Making Texture Un-Portalable
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.
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.
msleeper wrote:
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?
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.
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".
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.
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.*
Edit: That sounded alot better in my head.
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".