Time control mechanic (Help!)

Re: Time control mechanic (Help!)

Postby FelixGriffin » Sat Mar 02, 2013 9:26 am

Did you use a constraint on the normal cube?
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Re: Time control mechanic (Help!)

Postby StimichPortals » Sat Mar 02, 2013 10:57 am

FelixGriffin wrote:
Did you use a constraint on the normal cube?

I disabled its motion, yes. If flung and time is paused it won't maintain its momentum though, as I'm not using phys_timescale 0. But for this little puzzle you don't need that, so it's all good I guess.
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Re: Time control mechanic (Help!)

Postby StimichPortals » Mon Mar 04, 2013 10:28 am

Also, people have been complaining that the water doesn't stop animating when time is paused. Is there a way to fix that? Like, make a non-animated water texture? I'm not sure how to do that myself, but maybe some of you guys could help. (Adding this to the OP aswell.)
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Re: Time control mechanic (Help!)

Postby FelixGriffin » Mon Mar 04, 2013 5:28 pm

Which texture are you using? I can make a non-animating version of it.
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Re: Time control mechanic (Help!)

Postby StimichPortals » Tue Mar 05, 2013 11:21 am

FelixGriffin wrote:
Which texture are you using? I can make a non-animating version of it.

I'll check once I got Portal 2 installed on my laptop. My main pc needs a repair. Also thanks. You will be credited!
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Re: Time control mechanic (Help!)

Postby StimichPortals » Tue Mar 05, 2013 1:15 pm

It's called toxicslime_coop_catapult_catch
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Re: Time control mechanic (Help!)

Postby FelixGriffin » Tue Mar 05, 2013 5:18 pm

Okay. I'll work on that.

EDIT: Try this. Save it as liquids/toxicslime_coop_catapult_catch_static.vmt in your materials folder.
Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$basetexture "liquids/toxicslime_color"
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection

"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1




$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1

$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}
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Re: Time control mechanic (Help!)

Postby StimichPortals » Wed Mar 06, 2013 12:06 am

Welp. The texture turns black and there are no reflections.

http://puu.sh/2cTs8
"***** Trying to set a pixel shader that failed loading!" popped up in the console.
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Re: Time control mechanic (Help!)

Postby FelixGriffin » Wed Mar 06, 2013 8:34 am

Hm. Maybe I screwed something up in there. Could somebody who understands the Water shader look at the code? :P
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Re: Time control mechanic (Help!)

Postby HMW » Wed Mar 06, 2013 5:07 pm

I just tried it with the numbers set to 0 instead of removing them, and my texture is also black.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.
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Re: Time control mechanic (Help!)

Postby StimichPortals » Sun Mar 10, 2013 2:14 pm

HMW wrote:
I just tried it with the numbers set to 0 instead of removing them, and my texture is also black.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.

Thanks. I'll look into it tomorrow!

Edit:

I found something that might be useful?

$flow_timescale

Though I'm not sure how to get the clean water shader stuff myself, nor do I know where to put that if it would happen to work.
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Re: Time control mechanic (Help!)

Postby protoborg » Tue Mar 12, 2013 1:54 pm

You could try using whatever technique the "slow" cube uses in the PUNT cube set.
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Re: Time control mechanic (Help!)

Postby FelixGriffin » Tue Mar 12, 2013 4:50 pm

That's a logic_timescale entity blending between normal time and 0.25 time. I couldn't think of many puzzles to do with it but it seemed fun.
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Re: Time control mechanic (Help!)

Postby HMW » Thu Mar 14, 2013 3:08 pm

I did a science and managed to get at least some of the animation out:
Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/mp_coop_catapult_catch_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0
$flow_uvscrolldistance 0
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0013
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection

"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1




$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1

$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}


Unfortunately, there's still some motion left. (Changing $color_flow_timeintervalinseconds causes the texture patterns to shift, so it's better to leave that one alone.)

The textures themselves sometimes also contain animations. (I.e. blending between multiple frames.)
Maybe it helps if you replace those with non-animated versions.
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Re: Time control mechanic (Help!)

Postby BenVlodgi » Thu Mar 14, 2013 4:09 pm

did you ever look at the scripts that came with portal 2?
portal 2\portal2\scripts\vscripts\portal_slowfield
I've done some timecontroled maps myself without this script, and I used timescale and playerspeedmod
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