A Hammer logic-based implementation of the cut testing element, the Schrödinger cube. Provided are four instances for these; dropper and dropperless for clean and overgrown styles, as well as all the assets needed for them to work.
Note: This is the repository for the hammer version of Schrödinger's cubes. For a BEEMod package that adds them to the puzzlemaker, see https://github.com/AxoLabs/BEE2-Axos-Packages.
- schrodinger_cube_clean.vmf - Clean dropperless instance
- schrodinger_cube_clean_dropper.vmf - Clean instance with a dropper
- schrodinger_cube_over.vmf - Overgrown dropperless instance
- schrodinger_cube_over_dropper.vmf - Overgrown instance with a dropper
- models/props/schrodinger_cube.mdl - Clean cube model
- models/props/schrodinger_cube_over.mdl - Overgrown cube model
- card_fin.vmt
- card_fin_albedo.vtf
- cube.vmt
- cube_bounce.vmt
- cube_speed.vmt
- cube_albedo.vtf
- cube_dirt.vmt
- cube_bounce_dirt.vmt
- cube_speed_dirt.vmt
- cube_albedo_dirt.vtf
- lense.vmt
- lense_albedo.vtf
- lense_normal.vtf
- lightrail_platform_glow.pcf - Contains a particle effect played when a laser hits a cube.
If used in a map, mod, or other project, credit is required. Credit either as Axo or AxoLabs.
Textures and models were taken from Portal Revolution, so credit for them goes to Portal Revolution's developers.
Outside of sourcemods and workshop maps, redistributing any files from this repository is forbidden.
Copy the materials
, models
and particles
folders into one of Portal 2's content folders. Copy the contents of the instances
folder into Portal 2 -> sdk_content -> maps -> instances
or one of it's subfolders. Make sure to add lightrail_platform_glow.pcf
to your particle manifest. You'll also need to pack the modified manifest into your map in order for the particle to show for other players.
Place two Schrödinger cube instances in the map, dropper or dropperless, depending on which suits your needs. Use the instance parameters to adjust them to your liking.
$autorespawn
controls whether a replacement cube will be automatically delivered when the cube is destroyed. 1 Means enabled, 0 disabled. Enabled by default.$linkageid
is uses to link cubes together - Cubes with the same linkage ID will be linked together. This parameter is the only thing required to link the cubes- Cubes using different instances can be linked together without problem. The default linkage ID is 0.$cubecolor
allows you to set the color of the cube lenses. Used to signify which cube is linked to which if there is more than one pair present in a puzzle. Default color is 255 100 100.
IMPORTANT: In order to properly compile maps with these, you need to have TeamSpen210's Hammer Addons installed. People playing the maps don't need the addons installed, however.