making the player a wobbly-ass physics object was not how I foresaw this being done, and whilst it is amazing in it's own right, I kinda wish I could see the version I originally expected also, where you take on a gravity direction from the exit portal, but this direction remains fixed until redirected again. IDK *which* direction should become the new down in this scenario, but I think I mostly would expect whichever direction is the "bottom" of the portal (since they have a top and bottom) would become down, so only using walls would be perfectly normal, but once you start using floor and ceilings, you can create whichever down direction you like, and ideally then, the portal-placement algorithm would adjust so that "walls" (relative to your new reality) would always place vertically, and any other surface would be treated as floors/ceilings/angled-surfaces as appropriate. Maybe with some slight angle snapping to the new-down-direction, so it isn't impossible to revert back to a normal world. I also don't know if this would even be feasible to make... but I can dream 🤔
oh and I think in this version, objects would not be affected by *your* gravity, so they don't fall off buttons constantly, but you could fall out a portal sideways and land on the side of a cube, potentially with enough momentum to knock it flying (deliberately or otherwise). But they could also individually have their own gravity direction which also changes when going through portals, so you'd also have to potentially manage them somehow, setting them up to have the correct gravity to stay in place before you can continue etc.
@@PortalRunner yeah no worries its understandable, is still cool you were able to do this at all and it certainly made for some unique moments and challenges :)
seeing a goofy transparent cube waddling and flying through portal 2 reminds me of the tofu blocks in the splatoon prototype. the box even gets bullet holes when it's shot. how cute!
You could combine this with a mod that lets you walk in the air but only if you don’t look down to make the true Looney Tunes experience. Add another that turns portals into wall murals after you’ve gone through them and you’re basically Wile E. Coyote. (That second one could actually be fun, Portal 2 but you can only use each portal surface once)
SpiderChell, SpiderChell. Does whatever she wants to do. Doesn’t talk, don’t know why. SpiderChell is everywhere! Look ouuuuuuuuut she changin’ gravity!
With the amount of things the Portal community has done to these games I'm shocked Portal 1/Half Life movement being ported to Portal 2 hasn't happened yet
Wouldn't being able to walk on walls and ceilings at will undermine potrals redirecting gravity? Sure there are only so many ways you can force Portal 2 to do something like that, but it feels like portals are being more so ignored in favor of just changing gravity manually.
Different variant idea: gravity is a vector from the player model that points downwards. Going through two portals that port all an angle opposed to eachother also redirects the vector Coudl be funny if it doesn't reset upon level loads either, like stra5egies ithat involve reloading the level, but qt a ndifferent angle
Yeah fun thing about the moonshot at the end is once the game registers that you can take the shot, you just have to click either mouse button and it will just work.
Talking about Spider-Man, what if instead of portals, you shoot webs like Spider-Man, with the twist that it only attaches to portalable surfaces, and to grabable objects? And let's say the default string length is about a half of the distance between you and the target to give you an initial tug (drive the attachment between the player and target using the spring equation with some light damping up until the target length, then freefall while closer than target length, reverting back to springy if the distance gets too far again), but you can climb up or lengthen the string with the jump and crouch buttons while holding on (and it could be based on the direction you're looking relative to the strings axis, so you can navigate better when holding on to the left and right strings), and have it happen fast enough that you can gain energy by stretching and falling with those controls. The grab key can either be default-on or default-off, or a toggle (make it a setting if you distribute the mod, I'm sure people would have different preferences); default-off would mean the string would just dangle like a rope if you don't hold the grab key while shooting; and you use the key (pressing or releasing depending on the setting) to let go of a string while swinging/hanging, and if it won't be laggy to let strings persist, you can grab onto previously shot strings with the grab key if you got a free hand and it's in range. Oh, and if you don't let go of one button before shooting the other string, you attach two things together instead of yourself to the first target (grabbing wouldn't be involved unless the line between the targets is within reach). And talking about grabbing, it would make sense if you could only grab objects while you have at least one free hand, and you can't shoot or grab a second string while holding something. Ideally, you would define temporary attachment points with when the strings collide with anything mid-swing by constantly tracing ray between the player and the attachment point and redefining target length to the distance to the new attachment point, but if that's too laggy/too much work, feel free to handwave it and just have the strings be collisionless. Oh, and if persistent shot strings, and string collisions creating new attachment points, won't be too laggy, make strings be slight string-magnets to allow webs to be build from various segments attached together.
Oh, ok, I thought you meant that gravity flows through the portals, such that one doesn’t gain energy by going from a lower portal to a higher portal (like, it costs the same amount of kinetic energy as one gets in potential energy) I suppose that would probably not be as fun
Unfortunately, it's not really that simple. I assume you're asking for the player rotation to be constrained while still keeping the portal rotation gimmick. But as of now, I don't see a good way to do that in vscript.
"i seem to have gotten the testing track with blue paint as opposed to repulsion gel" has to be the most clever way to say "repulsion gel didnt work"
Then it proceeds to paint the box blue
Alternatively he got the repulsion gel control test track (in other words the 'lets double check that blue isn't the reason it is bouncy' track)
i love how its also a reference to one of cave johnson's lines
@@Thk10188965 cave johnson literally has a line saying the control group used blue paint...
Painted frankenturrets appear to catalyze a reaction in bounce gel that turns it into blue paint.
imagine someone places a portal under you and suddenly you are just falling towards the sky lmao
Iron Man vs Graviton lol
"That's it, I'm sending you to the pearly gates NOW 😤😤"
imagine youre staring at someone and they slightly tilt
i mean... the end of the wheatley fight is kinda just literally that lol
As well as everyone and everything else
I love to think that at 12:14 the player just passed out from the thought of a vacuum
oh hey czarlo
@@fudgiecatdxwhos czarlo
@@TGACubeVR not necessarily my friend, but I know who they are and it's a surprise seeing them here
@@fudgiecatdx oh cool :) thanks for being not rude about it like “why would you want to know” or smthn 😅
@@fudgiecatdx I love the portal!!!
Chell being a white box is so funny
aperture science gravity redirection box
Spiderman: Far From Floor
FAR FROM FLOOR IS CRAZY XD
This is the most creative one I've seen
Also just realized I can't like this comment because it has 69 likes
Trust webs is better /hj
@@TGACubeVR What does /hj mean?
Portal 2, but every surface is coated with adhesion gel / blue paint from TAG. That's what this is.
I know there is purple gel that was removed in portal, but blue? It already exists, and it's not sticky. In TAG tho...
@@CrazyDiamondoThe TAG paint colors were changed in the conversion to Portal 2 gel colors so they would match the portal colors.
making the player a wobbly-ass physics object was not how I foresaw this being done, and whilst it is amazing in it's own right, I kinda wish I could see the version I originally expected also, where you take on a gravity direction from the exit portal, but this direction remains fixed until redirected again.
IDK *which* direction should become the new down in this scenario, but I think I mostly would expect whichever direction is the "bottom" of the portal (since they have a top and bottom) would become down, so only using walls would be perfectly normal, but once you start using floor and ceilings, you can create whichever down direction you like, and ideally then, the portal-placement algorithm would adjust so that "walls" (relative to your new reality) would always place vertically, and any other surface would be treated as floors/ceilings/angled-surfaces as appropriate. Maybe with some slight angle snapping to the new-down-direction, so it isn't impossible to revert back to a normal world.
I also don't know if this would even be feasible to make... but I can dream 🤔
oh and I think in this version, objects would not be affected by *your* gravity, so they don't fall off buttons constantly, but you could fall out a portal sideways and land on the side of a cube, potentially with enough momentum to knock it flying (deliberately or otherwise).
But they could also individually have their own gravity direction which also changes when going through portals, so you'd also have to potentially manage them somehow, setting them up to have the correct gravity to stay in place before you can continue etc.
@@WilliumBobCole the implementation we got is limited by the technology which i’m accustomed to. i also wish this was nicer, but oh well.
@@PortalRunner yeah no worries its understandable, is still cool you were able to do this at all and it certainly made for some unique moments and challenges :)
the clips you show the bounding box just flopping around as a physics prop is hilarius
5:40 THIS IS CEILING CATAPULT 🗣🗣🗣🔥🔥🔥
@@gingerphoenix10 ‼️‼️ A FAIRLY AVERAGE PUZZLE ON PAPER 😤🗣️🗣️🔥
@@PortalRunner THOUGH ALSO ONE THATS TYPICALLY A NIGHTMARE WHEN YOU LEAST EXPECT IT ‼‼‼💯💯💯💯
HOW did you watch 5 minutes in a 3 minute timespan
@@rubix_44 GETTING TO THE MAIN PART OF THE CHAMBER WAS TRIVIALY EASY🗣🗣🗣🗣🗣🔥🔥🔥🔥🔥🔥🔥
@@FragrantLizard87 SO WAS GETTING THE CUBE 🗣️🗣️🗣️🗣️🗣️🗣️🗣️🔥🔥🔥🔥🔥🔥🔥🔥🥶🥶🥶🥶
this is truly the best ever video about a modification of the hit game portal 2 (released in 2011), that makes portals redirect gravity
ah yes super portal galaxy for the valve wii
My favourite game developed by aperture science.
"if the laws of physics no longer apply in the future, god help you"
-The announcer
we belong to the primitive tribe of untextured gravity cubes.
15:12 Wheatley when you shoot a portal at the moon
LOL
seeing a goofy transparent cube waddling and flying through portal 2 reminds me of the tofu blocks in the splatoon prototype.
the box even gets bullet holes when it's shot. how cute!
Honey, wake up, PortalRunner just uploaded
real
is it weird that this is a recurring fear of mine
@@redRuxx a little, yeah
You could combine this with a mod that lets you walk in the air but only if you don’t look down to make the true Looney Tunes experience. Add another that turns portals into wall murals after you’ve gone through them and you’re basically Wile E. Coyote. (That second one could actually be fun, Portal 2 but you can only use each portal surface once)
13:50 broke every bone of his legs :D
What leg
@@Muho_is_me Cave Johnson line
@@Octostomp770 i dont know who that is
Every day that portal runner uploads is a good day
reaql
0:42 Sir, was uh, was that a funny reference? You know, a reference to the funny? A statement in reference to the funny thing? That funny?
18:22 “I will eat you”-portaltimeiscool
I am portaltimeiscool so sue me
this would be a fun game mechanic in a official non cannon portal game
@@sparkthedragon Manifold Garden, nuff said.
I just rewatched a few of your vids over the weekend and now, new vid to tear into. Hell yeah
Portal 2 but everything is covered in that purple gel
"Do you believe in gravity?"
NEW PORTALRUNNER VIDEO
you should have let one of the fizzlers fizzle you
10:36 Something is wrong with my gravitational constant
Why thirdperson?
Motion sickness? But Portal is already a motion sickness-inducing game!
@@hhhsp951 it feels very claustrophobic to play this in first person. and yes, motion sickness
@@PortalRunner I'll say fair to the claustrophobia
holy shit, C-MOON
What no Portal 3 does to a test subject
SpiderChell, SpiderChell. Does whatever she wants to do. Doesn’t talk, don’t know why. SpiderChell is everywhere! Look ouuuuuuuuut she changin’ gravity!
Pucci when he eats the green baby:
?
@@alexmitchell4269 Jojo reference
Turning player's bounding box into physics object is so genius
Portal 2 but objects and portals can go through fizzlers, Idk how that would work let alone be entertaining but it sounds fun on paper
Portal one but you have to keep companion cube
I love your video ideas. Always so creative
thank you! i appreciate that a lot
still no dolmorn...
@@erher1433
1 I have dolmorm
2 are you spying on me
Great game-changing mod!
glad you like it!
babe wake up portal 2 third person just dropped
Triple Lazer never end good
15:24
that was my instant thought, i was so happy when you made the reference too
NYEH HEH HEH!
13:13 funni fling
Climbing on walls so much I’m surprised that this box doesn’t encounter issues with its personal life as a direct result of being a superhero.
Adhesion Gel on steroids
@alecboi777 this is so fr
GLaDoS have met batman, now she can see the "amazing" spiderunner ❤
6 seconds into the video and my head already hurts.
the amazing chellerman -gaussandhisgun 5:10 🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣
With the amount of things the Portal community has done to these games I'm shocked Portal 1/Half Life movement being ported to Portal 2 hasn't happened yet
It has. SourceAutoRecord implements it.
@@PortalRunner and Strata Source
Wouldn't being able to walk on walls and ceilings at will undermine potrals redirecting gravity?
Sure there are only so many ways you can force Portal 2 to do something like that, but it feels like portals are being more so ignored in favor of just changing gravity manually.
Different variant idea: gravity is a vector from the player model that points downwards. Going through two portals that port all an angle opposed to eachother also redirects the vector
Coudl be funny if it doesn't reset upon level loads either, like stra5egies ithat involve reloading the level, but qt a ndifferent angle
MANIFOLD GARDEN 🗣🗣
Wheatley: "What?? Are you still alive?!"
Transparent grey box: "Uhhh... kinda? Not really... Wait, I am???
SpiderCheese: far from solved
I can only describe this mod as a "gravitational fever dream".
NEW UPLOAD HELL YEAH!
spiderman: no way is up
This is going to hurt my brain even more when testing more in community chambers
Yeah fun thing about the moonshot at the end is once the game registers that you can take the shot, you just have to click either mouse button and it will just work.
Bro is insane
The reason why shooting the panel shot the moon is because if a portal is shot it activates the moon cutscene
I tried this mod and I was laughing because of the goofy physics
Portal 2 modders been doin things with vscript never before thought to be possible in the source engine.
anyway close enough, welcome back adhesion gel
holy crap, this is like if portal 2 got fused with hit psvita game, gravity rush!
This be like spiderman into the portal verse💀💀💀
Dam Spiderman wall crawl, what did gladose mix your DNA while you were asleep.
Portal 2 but the whole game is covered in adhesion gel
thank you tor starting it with Triple Lazer
love it when there’s something wron
Talking about Spider-Man, what if instead of portals, you shoot webs like Spider-Man, with the twist that it only attaches to portalable surfaces, and to grabable objects? And let's say the default string length is about a half of the distance between you and the target to give you an initial tug (drive the attachment between the player and target using the spring equation with some light damping up until the target length, then freefall while closer than target length, reverting back to springy if the distance gets too far again), but you can climb up or lengthen the string with the jump and crouch buttons while holding on (and it could be based on the direction you're looking relative to the strings axis, so you can navigate better when holding on to the left and right strings), and have it happen fast enough that you can gain energy by stretching and falling with those controls. The grab key can either be default-on or default-off, or a toggle (make it a setting if you distribute the mod, I'm sure people would have different preferences); default-off would mean the string would just dangle like a rope if you don't hold the grab key while shooting; and you use the key (pressing or releasing depending on the setting) to let go of a string while swinging/hanging, and if it won't be laggy to let strings persist, you can grab onto previously shot strings with the grab key if you got a free hand and it's in range. Oh, and if you don't let go of one button before shooting the other string, you attach two things together instead of yourself to the first target (grabbing wouldn't be involved unless the line between the targets is within reach). And talking about grabbing, it would make sense if you could only grab objects while you have at least one free hand, and you can't shoot or grab a second string while holding something.
Ideally, you would define temporary attachment points with when the strings collide with anything mid-swing by constantly tracing ray between the player and the attachment point and redefining target length to the distance to the new attachment point, but if that's too laggy/too much work, feel free to handwave it and just have the strings be collisionless.
Oh, and if persistent shot strings, and string collisions creating new attachment points, won't be too laggy, make strings be slight string-magnets to allow webs to be build from various segments attached together.
@@tiagotiagot p2r3.com/ideas
@@PortalRunner Oh, right, the curse of success, over 35k subs, over 49k views on this vid alone, of course you're swamped with suggestions :(
I think that if you where able to decouple the players gravity, the physics and add adhesion gel. You'd be able to make some insane puzzle's.
Portal man portal man does whatever a portal can, can he climb up your hand. Yes he can because he’s the portal man
8:06 no, first turret you encounter is the oracle turret in chapter 1
10:00 10/10 joke, 10/10 percussion
10/10 comment
Oh, ok, I thought you meant that gravity flows through the portals, such that one doesn’t gain energy by going from a lower portal to a higher portal (like, it costs the same amount of kinetic energy as one gets in potential energy)
I suppose that would probably not be as fun
Starting with Triple Laser awoke a deep fear response in me
13:09 "jump"
The first piano note kind of reminded me of the "English or Spanish" thing.
This was actually an idea I had and wanted to do if I were to make a mod for portal! maybe if i learn source or whatever i will
I'm guessing the ending worked by shooting the panel because there's likely an invisible portalable surface in front of the player in the cutscene
"Remember the enemy gate is down."
wow love this
Achievement unlocked: Gravity Unchallenged
can u include a version ONLY with the portals gravity changing in spplice
Unfortunately, it's not really that simple. I assume you're asking for the player rotation to be constrained while still keeping the portal rotation gimmick. But as of now, I don't see a good way to do that in vscript.
@@PortalRunner also why is it 3rd person?(sorry if im asking too many questions)
@@i_like_undertale_and_deltarune It’s in third person primary to mitigate motion sickness
Now you're thinking with gravity
taht time valve added physicis to gordon and he would die from slamming into a wall
I’ve been thinking about this for a long time
14:35 ShaftRunner
11:33 new response just dropped
cave johnson: i want pictures of chell!
0:01 OBVIOUSLY HE HAD TO DO IT ON TRIPLE LASER
this is really cool
thank you!
wake up babe, new portalrunner video
The idea of a physic-based-locomotion source engine is to good to pass up on there has to be some kind of archive for the code of this somewhere.
The fact that it started on Triple laser... I'm sure that wont mean anything.
The try not to vomit challenge
Motion sickness induced.
15:25 I WAS ABOUT TO COMMENT THAT...
NYEH HEH HEH!!!!!!!!
no way the funny guy has returned!
This mod plus vr mod would be painful
I love your vids. This is so cool
Portal 2 but Every Cube Moves Once You Move
played this mod and couldnt get past sp_a1_intro3 because when i exited the lift i kept falling across the room and going out of bounds
10/10
Somebody should make some custom maps around this mechanic.
omg i tried to search if something similar to this mod exists a week ago