
Also, i have some updates for my mod. It's 12 pictures of a story area, though, so dont click unless you dont care about spoilers.
and here they are
Quote from FelixGriffin on May 19, 2014, 11:59 amI don't know what, but something's very wrong with the lighting in the room with the dome.
I don't know what, but something's very wrong with the lighting in the room with the dome.
Quote from Caden on May 19, 2014, 5:11 pmCamBen wrote:Mod screenies:
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809Really not liking the use of Portal and Half-Life 2 textures there.
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809
Really not liking the use of Portal and Half-Life 2 textures there.
Quote from tile on May 19, 2014, 8:37 pmFelixGriffin wrote:I don't know what, but something's very wrong with the lighting in the room with the dome.let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!
let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!
Quote from FelixGriffin on May 19, 2014, 10:17 pmtile wrote:FelixGriffin wrote:I don't know what, but something's very wrong with the lighting in the room with the dome.let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!
Look at the underside of the dome. Something doesn't seem right to me about how it's lit. Are you using staticproppolys?
let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!
Look at the underside of the dome. Something doesn't seem right to me about how it's lit. Are you using staticproppolys?
Quote from CamBen on May 20, 2014, 2:39 amCaden wrote:CamBen wrote:Mod screenies:
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809Really not liking the use of Portal and Half-Life 2 textures there.
What wrong with using those?
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809
Really not liking the use of Portal and Half-Life 2 textures there.
What wrong with using those?
Aperture Science: We do our science asbestos we can!

Quote from josepezdj on May 20, 2014, 3:03 amtile wrote:staticproppolys?
well, the dome is 2 static props, so maybe. how do i fix that?Felix meant a compile option... Read this.
What I think about that weird dome is that:
1. You have a 'selfillum 1' texture with too brigthness information on the alpha channel
2. You used a too bright light entity under it, or a wrong light colour, try using a darker/brownish one.
3. You are using a custom texture that needs less brightness.Other than that, interesting mapping there
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@Camben: I sincerely think there are many interesting aesthetical concepts there. However certain bits seem to not match properly with some others; for example, I'm not sure about those weird stairs; and the handrails you used are great, but don't match much in certain areas, like in the screenshot 4... where, by the way, there're too many texture styles mixing, to my opinion. My favourite things are the slanted window frames, and the player model.
well, the dome is 2 static props, so maybe. how do i fix that?
Felix meant a compile option... Read this.
What I think about that weird dome is that:
1. You have a 'selfillum 1' texture with too brigthness information on the alpha channel
2. You used a too bright light entity under it, or a wrong light colour, try using a darker/brownish one.
3. You are using a custom texture that needs less brightness.
Other than that, interesting mapping there
@Camben: I sincerely think there are many interesting aesthetical concepts there. However certain bits seem to not match properly with some others; for example, I'm not sure about those weird stairs; and the handrails you used are great, but don't match much in certain areas, like in the screenshot 4... where, by the way, there're too many texture styles mixing, to my opinion. My favourite things are the slanted window frames, and the player model.
Quote from CamBen on May 20, 2014, 9:46 amAlright, I'll see what I can do about some bits of the screenshots. Also note that the blue floor shown to the left of screenie 4 has since been removed. Also that duct will probably be swapped over to using a model instead of a brush.
Alright, I'll see what I can do about some bits of the screenshots. Also note that the blue floor shown to the left of screenie 4 has since been removed. Also that duct will probably be swapped over to using a model instead of a brush.
Aperture Science: We do our science asbestos we can!