Rotating an 'info_overlay' together with a panel

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PortalCombat
306 Posts
Posted May 19, 2011
Hey there.

Is it possible to force an 'info_overlay' to rotate together with a panel?

I have a solid brush (black wall texture) with a panel as parent and an overlay on it.
Now I want to rotate the overlay, when the panels gets rotated.

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PortalCombat
306 Posts
Posted May 20, 2011
Replied 1 day later
push
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Hanzik
26 Posts
Posted May 20, 2011
Replied 9 minutes later

If I understand you correctly, you want panel with place for portal to rotate with robotic arm.

Make sure you change the brush into func_brush by pressing Ctrl+T. Check this tutorial that has been mentioned here quite often these days.

Quote:
http://www.youtube.com/watch?v=Q5na8Llhk8k&feature=player_embedded

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PortalCombat
306 Posts
Posted May 20, 2011
Replied 6 minutes later

Hanzik wrote:
If I understand you correctly, you want panel with place for portal to rotate with robotic arm.

No, you dont.

Iam using 'info_overlay' on the wall texture.
But i want the 'info'overlay' to rotate together with the panel.

But 'info_overlay' does not have any 'parent'-property.

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Mevious
205 Posts
Posted May 20, 2011
Replied 24 minutes later
Have you tried placing the overlay on the face and just testing in-game? I believe the overlay will simply stay with the face.
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PortalCombat
306 Posts
Posted May 20, 2011
Replied 3 minutes later
Dude, I tried alot, but the Overlay does not even show up on the panel.
And I dont think it would move with the panel, when I cant set the panel as 'parent'.
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Mevious
205 Posts
Posted May 20, 2011
Replied 5 minutes later
Well that's a different problem altogether. My intuition tells me that there is no parenting necessary, and that it's just a matter of applying an overlay to a moving brush to begin with. I do remember seeing moving solids with indicators on them in the Portal 1 map Hub. You can try to decompile that map and see how it was done.
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NocturnalGhost
200 Posts
Posted May 20, 2011
Replied 9 minutes later

You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.

I don't think you can even use overlays on func_brushes, unless something has changed since the last time I tried. :confused:

Edit: Just googled, and it seems that you can't put overlays on any moving entities, although I did read this workaround, if you want to fake the effect:

Quote:
My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.

You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.

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PortalCombat
306 Posts
Posted May 20, 2011
Replied 21 minutes later

NocturnalGhost wrote:
You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.

Good to know. And you are right: They dont work on moving surfaces or func_brush...

NocturnalGhost wrote:
Quote:

My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.

You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.

Thanks for the info, I was thinking about that, too.

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ChickenMobile
2,460 Posts
Posted May 20, 2011
Replied 1 hour later
Just make a custom texture of the bottom texture and your overlay put together and apply it on your brush.

I'm pretty sure that Portal 2 uses a different format of .vtf and doesn't open with VTFedit or the Photoshop plugins anymore. I'll look into it or even try Valve's crappy vtf->tga console -.-.

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Nidonocu
17 Posts
Posted May 29, 2011
Replied 8 days later
There are also two premade textures that Valve use to locations in the game where they needed moving targets. If you search for 'bullseye' you can find one on black and one on portalable white.
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CraigChrist
41 Posts
Posted May 29, 2011
Replied 2 hours later
I just put the overlay texture on func_brush and it worked pretty well.

I have an example in this instance that i made a while ago.
http://forums.thinking.withportals.com/topic2551.html