Felix Griffin's Editor Mod

Felix Griffin's Editor Mod

Postby FelixGriffin » Fri Nov 02, 2012 9:39 pm

In the style of the BEEMOD and HMW's extensions, here is the FGEMOD!

Image

This mod allows you to select which items will appear on the palette in the editor. It includes all of the original items, as well as the ones from HMW's and Ben's mods, and a few custom ones. Any more can be added by creating .test files in the appropriate directory.

Also, if you have FudgePacker, each instance includes appropriate info_nulls for packing files automatically.

Some of the new test elements:
- Orange and blue autoportals
- Breakable glass
- Timers
- Configurable delays
- Monostable multivibrators
- T Flip-Flops
- Portal Deflection Cubes
- Sendificators
- Flammable Lemon Cubes
- Torches
- Vactube Pieces (DIY diversity vents!)
- Configurable and Changeable Skyboxes
- GLaDOS Choreo Scenes
- Bomb Droppers
- Catapult Cubes
- Physics Deflection Fields
- "A Little Higher" Cubes
- Some stuff I don't remember atm, probably :P

Felix Griffin's Editor Mod (FGEMOD)
Last edited by FelixGriffin on Tue Nov 27, 2012 8:43 am, edited 2 times in total.
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Re: Felix Griffin's Editor Mod

Postby BenVlodgi » Sat Nov 03, 2012 10:51 am

:)
ImageImageImage

Also, I made a map just for you! Sunset
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Re: Felix Griffin's Editor Mod

Postby supermarioportal2 » Sun Nov 04, 2012 7:20 am

...
OW MY OMGD ERJFDNGTHATS MODSSS ISS AWESHUMM I WANANA SUSSE IT MAKE ALSO BOMBS OMG
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Sun Nov 04, 2012 8:57 am

Sure, I hadn't considered those, but I already have a nice instance.

On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?
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Re: Felix Griffin's Editor Mod

Postby Lpfreaky90 » Sun Nov 04, 2012 6:19 pm

FelixGriffin wrote:
Sure, I hadn't considered those, but I already have a nice instance.

On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?

1) decompile the mdl file to smd(s) and a qc file. (using mdldecompiler)
2) install 3dsmax (free 30-day trial)
3) install the smd importer and exporters

That should get you a 3ds file... Then you only need to know how to make a selection mesh.
No clue there, but google should be able to help you there?
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Sun Nov 04, 2012 8:28 pm

Thanks! I'm modelling in Propper, but there's no way to get a 3DS from that.

Also, new update: you can make GLaDOS say lines with a Choreo test element.
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Re: Felix Griffin's Editor Mod

Postby HalfPortalLife3 » Sun Nov 04, 2012 10:36 pm

Wow, looks sweet. Seriously, vibrators? Portal reflection cubes? Explosive lemon cubes? AWESOME.
So I'm GLaD I got burned
Think of all the things we learned
For the people who are still alive
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Sun Nov 04, 2012 10:56 pm

There! Everything works now except the flipflop. Sigh...
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Mon Nov 05, 2012 8:48 pm

Flip flop mostly fixed now, adding skybox selector.
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Mon Nov 05, 2012 9:28 pm

Oh, honestly.

I've discovered an update to the editoritems.txt parser! The third digit in a "Palette" block moves the object "forward" that amount, so 0 0 1 is now the second item in the first row. 0 0 4 is the first item in the second row. This means that you can't hide items by giving them a positive third digit.
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Tue Nov 06, 2012 5:12 pm

Okay, I'm using a hacky workaround. Hopefully the later-items-replace-earlier-ones rule still holds...
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Re: Felix Griffin's Editor Mod

Postby AD_79p2 » Thu Nov 08, 2012 1:06 am

"Flammable Lemon Cubes".

WTF? Lol, are those going to have a special Lemon Cube button or something?

:thumbup:
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Thu Nov 08, 2012 8:25 am

The way they work is like this:

There are torches, which ignite when they receive power. Once they're on, they stay on indefinitely.

If a lemoncube touches a laser or a burning torch, it ignites. After thirty seconds it blows up.

So you can ignite more torches by carrying burning cubes to them, but don't hold on to them for too long. You could make some great puzzles with this and a Sendificator.

You can also burn turrets and such, but the lemoncubes are the most interesting.
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Re: Felix Griffin's Editor Mod

Postby HMW » Thu Nov 08, 2012 4:06 pm

Looks interesting! What is the format of those ".test" files? Is it just an "Item" block from editoritems.txt?

As for the sendificator model: it sounds like a terrible job having to make that in Propper. (I'm assuming that you're building it out of brushes? Ugh...)
Instead, how about I make a model for you, based on the real one? I was planning to make my own sendificator add-on some time, so I need one anyway. (Got plenty of time, since my Halloween project exploded and I'm not really busy with something else.)

By the way, the 3DS selection meshes are just low-res representations of the parts, like collision meshes in the game itself. If you type "puzzlemaker_drawselectionmeshes 1" in the console, you can see them. When making one, scale it to 1/128 of the in-game size.
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Re: Felix Griffin's Editor Mod

Postby FelixGriffin » Thu Nov 08, 2012 4:39 pm

Thanks, HMW! I have a pretty "good" Sendificator model now, although it's pretty simplified (the base is a cylinder and a block, then a cylinder up, a block across, and a wedge down). Propper is a great thing. I'm sure a "real" (ie, modelled) one would be much better, this one is just a placeholder.

Do you know of a way to turn an SMD into a 3DS without any paid or trial-version program? Propper can't make one, but it does make reference SMDs.
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