Unportable surfaces
Quote from Tr1kk1 on September 18, 2014, 4:23 amHI
Is there a easy way to make portable textures to unportable?
And what's the procedure?
HI
Is there a easy way to make portable textures to unportable?
And what's the procedure?
Quote from TeamSpen210 on September 18, 2014, 5:07 amSurround the surface with a func_noportal_volume, textured with invisible or nodraw. You might want to check out func_portal_bumpers (they 'bump' portals away from glass or similar things). Info_placement_helpers are also useful, they make portals placed nearby 'snap' to a particular place to help with aiming.
Surround the surface with a func_noportal_volume, textured with invisible or nodraw. You might want to check out func_portal_bumpers (they 'bump' portals away from glass or similar things). Info_placement_helpers are also useful, they make portals placed nearby 'snap' to a particular place to help with aiming.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Tr1kk1 on September 18, 2014, 5:50 amI couldn't find that entity.I made a invisible box in front of the wall.I don't know is that the right way to do it.It does the job though.
I couldn't find that entity.I made a invisible box in front of the wall.I don't know is that the right way to do it.It does the job though.
Quote from TeamSpen210 on September 18, 2014, 6:06 amThey're brush entities, press control-t when selecting a brush to create them (func.. usually means this).
They're brush entities, press control-t when selecting a brush to create them (func.. usually means this).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Tr1kk1 on September 18, 2014, 6:46 amTeamSpen210 wrote:They're brush entities, press control-t when selecting a brush to create them (func.. usually means this).Got it to work,thank you
Got it to work,thank you
Quote from Lpfreaky90 on September 18, 2014, 12:17 pmTeamSpen210 wrote:Surround the surface with a func_noportal_volume, textured with invisible or nodraw. You might want to check out func_portal_bumpers (they 'bump' portals away from glass or similar things). Info_placement_helpers are also useful, they make portals placed nearby 'snap' to a particular place to help with aiming.In my opinion the func_noportal_volume is the way to go.
In my opinion the func_noportal_volume is the way to go.
Quote from josepezdj on September 18, 2014, 2:27 pmIn my opinion the way to go is to edit the texture (or to make a custom version of yours) and add the param:
%noportal 1
In my opinion the way to go is to edit the texture (or to make a custom version of yours) and add the param:
%noportal 1
Quote from laakkone on September 18, 2014, 3:12 pmI agree with jose. With texture/.vmt edit you dont have to create any unnecessary brush structures.
For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmtNext open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}Also remember to place your new fresh .vmt's and .vtf's into
steamappscommonPortal 2portal2materialsmotelPlease correct if I missed something. [spoiler]Also didn't try this out but it should work.[/spoiler]
edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from commonPortal 2portal2
I agree with jose. With texture/.vmt edit you dont have to create any unnecessary brush structures.
For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmt
Next open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"
Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
Also remember to place your new fresh .vmt's and .vtf's into
steamappscommonPortal 2portal2materialsmotel
Please correct if I missed something.
edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from commonPortal 2portal2
Quote from iWork925 on September 18, 2014, 7:41 pmYou would also need to pack that texture back into the map - needlessly complicated to stop a portal. Just use noportal_volume.
You would also need to pack that texture back into the map - needlessly complicated to stop a portal. Just use noportal_volume.
PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Lpfreaky90 on September 19, 2014, 6:38 amlaakkone wrote:I agree with jose. With texture/.vmt edit you dont have to create any unnecessary brush structures.For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmtNext open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}Also remember to place your new fresh .vmt's and .vtf's into
steamappscommonPortal 2portal2materialsmotelPlease correct if I missed something. [spoiler]Also didn't try this out but it should work.[/spoiler]
edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from commonPortal 2portal2Partially right and partially wrong.
There are two things: if you want a whole texture not portalable your method is good, if you only wanna do a few sections, the noportal_volume is the better option.
As for your vmt and vtf version:
You only have to create a vmt, no need of creating a vtf.
Taking laakkone's example:copy the base texture:
hotel_interior_walls001.vmt and re-name it to hotel_interior_walls001_noportal.vmtand just add "%noportal" 1
no need to change anything else.
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}if you upload this somewhere and you're using a custom texture, make sure to put it in using pakrat!
For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmt
Next open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"
Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
Also remember to place your new fresh .vmt's and .vtf's into
steamappscommonPortal 2portal2materialsmotel
Please correct if I missed something.
edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from commonPortal 2portal2
Partially right and partially wrong.
There are two things: if you want a whole texture not portalable your method is good, if you only wanna do a few sections, the noportal_volume is the better option.
As for your vmt and vtf version:
You only have to create a vmt, no need of creating a vtf.
Taking laakkone's example:
copy the base texture:
hotel_interior_walls001.vmt and re-name it to hotel_interior_walls001_noportal.vmt
and just add "%noportal" 1
no need to change anything else.
- Code: Select all
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
if you upload this somewhere and you're using a custom texture, make sure to put it in using pakrat!