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How to test adhesion gel in portal 2
How to test adhesion gel in portal 2








At the moment I've built Glue Gel (a type of Adhesion Gel that dries very quickly, leaving anything it hit firmly stuck in place until it's washed off), Reepblue's High-Energy Gel (a bluish-green gel that zaps anything that touches it), and in less than 30 minutes of work on top of my framework, a new type of gel called Useless Very Shiny Gel. Here at Aperture, we're supposed to do all out science from scratch, right? But how many maps are there here based on light bridges, lasers, excursion funnels.and how many of those things were made from scratch? NONE! This is unacceptable, you're all fired! Okay, writing like Cave Johnson is hard, so stopping with that.Īnyway, I wated to see how far I could get in redesigning the gel system using some bits of the Directed Design Experiments Blobulator left in the code and some hacky VScripts. Sorry, until I can find one there won't be videos, but I can give you screenshots. I had been hoping to release this on Portal 2's birthday, but I've been trying every screen recorded I can find to get rid of this annoying audio lag, and still haven't managed it. I can send you my current version of the adhesion system if you're still interested at all.Quote from FelixGriffin on May 1, 2013, 8:37 pm Of course as I said above P2CE is properly implementing adhesion gel in code, which basically makes adhesion gel recreations like this obsolete, but I guess it's still fun to see how far we can push the vanilla P2 engine with this, especially since P2CE hasn't been publicly released yet. I haven't tried actually implementing this, but if it works then this would be a huge improvement to the system.

how to test adhesion gel in portal 2 how to test adhesion gel in portal 2

You'd also need to use a trigger_paint_cleanser covering the whole map to destroy any blobs in mid-flight, since they can't be teleported. Then when rotating you set paintblob_gravity_scale to 0 (so they aren't affected by real gravity), teleport the point_push below the true floor, and enable it. I heard from TeamSpen210 about a potential way to change the gravity direction of paint blobs: the point_push entity! It has the ability to redirect paint blobs, and if you turn off its flags for players and physics objects, then it'll affect paint blobs only.įor adhesion gel, what you could do is have a point_push with a massive radius placed far away from the map, so it basically pulls the blobs in a single direction.










How to test adhesion gel in portal 2