Portal 2 func_brush issue

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F4ever
8 Posts
Posted Feb 08, 2012

Hello,

I'm having a problem with my beginner portal 2 map.
I placed a bunch of func_brush making it a floor. But I wanted all of them to go up and the combination would create a labyrinth.
My problem is in this image:

http://i42.tinypic.com/28jl3c0.jpg

As you can see, portals have those slashes on 'em.
Could someone help me solving this thing?
I would appreciate it.

Thanks.

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spongylover123
944 Posts
Posted Feb 08, 2012
Replied 3 hours later
slashes sometimes mean that you are placing a portal on 2 surfaces at the same time, there is no way to fix it unless, you make brushes that fit the size of a portal.
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F4ever
8 Posts
Posted Feb 09, 2012
Replied 14 hours later
But, isn't there a way to make those slashes disappear? Like, creating an only brush that fits all the map and then the brushes under it just arrive from the inside of the whole brush... or something... do you think it would become with good visual appearance? Or do you have any idea to circumvent this situation?

Thanks for your reply.

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josepezdj
2,386 Posts
Posted Feb 09, 2012
Replied 1 hour later
As spongylover said those slashes are unavoidable: they demilit each tile/brush broders.

As you say, a good workaround would be to make the floor in 1pc, then add those other func_brushes that will raise ticking the flag "start disable" and setting "solidity" property to "toggle". This way they won't be solid while hidden (when disable) but they will when enable.

In order to avoid an odd suddenly-appearing-effect when you enable the func_brushes, tie them to func_movelinears so you can make a raising effect

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F4ever
8 Posts
Posted Feb 09, 2012
Replied 1 hour later
Thanks for your reply.

Well, with your solution, the block rises but all of it is black... I guess because of lack of lightning... is there a way to fix?
I didn't create a func_brush, I've just created a func_movelinear.
Anyway... what's the difference of them being or not being solid when buried? Player will never touch them when they're hidden, because of the world floor (which is not an entity). What was your point? Sorry if I didn't understand...

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chimera201
129 Posts
Posted Feb 09, 2012
Replied 41 minutes later
To have proper lighting at mapspawn place the brushes in the final position, then after a delay of 1-5 sec move them down to the position where it initially should be(before the player reaches that area).

the slashes inside the portal could be avoided if you could make the sides of the brushes nodraw. But in your case u need them to be textured.

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F4ever
8 Posts
Posted Feb 09, 2012
Replied 5 minutes later

chimera201 wrote:
To have proper lighting at mapspawn place the brushes in the final position, then after a delay of 1-5 sec move them down to the position where it initially should be(before the player reaches that area).

the slashes inside the portal could be avoided if you could make the sides of the brushes nodraw. But in your case u need them to be textured.

But with your solution, the lighting wouldn't affect the "walls" of the brushes as they are never exposed to light initially...

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chimera201
129 Posts
Posted Feb 09, 2012
Replied 7 minutes later
if the brushes are in the final position then its walls should be exposed
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F4ever
8 Posts
Posted Feb 09, 2012
Replied 28 minutes later
Would you take a look at my map? The objective is to have the brushes up and down to create different labyrinths (light only turn on after entering room).

http://www.4shared.com/file/8nwYOtAP/lolix.html

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chimera201
129 Posts
Posted Feb 09, 2012
Replied 14 minutes later
Didn't download but if you are using static lighting then if the lights are not on at start then Source will compile the map as if the lights weren't on. So u need to have lights on and the brushes exposed in the mapping itself. Then use a delay and set up your room and turn off the light.

Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.

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F4ever
8 Posts
Posted Feb 09, 2012
Replied 9 minutes later
How is it possible to create lighting on bruhes' walls if they are always connected with other brushes (to create the floor)? Those walls will only be visible when different labyrinths are made...
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chimera201
129 Posts
Posted Feb 09, 2012
Replied 13 minutes later
Ok, I get it . You have 3 or more structures using the same brushes. The solution would be to use dynamic lights like env_projectedtexture. If you use static lights Source will only compile on and off lighting state for only one structure that you have mapped. This thing happens when you are always trying something new. Now you will see how much Source is restrictive. Good luck. :thumbup:
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F4ever
8 Posts
Posted Feb 09, 2012
Replied 45 minutes later
Whenever I start creating a map with source, my ideas just get impossible and I always discard them. lol.

Thanks for your help :wink:

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wrathofmobius
216 Posts
Posted Feb 09, 2012
Replied 2 hours later
Yeah, that happened to me for a while until I found out about the magic of flowcharts. Make a flowchart for the map. If it's too complex of a map, you'll figure it out while making the flowchart most of the time.
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F4ever
8 Posts
Posted Feb 10, 2012
Replied 18 hours later

wrathofmobius wrote:
Yeah, that happened to me for a while until I found out about the magic of flowcharts. Make a flowchart for the map. If it's too complex of a map, you'll figure it out while making the flowchart most of the time.

You know, I'm too lazy. This is just for fun, I'm not going to have that work :wink:
But thanks for your advice :thumbup:

chimera201 wrote:
Didn't download but if you are using static lighting then if the lights are not on at start then Source will compile the map as if the lights weren't on. So u need to have lights on and the brushes exposed in the mapping itself. Then use a delay and set up your room and turn off the light.

Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.

I was thinking about env_projectedtexture, but the fact is that I wanted two of them to be on at the same time (because the room as two sides with lights) which is not possible...

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wrathofmobius
216 Posts
Posted Feb 10, 2012
Replied 9 hours later
There's an env_projectedtexture fix for older versions of the Source Engine but Valve needs to release Portal 2's source code for modders before the fix can be applied.
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HMW
806 Posts
Posted Feb 16, 2012
Replied 5 days later
If you have all of the walls start in the up position, they should be correctly lit. func_brushes don't cast shadows by default, so even the sides that are covered by other walls will receive light.
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DaMaGepy
361 Posts
Posted Feb 17, 2012
Replied 16 hours later
ye, I do it all the time, especially with doors (moving brushes that I move as doors), I edit them as closed (out) and set them to start open :smile: