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Motanum's Portal Mapping Questions (And some answers) Thread

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Motanum wrote:
Thanks everyone! One last thing.

I can shoot through elevator doors! How do I make it so it looks like Valve's? I tried Invisible, no draw and noclip. And it doesnt work =(

In testchamber_05 that comes with the sdk, it is just a simple invisible brush :S Im confused!

99% done with 2 out of 3! Overall 65%

I'm a bit too lazy to boot up the SDK right now, but I'll take a stab. I think your elevator door model is non-solid (it's sent a disablecollision input just before it opens and an enablecollisions input just before it closes again). I believe the invisible brush is called something along the lines of crazyplayer, and its solidity is enabled when the player enters the elevator (about midway back, in fact) to prevent the player from quickly jumping back and getting stuck in the elevator doors model just as the solidity is reenabled.

Hope this helps a bit.

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Ohh, alright. I didnt know I had to re-enable collision of the door models! Thanks!

Motanum's Website
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB

Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Motanum wrote:
Ohh, alright. I didnt know I had to re-enable collision of the door models! Thanks!

No problem, glad I got the issue right.

For the record, that really bugs me. Why doesn't the collision model follow the actual model? I suppose it's not all that important with something that moves but won't be accessible often (in which case you probably won't need a collision model at all), but with something like a set of doors it seems rather important.

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They probably did that for two reasons:

  1. from a collision point of view, the door is never "partially closed" so players can't get stuck if they decide to step back at the wrong moment;
  2. there needs to be only one collision volume for both doors, which is cheaper on CPU resources.

(BTW bullet lists don't seem to work? When I just use [list] it does nothing.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
(BTW bullet lists don't seem to work? When I just use [list] it does nothing.)

I'll look into it.

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Guys, I am using the Weapon_playerstrip entity to strip of the player's portal gun.

I use "Onpressed>!activator>strip> >0.00

Still, Chell doesn't really get stripped (I know, very sad). She just lowers the portal gun down.

Yeah, you cannot shoot portals, but it looks bad. How can I really take away Chell's portal gun?

Thanks!

Motanum's Website
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB

Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com

You need to use trigger_weaponstrip in Portal.

This thread should be called "Motanum learns how to use the Source engine".

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Moar like, "Motanum's question with the Portal Engine"

Thanks for the insight Omnicoder

Edit.- Changed the thread name, I did not know I have the power to change the name of my own threads

Motanum's Website
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB

Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com

"Motanum tries one thing, gives up and asks for help...thread"

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