The Portal projectile has a longer lifetime and a more dynamic effect,
the particles has a lower translucency.
The portal has a softer noise level.
There are portal particles flowing around the portal and projectile rope.
The Portal projectile has a longer lifetime and a more dynamic effect,
the particles has a lower translucency.
The portal has a softer noise level.
There are portal particles flowing around the portal and projectile rope.
the battery icon was a stock image from google images.
Nothing of BP's textures were used.
and that cube is a place holder. The other sides will be weighted storage cube sides.
You have to understand the fact that many people made variations of many elements. You also have to know that lasers are used almost the exact same way as light. Laser Catcher = Light Catcher.
Laser = Light. Battery was added for giving the player a limited amount of time to use the cube. I have played blue portals and yes, I know they used the battery concept. And yes, It doesn't change that fact that I used their battery concept. But the idea is a timer. and many other games use the limited time concept too. It's just portrayed in a different way.
I don't know how you'll be able to handle the colors in Quantum Conundrum.
I used a4 fog, and the grate's attached to the other 2 grates.
I wanted a thick green color for reverse gravity.
And that's one of the reasons why Valve got rid of it.
It's a lighting problem, but the color was actually dark purple.
light rose pink is for fluffy.
The lighting is not final. I promise. The lighting will be warmer and come from a different source
I just modified the combine shield wall from hl2
I'm not a modeler, so for now, I'm sticking with these.
The chamber is clean, the toxic water hasn't set in for a long time.
I know, I didn't add a hint there yet.
I remember I portal bumped, peek a portal, and and in the last room (picture) I just rode the lIft to the ledge, put a portal on the floor, put a portal near the exit lift, and and done.
Anyways, good looking chamber.
Are you going to distribute these P2 models and textures?
Many reasons,
1) Over 30 maps, I'm not devoting my time for that.
2) You got to know how many vtfs are in each vmt, bumpmaps and all that stuff.
3) Did you know portal 2 have over 100 textures and models!
See how many things to convert.
4) Piracy, portal 2 and all it's assets are owned by Valve.
I'm not distributing it.
5) Entites, I'm not recoding portal.
prop_weighted_cube and npc_personality_core, portal used the complicated methods.
If you want this mod to look good, change the summary so it is free of spelling and grammatical errors, and upload your own header.
And overgrown chambers, gel, funnels, faith plates are already been done by Valve, so it's not new.
Any version of hammer can make p2 maps, it's the compiler that's different (since it makes bsp 21)
Use Portal 2 Authoring Tools or Alien Swarm SDK for mapping and compiling p2 maps.
You will need to use this to convert the color of the cubes to use on colored buttons.
Are you guys going to add a Sixense motion version?
Actually, they're custom ceiling textures. Just made bigger versions, I don't like using too many 32 x 32 squares all the time and I don't like scaling textures to make it bigger.
spongylover123
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