Unportable surfaces

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Tr1kk1
7 Posts
Posted Sep 18, 2014
HI
Is there a easy way to make portable textures to unportable?
And what's the procedure?
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TeamSpen210
608 Posts
Posted Sep 18, 2014
Replied 44 minutes later
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.
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Tr1kk1
7 Posts
Posted Sep 18, 2014
Replied 42 minutes later
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.
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TeamSpen210
608 Posts
Posted Sep 18, 2014
Replied 16 minutes later
They're brush entities, press control-t when selecting a brush to create them (func.. usually means this).
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Tr1kk1
7 Posts
Posted Sep 18, 2014
Replied 39 minutes later

TeamSpen210 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

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Lpfreaky90
2,842 Posts
Posted Sep 18, 2014
Replied 5 hours later

TeamSpen210 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.

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josepezdj
2,386 Posts
Posted Sep 18, 2014
Replied 2 hours later
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

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laakkone
47 Posts
Posted Sep 18, 2014
Replied 44 minutes later
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 >

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
\steamapps\common\Portal 2\portal2\materials\motel

Please correct if I missed something. Also didn't try this out but it should work.

edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from \common\Portal 2\portal2

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iWork925
1,080 Posts
Posted Sep 18, 2014
Replied 4 hours later
You would also need to pack that texture back into the map - needlessly complicated to stop a portal. Just use noportal_volume.
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Lpfreaky90
2,842 Posts
Posted Sep 19, 2014
Replied 10 hours later

laakkone 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.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 >

```
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
> *\steamapps\common\Portal 2\portal2\materials\motel*
>
> Please correct if I missed something. ||Also didn't try this out but it should work.||
>
> **edit:**
> You need GCFScape to open pak01_dir.vpk to import textures for edit.
> .vpk's can be found from *\common\Portal 2\portal2*



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.

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!