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The jury’s been out on Portal for some good time now, and we’re all pretty much convinced that the cake was the truth all along. Not to mention it was spankin’ tasty to boot! But after living the experience and sharing them with your message board mates, there might be a slight chance that you’re asking for a little more. Primotech’s Alex Petraglia has just the prescription for you: implementing the Portal Gun in other Source-engined games! Follow the instructions step-by-step, and you’ll be raring to go.
It should be mentioned that this experimenting isn’t without its kinks. You can’t have NPCs or enemies go through the portals you make, but other weapons and their accompanying ammunition effects should be a-okay. Alex also adds that “it may take some time to figure out which surfaces work and which don’t, since obviously this is no longer clearly indicated by the textures.” Hopefully, prospective modders are working ways to have the gun better utilized in games that weren’t built around the weapon’s concept. Or even better, make their own Portal spin-offs! Like, whoa.
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October 19th, 2007 at 6:51 am
[...] Check it out! While looking through the blogosphere we stumbled on an interesting post today.Here’s a quick excerpt The jury’s been out on Portal for some good time now, and we’re all pretty much convinced that the cake was the truth all along. Not to mention it was spankin’ tasty to boot! But after living the experience and sharing them with your message board mates, there might be a slight chance that you’re asking for a little more [...]
October 19th, 2007 at 11:16 am
The really interesting part is how well Source and the HL games actually handle situations that would usually stump other games’ AI and grind the game to a screeching halt.
For example, HL2 is one of those games that can be enjoyed in full Co-op with as many players as you want through GMod, and still the AIs don’t get confused more than momentarily. Sure, it’s funny to watch Alyx get confused as she tries to decide who to talk to, or confusing the hapless Antlion Guard as it tries chasing one player after another, but its a testament to how strong the Source engine is built and how seamlessly it shares assets and, in this case, even gameplay elements seamlessly across their games.
Can’t wait for the Portal SDK to come out so I can try my own hand at making maps for what is possibly the best game in the Orange Box.