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

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WinstonSmith
940 Posts
Posted Nov 05, 2010
Replied 10 hours later

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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Motanum
248 Posts
Posted Nov 06, 2010
Replied 8 hours later
Ohh, alright. I didnt know I had to re-enable collision of the door models! Thanks!
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WinstonSmith
940 Posts
Posted Nov 06, 2010
Replied 16 hours later

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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HMW
806 Posts
Posted Nov 08, 2010
Replied 1 day later
They probably did that for two reasons:
- 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;- 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.)
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msleeper
4,136 Posts
Admin
Posted Nov 08, 2010
Replied 1 hour later

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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Motanum
248 Posts
Posted Nov 21, 2010
Replied 12 days later
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!

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Omnicoder
299 Posts
Posted Nov 21, 2010
Replied 3 hours later
You need to use trigger_weaponstrip in Portal.
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msleeper
4,136 Posts
Admin
Posted Nov 21, 2010
Replied 47 minutes later
This thread should be called "Motanum learns how to use the Source engine".
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Motanum
248 Posts
Posted Nov 21, 2010
Replied 13 minutes later
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

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Remmiz
631 Posts
Posted Nov 21, 2010
Replied 2 hours later
"Motanum tries one thing, gives up and asks for help...thread"
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Motanum
248 Posts
Posted Dec 02, 2010
Replied 10 days later
Okay, so I still have trouble with taking away the portal gun from Chell.

ive tried trigger_weaponstrip and she throws it away, but I do not want chell to throw it away. I want for it to simply dissapear. (So I can spawn it somewhere else). It is also annoying to use this trigger because if the player throws it somewhere accessible, then chell can pick it up and use it. Which should not happen.

I then went back to use player_weaponstrip. And with the stripweaponandsuit and just strip. Still, all chell does is to take aim the gun down. You cannot use it, but it is still obvious chell has not given the weapon away.

I come here for help, this is the last annoying issue I have with my map. Maybe, is there a way to use trigger_weaponstrip and then kill the gun chell drops?

Any ideas?

Thanks!

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Omnicoder
299 Posts
Posted Dec 02, 2010
Replied 1 hour later
trigger_remove filtered to classname weapon_portalgun will remove the dropped gun as soon as it is stripped.
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Motanum
248 Posts
Posted Dec 02, 2010
Replied 38 minutes later
Thanks! Gonna try it soon.

I just build cubemaps for my final map, and the refracted windows are bugged. Like they "flash" with some pale color and it looks really bad. This did not happen with my other maps even I also have refracted windows.

Any clues?

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Pilchard123
334 Posts
Posted Dec 02, 2010
Replied 1 hour later
Leaks? No cubemaps? Too many refracting faces in one visleaf/visible area?
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Omnicoder
299 Posts
Posted Dec 02, 2010
Replied 30 minutes later
Just pointing out I amended the entity name in my previous post.
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Motanum
248 Posts
Posted Dec 02, 2010
Replied 11 minutes later

Pilchard123 wrote:
Leaks? No cubemaps? Too many refracting faces in one visleaf/visible area?

No leaks,

I have cubemaps. That is the point, the problem only arose when I placed and built cuebmaps.

The refracting faces. Possible, I am not sure. I dunno what to do. Any alternatives for Refracting windows other than frosted?

Because I need the difference to set aside breakable from unbreakable

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p0rtalplayer
1,366 Posts
Posted Dec 02, 2010
Replied 1 hour later

Motanum wrote:
Pilchard123 wrote:

Leaks? No cubemaps? Too many refracting faces in one visleaf/visible area?

No leaks,

I have cubemaps. That is the point, the problem only arose when I placed and built cuebmaps.

The refracting faces. Possible, I am not sure. I dunno what to do. Any alternatives for Refracting windows other than frosted?

Because I need the difference to set aside breakable from unbreakable

make sure the refracting glass is a func_brush.

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Motanum
248 Posts
Posted Dec 02, 2010
Replied 2 hours later
Thanks everyone! Everything is fixed and I am just making final touches for release, along with final playtesting!

Also, so you do not get grumpy and so no one makes fun of me. I am supposed to upload the map package here on this link ---> downloads.php?cat=12

How comes no one has uploaded an entire yet?

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WinstonSmith
940 Posts
Posted Dec 02, 2010
Replied 2 hours later

Motanum wrote:
Thanks everyone! Everything is fixed and I am just making final touches for release, along with final playtesting!

Also, so you do not get grumpy and so no one makes fun of me. I am supposed to upload the map package here on this link ---> downloads.php?cat=12

How comes no one has uploaded an entire yet?

If it's anything like the mAL contest I entered a while back, people are just waiting until the very last minute. That's no indication of what you should do though, if you're ready you can go ahead and upload it. And yes, I believe that is the correct category to upload it in.

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Motanum
248 Posts
Posted Dec 06, 2010
Replied 3 days later
Ok, finished all my maps.

Last map get the "too many vertex surfaces whole world not rendered" but only if I noclip out of the map.

I still get good fps when I play it normally. How serious is this? Should I worry? I mean, you guys are not going to noclip through my level! Right? :p

Ideally I would change maps to have a less count of everything, but I am constrained by the Aperture Science theme, which says just 3 areas/maps so yeah. :p

Anyways, I am going to attach everything, I will be uploading my entry soon today!

Stay in touch ^^

EDIT Actually, the "Too many vertex surfaces whole world not rendered" does happen like twice in the level. Should I ignore it or may I divide the final map into two? (Dive between the puzzle, and the outro)