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The ThinkingWithPortals Map Showcasing Thread

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srs 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.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

I didn't know that was possible. I always thought it was some kind of continuous particle.

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.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
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.
Heavy WIP:

Spoiler

ss (2014-06-28 at 06.54.48).jpg

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?

ImageImage

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.)

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
srs 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.

srs 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 SoT

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.

Falsi sumus crusto!

"Mister Johnson?"

CJ.jpg
d3m0l1sh3r wrote:
"Mister Johnson?"

Looks awesome

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