How to create portable surfaces
But, after creating a room. The ceiling and ground are portable (It shouldn't be), while the white portable surface doesn't work..
Do I need to add something to make a surface portable?
Darkylight wrote:
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume
I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.
KenJeKenny!? wrote:
Darkylight wrote:make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume
I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.
You're right. Is there a way to see what a texture is called that has already been applied to a brush? Because I have a hard time finding textures again, since there are so many.
and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out
taboo54 wrote:
The easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialogand in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.
Also, a question unrelated to this problem. Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.
English isn't my native language, so I'm sorry if it's hard to understand.
GalaxyCollision wrote:
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.
That's odd, I don't know why that white wall texture wouldn't work. Are you sure it's large enough to put a portal onto? Send me your .vmf and I might be able to help you more
GalaxyCollision wrote:
Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.
when your map is compiling, do you get a message that looks like *leaked***?
Because that means you have a http://developer.valvesoftware.com/wiki/Leak
Darkylight wrote:
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume
Thanks for this tip. Is great. But I'm courios. I can't just make the brush (any surface) I want it to be no portable an func_noportable_volume entity?
Quote:
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.
1.) dev_measuregeneric is a strange texture, I think. Never used it before. It name sounds like it would have something to do with measure. (Obvious) Try any texture with "black" or "metal" in its name, for example black_wall_metal_004a.
2.) Make sure you are not using white_wall_tile003b_vertex, but white_wall_tile003b instead. Vertex textures caan cause a lot of problems. In fact, you should never use them if you are not creating a custom entity.
If you want non-portalable textures, type "metal wall" into the filter.
satchmo wrote:
If you want portalable textures, just type "tile wall" into the texture filter. You should get all the textures that are portalable.If you want non-portalable textures, type "metal wall" into the filter.
If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?
hyperion1is wrote:
If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?
http://developer.valvesoftware.com/wiki ... 2_textures
example .vmt code for non-portable textures
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}
example .vmt code for portable textures
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 0
}
KenJeKenny!? wrote:
hyperion1is wrote:If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?
http://developer.valvesoftware.com/wiki ... 2_textures
example .vmt code for non-portable textures
```
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}
> example .vmt code for **portable** textures
> ```
LightMappedGeneric
> {
> $basetexture "%yourfolder%/%yourmaterialname%"
> $surfaceprop wood
> "%noportal" 0
> }
Thanks! 