The ThinkingWithPortals Map Showcasing Thread
Quote from CamBen on July 7, 2014, 1:12 pmsrs bsnss wrote:How'd you do that? And, could the same method be applied to light bridges?yes, it could. I've been trying for a while to come up with one that looks cool for my mod but I haven't gotten any good ideas yet.
yes, it could. I've been trying for a while to come up with one that looks cool for my mod but I haven't gotten any good ideas yet.
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Quote from Gemarakup on July 7, 2014, 3:02 pmI didn't know that was possible. I always thought it was some kind of continuous particle.
I didn't know that was possible. I always thought it was some kind of continuous particle.

Quote from TeamSpen210 on July 7, 2014, 4:22 pmActually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.
Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.
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Quote from Habzs on July 7, 2014, 8:33 pmsrs bsnss wrote:How'd you do that? And, could the same method be applied to light bridges?The same could be done to light bridges.
Heavy WIP:
[spoiler]ss (2014-06-28 at 06.54.48).jpg[/spoiler]
The same could be done to light bridges.
Heavy WIP:
Quote from srs bsnss on July 8, 2014, 2:30 amHabzs wrote:srs bsnss wrote:How'd you do that? And, could the same method be applied to light bridges?The same could be done to light bridges.
TeamSpen210 wrote:Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?
The same could be done to light bridges.
I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?

Quote from TeamSpen210 on July 8, 2014, 2:56 amYou'd probably want to make modified versions of the particles too - the "projected_wall_impact" particle appears at the end of lightbridges and when it passes through portals. (This particle actually isn't preached properly by the projector entity, causing brief lag when turned on; put a particle system with this property somewhere to prevent this. Valve probably didn't notice since they very rarely/never have bridges/lasers/funnels not always running.)
You'd probably want to make modified versions of the particles too - the "projected_wall_impact" particle appears at the end of lightbridges and when it passes through portals. (This particle actually isn't preached properly by the projector entity, causing brief lag when turned on; put a particle system with this property somewhere to prevent this. Valve probably didn't notice since they very rarely/never have bridges/lasers/funnels not always running.)
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Maps:
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- Gel is Not Always Helpful[/spoiler]
Quote from Habzs on July 8, 2014, 5:33 amsrs bsnss wrote:Habzs wrote:srs bsnss wrote:How'd you do that? And, could the same method be applied to light bridges?The same could be done to light bridges.
TeamSpen210 wrote:Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?
It's done by adding a pak file, in the update folder. Ofc, if I were to release a map with this, you'd have to replace your own pak01_dir file.
The same could be done to light bridges.
I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?
It's done by adding a pak file, in the update folder. Ofc, if I were to release a map with this, you'd have to replace your own pak01_dir file.
Quote from FelixGriffin on July 8, 2014, 8:36 amsrs bsnss wrote:if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoTI sort of cheated in that map--the colored light bridges (which are all conveniently pointed at non-portalable walls) are just prop_dynamic emitters with togglable func_brushes and particle systems in front of them.
I sort of cheated in that map--the colored light bridges (which are all conveniently pointed at non-portalable walls) are just prop_dynamic emitters with togglable func_brushes and particle systems in front of them.