Clip portals?

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gompasta
109 Posts
Posted Sep 29, 2011
I have a clip brush blocking a glass prop, yet i also want it to block portals, which it does not right now. Is there an easy way other than creating 2 nodraws?
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spongylover123
944 Posts
Posted Sep 29, 2011
Replied 4 minutes later
Func_portal_bumper, func_portal_no volume, I think.
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 3 minutes later
Sorry, all they did was disable the clip. By the way, the wall behind the glass prop is supposed to be portalable.
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Rubrica
305 Posts
Posted Sep 29, 2011
Replied 22 minutes later
I think brushes textured with invisible are solid to both players and portal shots - I'm not sure, though.
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 3 minutes later
Nope. it just acts like the normal clip brush. If i need to, i can replace the broken windows with something else (Broken panels, maybe?), but that is less preferable, due to it being a behind the scenes map.
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Rubrica
305 Posts
Posted Sep 29, 2011
Replied 1 minute later
Maybe the blockbullets texture?
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spongylover123
944 Posts
Posted Sep 29, 2011
Replied 4 minutes later
I think you should just use a nodraw
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Vordwann
767 Posts
Posted Sep 29, 2011
Replied 2 minutes later
No. Make a playerclip brush and make another brush in the same place that's a func_noportal_volume.
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 6 minutes later

Rubrica wrote:
Maybe the blockbullets texture?

Closest so far. It blocks the portal shots and allows player collisions, but it has a weird effect of it being portal-able. Trying out a few methods to prevent that, but it seems making these blocks an entity destroys the textures "Abilities".

spongylover123 wrote:
I think you should just use a nodraw

Would that be preferable? Whenever i do workarounds with nodraw it normally has weird effects, such as cutting up a texture.

Vordwann wrote:
No. Make a playerclip brush and make another brush in the same place that's a func_noportal_volume.

Nope, that still allows portals through. Does that not just prevent portals being placed on a brush, instead of preventing the shot?

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Vordwann
767 Posts
Posted Sep 29, 2011
Replied 23 minutes later
Try a normal "clip" texture?
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 14 minutes later
I did mention that i was using normal clip at first.
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spongylover123
944 Posts
Posted Sep 29, 2011
Replied 6 minutes later
Check here:http://developer.valvesoftware.com/wiki/Tool_textures
Try the ones that cut visleafs
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Vordwann
767 Posts
Posted Sep 29, 2011
Replied 5 minutes later
Try the portal bumper. Also, why are you putting a clip brush inside a glass model? Just make it use it's bounding box for physics collisions.
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 4 minutes later

Vordwann wrote:
Try the portal bumper. Also, why are you putting a clip brush inside a glass model? Just make it use it's bounding box for physics collisions.

Annoyingly, the prop vanishes when it has physics enabled, and it is in a certain shape that needs a brush.

EDIT: Physics? I mean colissions.

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Vordwann
767 Posts
Posted Sep 29, 2011
Replied 11 minutes later
That's what I meant. Sorry.

Honestly,

:postpics:

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Random
171 Posts
Posted Sep 29, 2011
Replied 10 minutes later
The "invisible" texture has always worked for me before, not sure what the problem is. But I would think nodraw would be fine as long as it just goes over the prop and doesn't overlap with any textures.
If all else fails, maybe an invisible portal cleanser (if the player can't reach it)? I'm not completely sure what you're going for.
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gompasta
109 Posts
Posted Sep 29, 2011
Replied 12 minutes later

http://screenshooter.net/4612066/ricsatb
Here is a picture of what i am doing. Simply placing the nodraw texture in front of it gives this stupid green effect. Possibly due to it trying to reflect/refract a nodraw texture?

EDIT: I am not sure if this is related, but i am also getting weird black portals. http://screenshooter.net/4612066/tfrckrp
I have never encountered this before, but i am sure there is a simple fix that i cannot recall.