prop_portal not working?[Solved]

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Pitkakorvaa
200 Posts
Posted Sep 08, 2011
Yyep, again here with problems. I tried to make prop_autoportal to my level but its not working right way.
There is picture for it.

img

And I did read from Valve Developer Community about prop_portals but it didnt helped much. Anyone got ideas how to fix this annoying problem? :angrysquare:

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iWork925
1,080 Posts
Posted Sep 08, 2011
Replied 1 hour later
Warning: Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.

Protip: Place the portal properly. The red arrow should be facing out and the flag should be facing down.

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Pitkakorvaa
200 Posts
Posted Sep 08, 2011
Replied 2 hours later

iWork925 wrote:
Warning: Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.

Protip: Place the portal properly. The red arrow should be facing out and the flag should be facing down.

Err. What flag? I see the red line and its facing out but flag, I dont see any flags there?

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Hzamd
61 Posts
Posted Sep 08, 2011
Replied 2 hours later
on the object property, there is a category called "flag"
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Pete
52 Posts
Posted Sep 08, 2011
Replied 26 minutes later
Portals also break if they start on. You have to activate them sometime after the map loads.
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yohoat9
274 Posts
Posted Sep 08, 2011
Replied 23 minutes later

Pitk?korva wrote:
Yyep, again here with problems. I tried to make prop_autoportal to my level but its not working right way.
There is picture for it.

img

And I did read from Valve Developer Community about prop_portals but it didnt helped much. Anyone got ideas how to fix this annoying problem? :angrysquare:

Holy hell can you give me some lighting tips because that looks freaking amazing.

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Vordwann
767 Posts
Posted Sep 08, 2011
Replied 4 minutes later
That would be one standard issue custom cartridge env_projectedtexture. Note: Only one can be active at a time in your map.
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iWork925
1,080 Posts
Posted Sep 08, 2011
Replied 2 hours later
Place portals as you would place placement helpers.
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yohoat9
274 Posts
Posted Sep 08, 2011
Replied 7 minutes later

Vordwann wrote:
That would be one standard issue custom cartridge env_projectedtexture. Note: Only one can be active at a time in your map.

I know but look at the bumpmaps and everything, it looks great!

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iWork925
1,080 Posts
Posted Sep 08, 2011
Replied 51 minutes later
The shadows are a little to dark for my liking.
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Vordwann
767 Posts
Posted Sep 08, 2011
Replied 35 minutes later

yohoat9 wrote:
Vordwann wrote:

That would be one standard issue custom cartridge env_projectedtexture. Note: Only one can be active at a time in your map.

I know but look at the bumpmaps and everything, it looks great!

The bumpmaps are also effected by env_projectedtextures. I agree with iWork though. It needs some ambient light or at least a shadow controller to change the intensity/color of the shadows.

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Pitkakorvaa
200 Posts
Posted Sep 09, 2011
Replied 14 hours later
I got solved the problem, as someone said, the 'Start active' option is broken and thats why they spawn on map orign, so I made logic_auto and OnMapSpawn>blu_portal>SetActivatedState>1>0.0

iWork925 wrote:
The shadows are a little to dark for my liking.

It was just placeholder and for testing.

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MasterLagger
1,695 Posts
Posted Sep 09, 2011
Replied 12 hours later
BTW: You can also make a trigger to place the portal properly with the NewLocation output. Only thing with that is that you have to put 6 coordnates in the parameter: "X, Y, Z, Pitch, Yaw, Roll"