withe gel on hard light surface

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cubewalker
3 Posts
Posted Jun 11, 2011
Hi,

I want to make a chamber where the player must paint the hard light surface withe and make a portal on it to go through. But the hard light surface dont react on withe colour. Is it possible to lay a brush only a few milimeter over the surface and make the brush invisible so that the gel coud paint the invisible brush ? Can i activate the brush by shooting through a trigger field ?

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Omnicoder
299 Posts
Posted Jun 11, 2011
Replied 1 hour later
Triggers don't react to projectiles and that would require a lot of work if you were allowed to redirect the bridge.
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ChickenMobile
2,460 Posts
Posted Jun 11, 2011
Replied 1 minutes later
If I remember correctly there is a texture you can use which is invisible but can be portalled. (you can toggle it on and off if you tie it to an entity).
Never in the game have I seen a light-bridge been able to paint it with white gel. You can probably check out how they did it with blue and orange paint in the coop paint maps (decompiling).
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Vordwann
767 Posts
Posted Jun 11, 2011
Replied 1 minute later
My only concern is if the gel will appear/look correct on an invisible surface above the hard light bridge.
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Vordwann
767 Posts
Posted Jun 11, 2011
Replied 1 minutes later
Yeah, looking at what chickenmobile said and knowing what people have done with coding, I'm sure you could find the code for allowing paint to stick to hard light bridges and allow white paint to have this property. But you'd have to know the coding.
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ChickenMobile
2,460 Posts
Posted Jun 11, 2011
Replied 4 minutes later

Vordwann wrote:
Yeah, :blah: .

Gasp you double posted! MSleeper is going to get a knife and kill you in your sleep!

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cubewalker
3 Posts
Posted Jun 11, 2011
Replied 1 hour later
Thank you chickenmobile.

Do you know wich name the texture has ? I tried the invisible tool but it wont react with paint.

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msleeper
4,136 Posts
Admin
Posted Jun 12, 2011
Replied 3 hours later
You can paint a hard light surface with conversion gel, but since you can shoot your portalgun through the hard light surface so it never makes contact. I filed this as a "bug" with Valve but I doubt it will ever get fixed. I liked the idea of having a light bridge extend out of itself.
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ChickenMobile
2,460 Posts
Posted Jun 12, 2011
Replied 9 hours later
The only problem with toggling a brush to make the white gel stick on, is that there is no way you can detect a light bridge.

You probably need to make the puzzle very limited on where you can put white paint. I.e. put the white gel directly above/beside light-bridge and have a grate or the paint fling into a void(?) so the paint cannot get out of control and splatter on the bridge in the wrong place.

There is an entity that can detect player's portal shots, and this could be a way to activate the brush that can be portalled.

How I would do it:
- The first portal-detecting trigger will be in front of the light-bridge wall. The second, where you want the player to place their second portal is initially disabled. When the player activates the first trigger it enables the second trigger. When the player puts a portal at the second wall/trigger this will activate the brush that you can portal on.

The problem with that scenario is that I wouldn't have a clue how the brush would be deactivated if the player moves the lightbridge, or places portals elsewhere. Maybe have portal detectors on every possible wall that can be portalled?

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Another Bad Pun
516 Posts
Posted Jun 12, 2011
Replied 11 minutes later

cubewalker wrote:
Thank you chickenmobile.

Do you know wich name the texture has ? I tried the invisible tool but it wont react with paint.

I think its block bullets.

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cubewalker
3 Posts
Posted Jun 12, 2011
Replied 3 hours later
Ok the tool block bullets works as surface, thanks bad pun. And the idea of chickenmobile sounds good, but what is the name of the entity that can detect portal shots ? Their are so many of them and i just start beginning to learn their function . :wink:
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Another Bad Pun
516 Posts
Posted Jun 12, 2011
Replied 14 minutes later
Its a func_portal_detector. There's a page on it here: http://developer.valvesoftware.com/wiki/Func_portal_detector
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Moth
225 Posts
Posted Nov 19, 2011
Replied 5 months later

cubewalker wrote:

Do you know wich name the texture has ?

Try 'Nodraw Portalable'

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YM_Industries
67 Posts
Posted Nov 19, 2011
Replied 12 hours later
Nodraw splits visleafs though, so he might have to use it on a func_detail. Can portals be created on func_details?
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spongylover123
944 Posts
Posted Nov 19, 2011
Replied 1 hour later

YM_Industries wrote:
Nodraw splits visleafs though, so he might have to use it on a func_detail. Can portals be created on func_details?

Yes