Making Texture Un-Portalable

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baca25
342 Posts
Posted May 29, 2011
Hi, I have looked through the forums and I haven't seen anyone explain how to change a texture so that you cannot shoot portals onto it. I'm using the stars skybox texture and I can shoot portals onto it, which is not something I want to happen.
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WinstonSmith
940 Posts
Posted May 29, 2011
Replied 8 minutes later
You'll have to make a custom texture; add $noportal on a new line to the VMT file.
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Another Bad Pun
516 Posts
Posted May 29, 2011
Replied 5 minutes later
Either that or an invisible trigger_portal_cleanser although that may look a little weird.
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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 1 minute later

Another Bad Pun wrote:
Either that or an invisible trigger_portal_cleanser although that may look a little weird.

Don't do this. Make a new VMT with the $noportal property.

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KenJeKenny!?
238 Posts
Posted May 29, 2011
Replied 5 minutes later
If it involves a small or not often used brush upon which the texture is applied... you can take the easy way out and just put a brush with the tools/invisible texture in front of it and make it like 1 unit thick.
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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 40 minutes later
:sigh:

Doing that is a terrible idea tbh. I guess depending on the size of what needs to be nonportalable, you could put portalbumpers covering the surface. But that isn't exactly what you want either.

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KenJeKenny!?
238 Posts
Posted May 29, 2011
Replied 3 minutes later

msleeper wrote:
:sigh:

Doing that is a terrible idea tbh.

I'd really like to know why... i mean, isn't it basicly the same as noclip/clip/playerclip?

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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 6 minutes later
If you want to make a material non-portalable, you should do it the proper way - by making a new material VMT and adding the "$noportal" option. Putting a 1 unit thick blocking invisible/nodraw/whatever brush in front of it is hackish and sloppy.
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baca25
342 Posts
Posted May 29, 2011
Replied 19 minutes later
Ok, I guess I need to figure out how to turn this skybox stars texture into a new VMT and then I can update the map I published.
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WinstonSmith
940 Posts
Posted May 29, 2011
Replied 4 minutes later

baca25 wrote:
Ok, I guess I need to figure out how to turn this skybox stars texture into a new VMT and then I can update the map I published.

Could you specify exactly which skybox with stars you're using (in the files there are skyboxes named stars01, finale_stars, br_stars, etc.)? That way I can help you out a bit more.

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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 1 minute later
Use an actual skybox, don't just make a giant room with a high ceiling or something.
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baca25
342 Posts
Posted May 29, 2011
Replied 5 minutes later
using the skybox/stars01. dont know how to make an actual skybox and I dont have enough time unless its easy.
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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 4 minutes later

baca25 wrote:
dont know how to make an actual skybox and I dont have enough time unless its easy.

If you can't take the 3 minutes to look up how to do it then I guess your map can continue to have a portalable "sky ceiling".

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baca25
342 Posts
Posted May 29, 2011
Replied 26 minutes later
am I suppposed to type "skybox" next to the "$surfaceprop" and then type "$noportal" under "$surfaceprop"?

I think I know what you meant now Msleeper
When I make a skybox and enter in the "skybox/stars01" in map properties, the ceiling looks like it would if it were a nodraw.

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baca25
342 Posts
Posted May 29, 2011
Replied 49 minutes later
Ok I'm pretty sure I cant use that stars texture as a skybox unless I make it a custom one.
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WinstonSmith
940 Posts
Posted May 29, 2011
Replied 42 minutes later
Alright, here's what to do to make an unportalable skybox. Use GCFScape to open pak01_dir. Navigate to \materials\skybox\ and open stars01.vmt. Replace the word "unlitgeneric" with the word "skybox" (without the quotes). Save the new file in \portal 2\materials\skybox\ as stars01noportal.vmt When you open Hammer, you should be able to put "stars01noportal" in the Map Properties skybox field; it should duplicate the skybox only without being portalable.

Remember, though, if you're making this map for the contest you can't use this method, as you *can not use any external files in any contest entries. You'll have to use one of the above, brush-based methods if you're entering it in the contest.*

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Kasc
77 Posts
Posted May 30, 2011
Replied 12 hours later
if its a ceiling i really don't understand why he can't just put invisible in front of it?
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Another Bad Pun
516 Posts
Posted May 30, 2011
Replied 3 minutes later
You could use sky_black as the skybox texture and use some env_sprites to simulate stars.

Edit: That sounded alot better in my head.

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NocturnalGhost
200 Posts
Posted May 30, 2011
Replied 1 hour later
The method used in the space scene in the game was to use "sky_black_nofog" as the sky name in the map properties, with a normal skybox (using tools/toolsskybox) around the playable area.

Then, make a 3d Skybox area elsewhere on the map, with a sky_camera in the middle, and the inside faces of this box textured with "skybox/finale_stars".

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ZeronFX
32 Posts
Posted May 30, 2011
Replied 4 hours later
Make the Star'd brush a func_noportal_volume?