Goldenknighttim wrote:
Killing an overlay seems to crash the game. That's unfortunate. I have considered placing a brush, like you said, but If I were to place a portal over it, or if it would be placed really close to an edge, the texture would seem to float over the portal or edge, and that would look aweful. Is there a way to avoid that by using the brush method?
Well, you can slip a really thin brush under a portal (like, 0.25 units off the surface) and have it render correctly in most cases, but if they can protrude over an edge, then that's a problem.
Assuming that this is the antline gel you're working on, (Google doesn't want to show me that image you linked to, so I'm guessing) maybe it would be better to think of some other way to get that puzzle mechanic. Like, for example, construct the paintable surfaces out of func_brushes that can toggle between plain, painted-inactive and painted-active, and have them react to the paint bombs. To make portals work, you would need to make them non-solid and add an invisible, solid surface for the portals.
Just an idea, but maybe it helps. If I think of anything else, I'll let you know.