Is there any way ?

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Hzamd
61 Posts
Posted Sep 21, 2011
To allowed a prop_portal to work on a surface BUT to prevent the player to make a portal at the same place when the propp is desactivated
I tied all I know but, or I cannot put a portal and the prop does not working
or I can put both :notwant:
Please :notworthy:
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spongylover123
944 Posts
Posted Sep 21, 2011
Replied 9 minutes later
There's a texture entity called, func_noportalvolume
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Hzamd
61 Posts
Posted Sep 21, 2011
Replied 1 hour later
I tried, but noting work
I tried the grates too, the func_portal bumper, the clip....
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Moth
225 Posts
Posted Sep 21, 2011
Replied 54 minutes later
Have you tried making a large brush out of smaller brushes just smaller than the size of a portal? portals can't be created on surfaces smaller than a certain size.

Beware though, carving brushes up excessively will hurt your map performance.

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Brainstatic
219 Posts
Posted Sep 21, 2011
Replied 57 minutes later

Wait a minute, there is a way to solve this that will actually make sense to the player. You have a multitude of options, but here are the best two:

  1. Make the wall section where you want the prop_portal to go a func_door_rotating. Make one side have a portalable texture and have the prop_portal on it along with the model for the portal emitter. Make sure the prop_portal and the portal emitter model are parented to the func_door_rotating. Then make the other side of the func_door_rotating a non-portalable texture. Remember the first repulsion gel test in old Aperture how you had to use the cubes to make those panels flip? This is what Valve did there. Just have the panel flip when the prop_portal disappears.

  2. Or, make a fizzler just in front of the wall that activates as soon as the prop_portal disappears. This method is a little easier, but also kind of cheap.

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Vordwann
767 Posts
Posted Sep 21, 2011
Replied 45 minutes later
RufusThorne... a player will be able to create a portal on a bunch of small brushes as long as they are all planar and have a portalable texture.
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gallardo
85 Posts
Posted Sep 22, 2011
Replied 13 hours later
As I read it, it seems the recipe for inconsistency to me...
Let me understand: you have a portalable surface (ex. concrete) where a prop_portal is open and active, then you deactivate it, but you want to deny the player to reopen a portal in that position, right?

You can easily make an invisible func_brush to be enabled there or a trigger_cleanser, but isn't it a little confunsing for the player? I would make a panel shift position and hide that particular spot instead.

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KenJeKenny!?
238 Posts
Posted Sep 22, 2011
Replied 1 hour later
Isn't there a model for this use of the portals? Like in the very beginning of portal 1 when you just woke up, it (or they, since there are always 2 on either side) create portals on the surface inbetween without a portal gun.

If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler :smile:

EDIT:
Kinda like this one:
img
But this is from portal 1 and it's on a white surface, so bad example i geuss :razz:

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Hzamd
61 Posts
Posted Sep 22, 2011
Replied 6 hours later

KenJeKenny!? wrote:
Isn't there a model for this use of the portals? Like in the very beginning of portal 1 when you just woke up, it (or they, since there are always 2 on either side) create portals on the surface inbetween without a portal gun.

If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler :smile:

I look for it but i didn't find one, If anyone has one it would be great
But thanks for your answers :notworthy:
if I don't find special textures, I'll, or make a rotating bloc
or make the prop_portal smaller (there's an option)
or in an extremelly way, make a trigger_push to slow down the gel which goes in to prevent the player to do the fling directly
thanks again and if someone has a texture, please say it here :thumbup:

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Vordwann
767 Posts
Posted Sep 22, 2011
Replied 2 hours later
Just have a func_noportal_volume there, name it, and disable it when the prop_portal is enabled and enable it when the prop_portal is disabled.
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Pete
52 Posts
Posted Sep 23, 2011
Replied 17 hours later
The model name for the portal emitters is models/props/portal_emitter.mdl. It even comes with an orange and blue glow skin.