Portal 2

Portal 2

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VR concept - alpha V3: Update Remote
   
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31 Jul, 2018 @ 9:23am
17 Aug, 2018 @ 4:31am
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VR concept - alpha V3: Update Remote

Description
The project started as a remake of this
https://youtu.be/RjQ1OPpQrr0

Then the ending of 'No Escape' inspired me to use panel displays instead of walls.
https://youtu.be/4drucg1A6Xk?t=289

The plot remained the same
You spawn in a chamber which displays fake reality around you. Your task is to escape.
___

This is the last update before release. It contains a radio, which can disappear, and a remote contoll, that can open and close the chamber from any distance. With it, you can go back inside the chamber while opening and closing it.

Warning! opening and closing can be really loud from short distance.

Technically the majority of the work done.
The visuals needed a rework because of the brush count limit of Portal 2. That big sci-fi base used too much of them.
It's still plastic what I want to stick with in the final version, maybe some of the interior design will come back from v2. Or a completely new look.

known bugs:
- Radio music stops when leaving the chamber;
- brown reflections on palm tree leaves after publishing
- chamber upening/closing can be glitched out
- a room turned upside down

coming next:
- interior redesign;
- retexturing the 2D displays;
- improving the animation between 3D and 2D;

If you have ideas about gimmics or visual design to still be implemented, please let me know

For more content:
a video is available: https://www.youtube.com/watch?v=vLna7aBdH28
54 Comments
samwolfe  [author] 10 Feb @ 7:13am 
edmlifexox
Haha, like your profile picture?
edmlifexox 21 Jan @ 6:52am 
man when that cup tile came off i was so confused
Crazy Owl 21 Apr, 2024 @ 10:12am 
This is cool! How did you manage to get this working?
laVashik 22 Dec, 2021 @ 1:44pm 
Dude, that's freaking awesome)
Way to go.
SunnyOst 9 Oct, 2020 @ 8:43am 
Just thought of something, if you do want to go for a swim, the water materials probably work with toggleble textures too, so you could just add a nodraw as a second texture, but then you will get all the water effects if you step into the nodraw, so it's either/or.. Sorry for spam btw :3
SunnyOst 9 Oct, 2020 @ 8:16am 
Ah, I think it's because it's a "refract" material instead of "water". So hopefully, you weren't planning on going for a swim :D
SunnyOst 9 Oct, 2020 @ 8:04am 
I'm not sure why wiki says that cheap water has no refractions, but it's not the case.
https://content.tophattwaffle.com/Content/Watersource_v2.zip here's a bunch of textures, for example, I just tried making them into togglable brushes and they work, with refractions. Too lazy to look into what exactly makes them different from P2 textures to make them work like that, so it will be your job :P Or just plug in your ocean refraction texture into one of these and you should be golden, any of the waterfall textures should work, they are pretty much all the same.
If it's an island surrounded by water and sky, I feel, real-time reflections wouldn't add much anyways, and a bit of refraction for the bottom of the ocean will get the point across ;)
samwolfe  [author] 9 Oct, 2020 @ 5:24am 
SunnyOst
The transiton between the island and the interior requires to have both environment present at the same place mixed into each other, and one must always be hidden from the player. This means that each component must be hidden at some point, so they have to be all entities.
Expensive is a water texture type which allows the water to be transparent and fancy, but limits its applicability to solid brush surfaces which cannot be hidden (or perform any other operation). Cheap water texture (which is used to create moving water or to reduce resource demand) on the other hand can be applied to bush entities as well, which are smart and can be hidden.
So far I've been using expensive water, thus - because it was a component I could not hide - the interior could not expand below sea level not to make the water visable.
This limitation makes level desingn really hard and should be resolved to carry out my ideas.
I hope I answered your questions.
SunnyOst 9 Oct, 2020 @ 12:57am 
What do you mean by hidable/non-hidable water texture?
And you want the whole island to disappear? If not, the water can be just a thin sheet around the island, with a hole cut out where the downwards part goes.
samwolfe  [author] 8 Oct, 2020 @ 4:23pm 
Another solution would be to get rid of the ocean island setting, and make the scenery terrestial, a forest, a meadow etc. instead. I have not applied this change yet, because I think it would would lose its symbolic value to some extent. An island is often associated with freedom, happyness, order, tranquility etc. which contrasts well with the imprisoned, upsetting, unsettled, insecure etc. setting of aperture science. What do you think?
Either way, I will sit down when there will be a break at university, and figure out how to get past this issue.