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[WIP][Trailer] Sphere cannon

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This needs to be in pti as part of the fge/bee :D. Anyway, I see how this could be useful in a kind of turret bowling thing, or a coop challenge chamber.

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

To avoid crashes and exploits you might want to fizzle the old sphere when you shoot a new one. Otherwise it would be easy to press several buttons at once, or fill up an area with them.

Falsi sumus crusto!
FelixGriffin wrote:
To avoid crashes and exploits you might want to fizzle the old sphere when you shoot a new one. Otherwise it would be easy to press several buttons at once, or fill up an area with them.

I already fizzle the old sphere and if you try to pick it up it dossolves. :thumbup:
But nice to see you also think about the pro and cons of the cannon.

Turret Bowling or even some kind of Billard would be possible, too. :lol:

[back on TWP since 08. July 2017]
Steam: DrFauli

Well, good news!
I tested my sphere cannon in PTI SP and COOP maps, and it works just fine. :thumbup:
I added it to my PTI Editor Palette and now I can place it like an normal Editor Item.

I also tried to use two of them in COOP and it works just great, you dont have to change anything. :)

Would anyone please create the .3ds modell and a texture for my modell? (for PTI Editor)
I cant do it myself, cause I dont have the skills needed to do it... :lol:
Contact me if you can do it, and I will send you all files you could need to do so.

[back on TWP since 08. July 2017]
Steam: DrFauli

I can, although it will literally look just like the cannon--it will have the "brushwork" feel to it. Someone else might be able to make it look better.

Falsi sumus crusto!
FelixGriffin wrote:
I can, although it will literally look just like the cannon--it will have the "brushwork" feel to it. Someone else might be able to make it look better.

sickelbrick told me about blender, and so i just learned to work with blender today.

This is what i got now:
Image

I exported it as .3ds, but when i use it in portal its just the big blue ERROR message.
So i guess something is missing in the model... :thumbdown:

What steps do I need to get my model work in portal 2?
- At the Moment I have 6 different objects in blender, which are not conected, they are just 'touching'
- no Textures
- no materials
- I imported the cubesphere.3ds to scale it to the right size already

[back on TWP since 08. July 2017]
Steam: DrFauli

Portal 2 doesn't use 3DS files, it uses MDLs. You should be able to export an SMD with Blender, which you can then compile with StudioMDL (in portal2/bin).

Falsi sumus crusto!
FelixGriffin wrote:
Portal 2 doesn't use 3DS files, it uses MDLs. You should be able to export an SMD with Blender, which you can then compile with StudioMDL (in portal2/bin).

I just want to use the model for the ingame view of the PTI Editor.
And there are several .3ds in "Portal 2portal2_dlc2modelspuzzlemaker"

Are they not used for the ingame preview of the model?

[back on TWP since 08. July 2017]
Steam: DrFauli

Hey guys, I figured I should explain the crosshair a little bit,
since nobody seemed to understand it on their own... :lol:

The yellow markers on the left and on the right are the markers for the distance.
You can estimate the distance when you use a tile of the wall-texture.

The yellow dot in the middle is the spot where the sphere will hit the wall.

---
First line (on top) is for everything that is right in front of you.
As long as the target wall-tile is bigger than the distance between the lines, you will hit it.

Image

A few more steps away from the wall, and you have to use one of the next lines.

Image

... and this time we are really far away and have to use the last line:

Image

And this is how it looks for a wall-mounted button:

Image

---

The map where I created these screenshots is visible for all of my steam-friends right now.
I will publish it for everyone as soon as I have fixed the most common problems and bugs.

Some of my steam-friends are testing the map right now and see if everything works out,
and then send me comments and .dem files to watch.

[back on TWP since 08. July 2017]
Steam: DrFauli
PortalCombat wrote:
FelixGriffin wrote:
Portal 2 doesn't use 3DS files, it uses MDLs. You should be able to export an SMD with Blender, which you can then compile with StudioMDL (in portal2/bin).

I just want to use the model for the ingame view of the PTI Editor.
And there are several .3ds in "Portal 2portal2_dlc2modelspuzzlemaker"

Are they not used for the ingame preview of the model?

No they are not. They're used for selection meshes, but you don't really need them. Only the MDL model is necessary.

Falsi sumus crusto!
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