Question about the glasslighttutorial.

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C8H10N4O2
10 Posts
Posted May 17, 2011
Hey,

I have questions about the glasslighttutorial. ( http://developer.valvesoftware.com/wiki/Glass_Light_(Portal_2) )

In step 3 I have to create a "solid". Is a solid a block? If it is, how to texture the different faces (Step 3) on a block? Do I have to make a hollow?

Also I cannot align the prop_static entity correctly... I tried setting the grid size to the smallest level but it wont align on the wall! ( Screenshot: http://www.Bildermonster24.de/images/463_alignfail.bmp ) :twisted:

Hope someone can help me in one of the points.
thx

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Welsh Mullet
23 Posts
Posted May 17, 2011
Replied 28 minutes later
By solid i think i does just mean another world brush, or block.
To texture one side differently, texture the whole block with "nodraw", then while you still have the texture window open, click on the side you want a different texture.
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pikaguy900
19 Posts
Posted May 17, 2011
Replied 2 hours later

C8H10N4O2 wrote:
Hey,

I have questions about the glasslighttutorial. ( http://developer.valvesoftware.com/wiki/Glass_Light_(Portal_2) )

In step 3 I have to create a "solid". Is a solid a block? If it is, how to texture the different faces (Step 3) on a block? Do I have to make a hollow?

Also I cannot align the prop_static entity correctly... I tried setting the grid size to the smallest level but it wont align on the wall! ( Screenshot: http://www.Bildermonster24.de/images/463_alignfail.bmp ) :twisted:

Hope someone can help me in one of the points.
thx

For the first thing, solid is just a normal brush. No, you do not have to make it hollow to edit the faces. Below the button for creating a new brush is the Texture Application Mode button. Click that, then click the face you want to change. Now, in the lower-left of the window the button opened, click "Browse" and search for "light_panel_cool", remembering not to be using Portal as a keyword. After you select it, click apply and close the window. You're done!

As for the entity, that's normal, from what I can tell. It's easier if you select the option to show entities on the 2D views and find the view that shows you the face (the model itself only appears on one side, for some reason). With this, you can see the MODEL'S size, which is all that matters for covering up the hole. Remember, the size the selector shows SHOULD extend past the edges, but all that matters is where the model itself is positioned.