Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 3:08 pm

We should test this out!
Did he ever describe the specifics of what he did? Results could changes if he uses a method that makes a push tunnel not work.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 3:23 pm

Plague wrote:We should test this out!
Did he ever describe the specifics of what he did? Results could changes if he uses a method that makes a push tunnel not work.


I believe it's in the funnel video but I can't tell, either youtube messed up the quality of his voice or something, I can't interpret it well.

It's funny as this is the only Portal 2 thing I have issues making. I can make the Aireal Faith Plates,(accuracy needs work =P) discouragment beam, (Now that I know the entity trick I can make it go through portals, though accurate pinpointing THROUGH it might be a bit harder.) The tube thingy that sucks up turrets (can't remember the name ATM)and even the gels. ( well I know that now thanks to reepblue. :wink: )
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 3:29 pm

I heard him quite well, he has one of them low/lazy type voices.
Always hard to hear them...

But he mentioned pushes and something else. But his setup might be the reason a push tunnel would not work.
I'll go try and remake his tunnel (more or less) and then try our idea.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 3:32 pm

Plague wrote:I heard him quite well, he has one of them low/lazy type voices.
Always hard to hear them...

But he mentioned pushes and something else. But his setup might be the reason a push tunnel would not work.
I'll go try and remake his tunnel (more or less) and then try our idea.


I'll try too, but I have no idea how he set up the vphysics_motion to make it so you float in it. If it was just pushes this would be a very bumpy ride.
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 3:41 pm

So push and vphysics_motion.
The push is probably for making you go outwards(from portal)
Contact. The EU welcomes the pain free. That's emotional impact.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Thu Aug 19, 2010 4:29 pm

Having a 360 push to push inwards would work. Thats really the only problem atm, and that it doesnt move physics unless the physics of that entity is updated (or woken up).

What I use atm is trigger_push and trigger_vphysics_motion.
There was a lot of experimenting with the vphysics_motion to get the right values. I would just have just used trigger_gravity to disable gravity inside that area, but its bugged in Portal and the effect of it still remains when you leave the area of the trigger.
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 4:32 pm

Try placing five trigger_push ents in a hexagon around you're tunnel, then make each push ent(need multiple to make sure they all push in the right direction.) push inwards with 20-50 force.
This should eventually even out with your other ents and create a stable tunnel.

But enabling physics is another story.
Contact. The EU welcomes the pain free. That's emotional impact.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 4:39 pm

Fearlezz wrote:Having a 360 push to push inwards would work. Thats really the only problem atm, and that it doesnt move physics unless the physics of that entity is updated (or woken up).

What I use atm is trigger_push and trigger_vphysics_motion.
There was a lot of experimenting with the vphysics_motion to get the right values. I would just have just used trigger_gravity to disable gravity inside that area, but its bugged in Portal and the effect of it still remains when you leave the area of the trigger.



How about this:

Create a env_laser. Make sure it has NO sprite. (or set it to not render)

Now set it up so it comes both from the mobile bit of the funnel and the source.

Now create a func_physbox around any entity you want moved (box turret, etc.) and put:

Collsions- not solid with world (so it doesn't effect collsions)

Parent: Turret1/box1

Health: -1 (or infinite, not sure how you'd get this to work but the health MUST be infinite or very, very high.)

set what can damage me: Laser1

set the laser to ONLY do damage to func_physboxes.

Set the laser to do 1 damage.

I/O the physbox to:

On damaged -> turret1/box1 -> wake

And then it should move.
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 4:45 pm

That will be tedious...
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 4:51 pm

=P

I made a slow-mo beam.

Well, it works, but only in one direction- up. The field won't change direction so no matter where it is it still wants to go up. =/

How did you do it Fearlezz? I have a feeling my vphysics_motion is messed up.

Maybe I shouldn't have made air density 200....lol...
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 4:55 pm

I had the same issue, he must be having it change it's orientation in some manner
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 5:03 pm

Plague wrote:I had the same issue, he must be having it change it's orientation in some manner



Lol, the turrets going through the portals made me lol.

He just floats on up...then he hits the portals edge and starts fring like mad for 5 minutes before he hits a ledge and dies.

Another issue i'm having is keeping the player in the funnel. iIt always wants to go up but for the player he just sinks and eventually drops out of it, despite the trigger_push pushing him up.
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 5:04 pm

need a more powerful push?
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 5:10 pm

Plague wrote:need a more powerful push?


It was set at 100, and it was very very hard for the plasyer to leave the funnel if it was coming from above him and he had hit the floor unless he portalled it elsewhere.

i'll try 200, but then exiting may be impossible. I've also dropped the air density a fair bit, 200 was way to dense.

EDIT: now everything won't move at all. =/

If they fall into the funnel they simply stop moving. The turrets actually consider it a flat surface so if you open a portal under then nothing happens.
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 5:19 pm

There is a velocity limit, you might be hitting it.
Or you're turret is having his issue and is still asleep.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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