Portal 2 func_brush issue
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.
Thanks for your reply.
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
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...
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.
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...
Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.
Thanks for your help 
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 
But thanks for your advice
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...