small portalable surface?

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nightfire
27 Posts
Posted Mar 18, 2008
I have a small 64x128 patch of portalable wall attached to a movable arm on the ceiling of a map I am working on. The problem is that it is nearly impossible to place a portal on the brush unless you are standing in exactly the right spot. I have tried placing portal bumpers but they did not help much. Attached is an example of what I am talking about. Is there a way to make it so that no matter what angle they shoot from they will always be able to place a portal on this surface?

Also, has the theme for the March mapping contest been officially announced?

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NykO18
183 Posts
Posted Mar 18, 2008
Replied 2 hours later
func_portal_orientation ?
Adjusts a portal's rotation to match a specified angle. The 'Bottom' of the portal points in the specified diretion.
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nightfire
27 Posts
Posted Mar 18, 2008
Replied 15 minutes later
No that does not seem to help. I still have to be pointing at almost the exact center and directly underneath in order to get a portal to form.
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NocturnalGhost
200 Posts
Posted Mar 18, 2008
Replied 37 minutes later
Func_portal_bumpers should fix this. Are you sure you're using them correctly?
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NykO18
183 Posts
Posted Mar 18, 2008
Replied 9 minutes later

NocturnalGhost wrote:
Func_portal_bumpers should fix this. Are you sure you're using them correctly?

No, it can't fix this.
There's room for only one portal in a given direction. Portal_bumpers try to shift portals away from metal, but if there's no room, there's no room.. If someone try to portal this surface perpendicularly, it will fail because there's no room for a portal in this way.
I had this problem with one of the maps of my mod, and never managed to fix it. So if somebody has an idea...

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nightfire
27 Posts
Posted Mar 18, 2008
Replied 7 minutes later
I am pretty sure I am using them correctly. Here is a picture of how I have them set up, tell me if I am using them correctly.
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cornontheCoD
150 Posts
Posted Mar 18, 2008
Replied 30 minutes later
i am pretty sure its been used in a custom map here at TWP. i think its one of the ren_tests, but im not sure.
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nightfire
27 Posts
Posted Mar 18, 2008
Replied 28 minutes later
Just ran through the ren_tests and I did not see anything similar to my problem. Though I think I saw a func_portal_orientation in the first one.
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Glovis
25 Posts
Posted Mar 19, 2008
Replied 3 hours later
I had this problem too.

As long as the surface is COMPLETELY level and parallel with the ground, portal will try to orient the portal in the direction it was shot from.

But if you make the ceiling even microscopically tilted (like lower one side 1 unit with the vertex tool), Portal will treat the surface like a wall instead of a ceiling/floor, so the portals will be placed in the orientation you're hoping for no matter what angle they are shot from.

Of course you'll need to keep the bumpers, too.

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nightfire
27 Posts
Posted Mar 19, 2008
Replied 6 minutes later
Thanks, that worked perfectly.
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rellikpd
1,053 Posts
Posted Mar 19, 2008
Replied 16 minutes later

Glovis wrote:

great hack could confuse players though. but if its for just a panel (like this) thats pretty bad ass

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Fusion
77 Posts
Posted Mar 20, 2008
Replied 1 day later
I had a similar problem with needing to portal small surfaces. I noticed that when I tilted the surface even 1 unit you could visibly tell that it had been tilted and it looked a bit messy.

So what I did is I had my rectangle of concrete texture flush with the metal wall and then put a wedge brush 1 unit deep over the top of the concrete and textured it nodraw (things textured with nodraw can be portalled). This means that it looks completely flat but actually isn't.

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NykO18
183 Posts
Posted Mar 20, 2008
Replied 40 minutes later
You can also tilt it way less than one unit.
Let's say 0.01, it should be totally invisible, but I don't know where is the engine limitation regarding coordinates.
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Fusion
77 Posts
Posted Mar 20, 2008
Replied 19 minutes later
How would you tilt it less than 1 unit in hammer?
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rellikpd
1,053 Posts
Posted Mar 20, 2008
Replied 31 minutes later

Fusion wrote:
How would you tilt it less than 1 unit in hammer?

if you zoom in ALOT, and hold (i think its alt (the no align to grid button) OR turn off grid align, and move really slowly you'll notice it moves in less-than-1 unit increments. but like he said the engine might have limitations that piss it off.

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Megadude
154 Posts
Posted Mar 20, 2008
Replied 23 minutes later
Hammer hates that have dimensions of less than 1 unit. Those lead to microbrush errors in the compile log.
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youme
937 Posts
Posted Mar 21, 2008
Replied 11 hours later

Megadude wrote:
Hammer hates that have dimensions of less than 1 unit. Those lead to microbrush errors in the compile log.

no no no, it hates brushes that are smaller than 1 unit in any of the three dimentions. That shouldnt be any problem here as that brush should be at least 8 if not 16 units deep.

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NykO18
183 Posts
Posted Mar 21, 2008
Replied 9 hours later

Fusion wrote:
How would you tilt it less than 1 unit in hammer?

CTRL+M > Move > Axis > 0.01