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Allowing Portals on Materials

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I'm making a custom material and I want to give it the reflectivity and sound of glass. I know how to get this far but I still want to materialize (allow one to put) portals on this surface. Here's what I have for the Valve Material Type (filename.vmt):

Code: Select all
LightmappedGeneric
{
   $basetexture tilefloor
   $surfaceprop glass
   $bumpmap tilefloor_Bump
}

I do know how to stop the use of portals on a surface using the "%noportal" 1 command in the VMT but is their an inverse to that?

"If Aperture Science were real, I would work their... for Science"

Portals are allowed on materials by default, you don't need to do anything special to make them work.

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I have chosen glass as the materias using this ($surfaceprop glass) line in my VMT. And the glass material, by default, won't materialize portals.

"If Aperture Science were real, I would work their... for Science"
Yottabyte wrote:
I have chosen glass as the materias using this ($surfaceprop glass) line in my VMT. And the glass material, by default, won't materialize portals.

that's an interesting conundrum.

you could try using the tile surfaceprop, that sounds similar and accepts portals.

Hear the turret, for it is knell. It summons thee to heaven, or to hell.
p0rtalplayer wrote:
you could try using the tile surfaceprop, that sounds similar and accepts portals.

Ultimately using the tile surface will be my backup plan and I have tried using the tile surfaceprop. True this surface does allow portals, you know... the point of Portal, but the collision sound isn't what I was hoping for.

Off topic, but still related to this material; is their a way to make the surface more reflective? I haven't looked though the Source Dev Wiki for this one yet. And if I can make my tiles more reflective/glossy it's surfaceprop won't be as important to me.

"If Aperture Science were real, I would work their... for Science"

That would be with the reflective map.

http://developer.valvesoftware.com/wiki/Specular

Remmiz wrote:
That would be with the reflective map.

This will helps but my only concern is that it says The reflection is not dynamic. Will that mean that the player or anything that moves won't be reflected?

"If Aperture Science were real, I would work their... for Science"
Yottabyte wrote:
Remmiz wrote:
That would be with the reflective map.

This will helps but my only concern is that it says The reflection is not dynamic. Will that mean that the player or anything that moves won't be reflected?

True, unfortunately. I think there is a func_mirror or something similar, but I don't know if it's present in Portal and it doesn't reflect the player, which is rather important in Portal.

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reflective_mirror is unacceptable for use in a map as it is low res, grainy, glitchy and doesn't work with Portals. There is no way to do dynamic reflections on brushes.

Omnicoder wrote:
reflective_mirror is unacceptable for use in a map as it is low res, grainy, glitchy and doesn't work with Portals. There is no way to do dynamic reflections on brushes.

Ah.

Well then, disregard my earlier post.

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