Portal 2

Portal 2

VR concept - alpha V3: Update Remote
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.
samwolfe  [author] 8 Oct, 2020 @ 4:23pm 
gchou2007 Thanks for asking, not so well, I'm stuck with a boring technical issue.
It's related to water textures: I have to replace the expensive (nice, transparent, but non-hidable) water texture with a cheap (opaque but hidable) one to be able to redesign and expand the interior ("reality") downwards, under the water level.
I invested many and many hours in finding or creating such water texture looking decent as an ocean, but I failed (so far). Maybe some external help from who understands this black magic could get the project back on track.
gchou2007 26 Jun, 2020 @ 7:42pm 
i meant the project
gchou2007 26 Jun, 2020 @ 7:41pm 
Hey samwolfe hope you're doing well and hows it going
samwolfe  [author] 8 May, 2020 @ 4:23am 
I just finished my final exams, so the project is now a priority.
gchou2007 11 Apr, 2020 @ 9:25am 
Well technically you can work on th project now because of covid 19 so..
samwolfe  [author] 6 Mar, 2020 @ 1:25pm 
Thanks for the feedbacks, they really help me stay motivated.

The project is unfortunately frozen at the moment due to my lack of free time (graduation). The finish of the map can be expected in the summertime. Also, I'm planning an educational Youtube series about the project covering the design and decision making process from start to finish.
combatplayer01 24 Feb, 2020 @ 6:23am 
Keep up the nice work :steamhappy:
mikatastrophe 5 Oct, 2019 @ 3:17am 
@samwolfe Thx for replying! Just wanted to throw my opinion out there, but it's sure to say it's still an amazing map with a lot of potential. If it would be somehow possible to implement this concept into an exploration-themed map, it would be even more enjoyable. After reading your reply, it felt much easier to understand the decisions taken in map design here. Still, you did an awesome job, as I would never be able to construct something like this myself. Keep up the good work!:steamhappy:
Dr. Edwin Avil 10 Jun, 2019 @ 10:23pm 
this is super cool. keep up the good work
samwolfe  [author] 28 Nov, 2018 @ 11:35am 
Thanks for the kind words!

@nock
- That lever has no sense, which couldn't be represented more than the way it turns. It's just a showcase of the island and interior mixed together
- I know what happened with you, it's a collision glitch, which will be fixed at some point.
Thanks for your feedback!
nock 28 Nov, 2018 @ 3:01am 
This is a very cool concept. Couple of things:

- The lever in the area at the side doesn't rotate properly in the box
- I managed to get trapped under the map. The area near the ped button allowed me into the water and the chamber reset, which then put me on the outside of the whole VR box, but in the VR world
SunnyOst 21 Nov, 2018 @ 1:32pm 
Oof, that's a sexy looking beast! Great job! The transitions and glitch effects look amazing.. And it's such a graceful solution :steamhappy: I'm in love and can't wait to see more from you! <3
samwolfe  [author] 17 Aug, 2018 @ 5:06am 
I found out what files I missed when I was packing the map... sorry for taking me so long. However, a map sized above 100mb can't be uploaded on steam cloud. So I redesigned the map not to contain so many HL2 props.

Now the map is fixed and fully operational

:steamhappy:
Unowninator 13 Aug, 2018 @ 2:07pm 
Ah crap. I was looking forward to a full hammer map. :(
samwolfe  [author] 13 Aug, 2018 @ 2:01pm 
Sorry guys, I tried all I could to fix this map.:/ To keep my head clear, I need to stop doing hammer for a while, and getting over to other projects. Thanks for being active, I'll be back soon
samwolfe  [author] 13 Aug, 2018 @ 2:52am 
My last idea is a fresh reupload
It can be reached here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1477544685
samwolfe  [author] 12 Aug, 2018 @ 5:29pm 
:/ I made a video on it, if you're interested in the map, the playable vesion have to wait for a bit:/ https://youtu.be/vLna7aBdH28
Unowninator 12 Aug, 2018 @ 4:40pm 
samwolfe  [author] 12 Aug, 2018 @ 4:10pm 
Repacked by pakrat, should workkk
samwolfe  [author] 11 Aug, 2018 @ 4:22pm 
imsogoofy_2
Those are dustcloud particles. The texture is a default Portal 2 asset. Just as the soft drink automat in v2. VIDE not just did nothing on the map but broke it? I can only think of VIDE being broken in the pipeline. I'm on it
Btw is there a way to test the texture packing out by rourself? It could make things easier
samwolfe  [author] 11 Aug, 2018 @ 4:18pm 
TheCompanionCubeGuy
Actually, the initial plan was indeed a default bts environment with those huge steel beam frames. But there's a limiting factor, which prevents the interior ["reallity"] have large open space.
The scene can't expand downwards. The floor must be above and hide the ocean layer, which cannot be hidden like any other walls and props.
However a workaround just came to my mind, so a visual update can still be expected in v4
imsogoofy_2 11 Aug, 2018 @ 3:25pm 
Why are there so many sand particles just floating in the sky and it makes it hard to go the remote room
mikatastrophe 11 Aug, 2018 @ 12:26am 
I personally would like the outside of the VR-box more looking like the "standard" BTS Aperture facility with vactubes and test chamber blocks, also I think that would fit the thing with the Portal Gun better. If you could do something like a broken observation room into an experimenting or a test subject storage area and let the player portal in there, it would be more "realistic" in my opinion. Besides the fact of the error signs and the broken whatever-that-is thing with the blocks which destroys the illusion, and that i couldn't take the "cup-of-tea-wall panel" (but that could be a problem with my laptop, who knows, you did an excellent job and I would love to see the final thing. Thanks for Creating!
Unowninator 10 Aug, 2018 @ 3:36pm 
There are too many errors. . Is this fixable?
zeo1337 10 Aug, 2018 @ 10:16am 
I have tried over and over. No way to interact with anything besides the portal gun and the removed plate. My map also looks like this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470848580
samwolfe  [author] 10 Aug, 2018 @ 12:57am 
zeo1337
Try to drink the cup of tea sitting on the table
zeo1337 9 Aug, 2018 @ 4:20pm 
I haven't found anyway off the beach
samwolfe  [author] 9 Aug, 2018 @ 3:49pm 
zeo1337 9 Aug, 2018 @ 10:13am 
Havent found a remote anywhere
samwolfe  [author] 9 Aug, 2018 @ 6:06am 
maybe now...
Anachronistic ALLOS 8 Aug, 2018 @ 2:12pm 
Still borked, unless I somehow need to re-add the map to my queue for the update to work.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470848580
samwolfe  [author] 8 Aug, 2018 @ 12:49pm 
Anachronistic ALLOS
I reuploaded it, now it hopefully works again
(I repacked it. This bug was probably caused by a program error, which get fixed by reinstalling Vide)
Anachronistic ALLOS 8 Aug, 2018 @ 1:34am 
I, ah...think something went wrong with the packing. Because there were lots of error signs on the beach (anything that wasn't the table, mug or radio) and something funky was going on in the office area. There were just a lot of sprites of the sand texture floating around, statically. And the side offices each had two errors in them as well.
kwinten 5 Aug, 2018 @ 10:43am 
and yeah you're right, water textures are complicated to make and to use
kwinten 5 Aug, 2018 @ 10:42am 
indeed, water must be a func_detail and cannot be hidden. I created another one in order to be converted into "water that moves" and that it seems to me it can be disabled.
last update of the water https://www.dropbox.com/s/aeh5pnc0x0ya3jd/real%20water.zip?dl=0
and you should find here a water that you can disable if i remember well
https://www.dropbox.com/s/8rw6r1lq66e5vno/Kwinten%27s%20mappack%20v1.1.zip?dl=0
samwolfe  [author] 5 Aug, 2018 @ 10:28am 
kwinten
One of the downgrades you probably see in the new version is that the water has been positioned down according to the older versions. This change has also technical reasons. Because of these are expensive waters, they cannot be hidden in the way that other beach parts can be, like disabling and enabling. It has to be under the interior ground not to be visable. If I would bring it up, like in previous versions, the spaces around the chamber, where the arms retract would still make the water visable on close. As far as my knowlage goes, there's no workaround for that, unfortunatelly.
samwolfe  [author] 5 Aug, 2018 @ 10:28am 
kwinten
Hey! Water_2011 was an awsome texture, but it had some technical disadvantages. I found that custom waters are glitching with skybox reflections on, when there's an env_projected_texture on the map with shadows turned on. So if I wanted the "upgrade" feature, that the water reflects the sky, as well as sun shadows, I had to change the water to a modified verson of a default portal 2 pit texture, which didn't have this glitchy behaviour.

I'm sorry for not using your texture, because I can imagine how cool is that, when you randomly notice someone using your product, that you made several years ago:]
I could bring back the water to the old version, but for me it looked kind of strange, that no waves or refractions were visable on the surface, when looking in the distance

I'm kind of happy with the resoult right now, but I'm fine with continue working on it, if I get some advice for it
kwinten 5 Aug, 2018 @ 7:50am 
only the water ! and it looks less fine than in the previous v1v2
samwolfe  [author] 5 Aug, 2018 @ 6:58am 
Packing issue have been fixed, now everything should work fine
kwinten 5 Aug, 2018 @ 5:18am 
all textures and models missing in this one (use VIDE from TophatWaffle website)
i would even appreciate it more if you join a puzzle to solve with the concept, nice work !