How to download portal 2 bee mod
Alright, so now you've gotten the program all extracted and ready. You may be confused what's going on. There are quite a few windows going with it. Program [i. Palettes Palettes [i. Compile Options Compile Options are used to change the options of the compiling of your puzzle. Voicelines: - Use voiceline priorities Only choose the highest-priority voice lines.
This means more generic lines will only be chosen if few test elements are on the map. If disabled any applicable lines will be used. It decides whether to spawn at the entry door or the elevator.
Press f5 to take a new screenshot. If the map has not been previewed recently within the last few hours , the default PeTI screenshot will be used instead.
If custom, then you will use a custom image for the map preview image. Click the screenshot to select. Images will be converting to JPEGs if needed.
If PeTI, it will use the normal editor view for the map preview image. If you check "Cleanup old screenshots", then it will automatically delete unused automatic screenshots. Lighting: If fast, then it will compile with lower-quality, fast lighting. This speeds up compile times but does not appear as good. Some shadows may appear wrong. When publishing, this is ignored. If full, then it will compile with high-quality lighting.
This looks correct but takes longer to compute. Use if you're arranging lights. When publishing, this is always used. If you check "Dump packed files to:", then when compiling, it will dump all files which were packed into the map.
Useful if you're intending to edit maps in Hammer. Some tracks have variations which are played when interacting with certain testing elements. They are chosen based on which items are present on the map. The additional "Multiverse" Cave lines are controlled separately in Style properties.
Elev Vid: Changes the elevator video. Logic: Triggers: Triggers can be placed in a chamber to trigger events to occur when the player walks through them. Triggers are invisible in-game. Triggers can be resized by connecting two triggers of the same type.
The area between them will become one trigger. All triggers will activate when a player walks into them, but the way this is done changes between trigger types. Triggers have a Button-Type option to choose which of the three types. If the "Show Triggers In-Game" stylevar is enabled, triggers will be visible while playtesting the level but not when publishing.
Trigger Once: Trigger Once will activate permanently when a player walks into it. Even if you exit a Trigger Once, it will not be deactivated. The only way to turn off a Trigger Once is to restart the map. This trigger type can be selected using the "Weighted" Button-Type option. Trigger Multiple Trigger Multiple will activate when a player walks in but will deactivate again when the player walks out. This trigger type can be selected using the "Cube" Button-Type option. Trigger Autosave Trigger Autosave is not like the other two triggers because it does not activate things it is connected to.
Instead, it will save the game where the trigger is. This trigger type can be selected using the "Sphere" Button-Type option. Properties Connect to Connection visibility controls how this connection appears, and Remove connections will remove an existing connection. Button Type - Allows choosing the trigger type see above. These are available in visible and invisible versions. The visible version was created by HMW.
A standard AND gate. Will activate the output when all inputs are active. This logic gate can be selected using the "Weighted" Button-Type option. A standard OR gate. Will activate the output when any number of inputs are activated. This logic gate can be selected using the "Cube" Button-Type option. A standard NOT gate. This gate is supposed to activate the output when all inputs are off, but this doesn't usually work.
This logic gate can be selected using the "Sphere" Button-Type option. Will activate the output when an odd number of inputs are active. Invalid position! Input A and Input B are invisible in-game, meaning that you can place them wherever you want without them getting in the way. They work best when used with None connection visibility, but can be used with antlines.
Standard connection property. Allows you to connect the item to a button etc. Also has Connection Visibility and Remove Connections. The SR Latch has an entity cost of 3. It allows toggling a signal on and off based on a rising-edge input. The Delayer is an item in the BEE2. It allows you to delay the activation or shutdown of an item. Usage Saves the player's progress when they enter the marked voxel. Properties This item does not accept any inputs. This item does not output.
This item may not be rotated. This item does not take up any space inside walls. This item can be placed in any orientation This item works the same to the Trigger Autosave.
I would honestly recommend using the Trigger Autosave to save your progress in a chamber. Properties If Start Enabled is checked this forces portal orientations to match the item so you can turn portals sideways or upside down! This item does not accept any inputs. This item can be pointed in 4 directions. This item does not take up any space inside walls This item can be placed in any orientation. It is a Fizzler in standing position which is supported by 4x1x1 sized blocks at each side of it, which makes it very much practical since you do not have to add any surfaces on each side just to support their frames.
Good if you want to free up geometry space around the fizzler when you have to use it for specific spots. Usage This item can be used to replace the Fizzler from the vanilla editor for some situations where adding extra block geometry just to support their frames would not look good and would be a waste of geometry space. Another example would be on a corridor made of blocks which conducts the player from the side of a puzzle to another.
Special Features Auxiliar pillars and colour of the surface: each pillar will match the colour of the surface it is mounted on. Gridded surfaces : these will be generated on the surfaces where the pillars are mounted on. Free of texture overlaps : there is an intelligent system in the configuration file of the item which was developed for particular situations.
When any of the pillars are inside of a block, this system prevents issues such as texture overlaps from appearing. Properties: It can be resized up to 3 levels by using their ButtonType Property. It is able to be placed in 8 different positions like a light strip within a block. Connect to Start Enabled - Choose whether or not the fizzler should start active. A special fizzler which controls the Aperture Tag Paint Gun. Usage Place the sign item near a 'normal' fizzler, and connect the two together.
The fizzler will then be converted to a Paint Gun Activator. The settings are applied when the player moves from the side of the fizzler the sign is placed on. If only one gel is selected, Auto Respawn controls what the other color does. If checked, the other color will be unaffected by this fizzler.
If unchecked, this fizzler will turn it off in both directions. Other inputs to the fizzler item will allow turning it on and off. Nov 15, Aug 14, Include FFmpeg when building the app. Oct 6, Rewrite occupied voxel loading to use brushes. Oct 30, Update BEE2. Feb 27, Mar 10, Document new requirements for compiling. Add pillow type hints to dev requirements. Nov 7, Also I'm making each step very very specific so this guide includes TONS of pictures but not many clear steps.
I hope it makes it easier for you! Have fun! All you need to do this is simply just go into the File section, and click Export. If you change your items but forget to export they won't appear, remember to export! Very crucial. Feel free to try every item! Save only saves your item palette, you can use it at any time by looking through Palette Layouts. Styles may occasionally get rid of some items from your palette, but don't worry, this won't change the save. Using this section you can change how your chamber looks, once you create a chamber in the Perpetual Testing Initiative, it will change to that style.
Don't be fooled by PTI looking clean once edting, when you test-run it it'll change. The Living Panels Okay so the living panel and large living panel have the same functions and rules, they're simply just different sizes. The living panel's icon is a laser beam whereas the large living panel is represented by a lift. Languages: English. Guide Index.
Step 1. Step 2. Step 3. Step 4. This is my first guide I hope you like it : If you are getting errors you can create an issue or check issues on here [github. Link of Video If preview doesn't work. Link of Website [github.
These files are we downloaded. Unzip both of them.
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