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Haha, like your profile picture?
Way to go.
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 ;)
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.
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.
Either way, I will sit down when there will be a break at university, and figure out how to get past this 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.
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.
@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!
- 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
Now the map is fixed and fully operational
It can be reached here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1477544685
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
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
Try to drink the cup of tea sitting on the table
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470848580
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)
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
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.
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
i would even appreciate it more if you join a puzzle to solve with the concept, nice work !