Problem with portalable nodraw func_brush

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El Farmerino
393 Posts
Posted Apr 18, 2012
Right, my problem is basically this - I wanted to create a portalable panel that can be used at the beginning of the map but later gets blown off its arm by an explosion. However, I found out that turning the panel into a func_physbox stopped it being portalable, so I placed a thin portalable nodraw textured func_brush over the top of it and set the brush to be disabled at the time of the explosion.

All seemed well and good, until just now I noticed an odd bug - things seem to come out of portals placed on the brush without any problem, but they can't seem to go in. It's an angled brush used for flinging so it's not necessary to enter it to do the puzzle and most players probably wouldn't even try, but it bugs me all the same. Any ideas?

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Kaleido
272 Posts
Posted Apr 18, 2012
Replied 6 minutes later
Hm... weird. I've never experimented with portalable func_brushes, but my gut reaction is "don't touch it!". If the functionality performs properly for solving the puzzle, messing with it might seriously screw something up...

If you're intent on messing with it though... have you tried making it non-colliding? Sounds like that might be the issue, but again, I don't know what the properties are for a func_brush that is portalable. It might stop working entirely.

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Lpfreaky90
2,842 Posts
Posted Apr 18, 2012
Replied 54 minutes later
how about kill instead of disable?
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El Farmerino
393 Posts
Posted Apr 18, 2012
Replied 1 hour later
@Kaleido - Gave that a whirl just now, but it seemed to stop it receiving portals at all. It does work for the puzzle, but it's something that a player might well encounter so I'd like to get rid of it. I might just rework the puzzle a bit if I can't sort it out soon...

@lpfreaky90 - Tried that too, just in case, though the issue is before the explosion, not after. Kill and Disable both seem to work fine for that, but the problem remains.

EDIT: Seems the problem was having the physbox behind the portal surface; the player and phys objects were colliding with it despite the portal. I've decided just to have a big bang and have the func_brush disappear - maybe I can mask the lack of gibs a bit with some smoke and stuff.

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Brainstone
401 Posts
Posted Apr 18, 2012
Replied 8 hours later
well, can't you make a white textured func_brush and parent that to a func_physbox, which is behind the func_brush?
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El Farmerino
393 Posts
Posted Apr 18, 2012
Replied 1 hour later
Tried that too - basically the same thing (just a different texture for the func_brush), and had the same problem. Might be due to the fact that the brushes are at a 45 degree angle or something....

Anyway, I got a pleasing enough effect simply by having the explosion happen when the player can't actually witness it; whilst it's still offscreen the func_brush gets deleted and an identical physbox is released from hiding under the slime to give the appearance of having fallen in. Good enough for what I'm going for.

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taco
504 Posts
Posted Apr 18, 2012
Replied 15 minutes later
I don't know if this will work for you but I have been building a puzzle that uses moving panels and I have had much success with using the Block Bullets texture instead of nodraw. Nodraw gave me all kinds of issues (as did every other invisible texture).

I'm not using a func_physbox though so it may or may not work for you.

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BenVlodgi
633 Posts
Posted Apr 18, 2012
Replied 5 hours later
I skimmed other peoples replys
heres mine
disable the physbox brushes that you intend to blow out of the water
then have a regular brush in the same spot... identical
and when you want to blow away your physboxes.....
enable the physboxes
disable the regular brush..... you wont even notice that the brush was replaced by those others!
yay now make explosions and stuff!
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El Farmerino
393 Posts
Posted Apr 19, 2012
Replied 7 hours later
Cheers for all the suggestions everyone. I actually thought about your solution, Ben, but I couldn't find a way to disable the physbox - couldn't find a Start Disabled check for it and didn't have a Disable option with a logic_auto either... Is it actually possible?

I eventually just did away with the physbox completely as I wasn't happy with the way it looked bobbing in the slime. Didn't really need it enough for all the hassle it was giving me.

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Lpfreaky90
2,842 Posts
Posted Apr 19, 2012
Replied 55 minutes later
The way to get rid of the physbox is break :smile:
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BenVlodgi
633 Posts
Posted Apr 19, 2012
Replied 6 hours later

El Farmerino wrote:
Cheers for all the suggestions everyone. I actually thought about your solution, Ben, but I couldn't find a way to disable the physbox

hmmm that would be a delema, I ddnt really check to see if possible... I know you arn't doing it, but for future reference, I suppose you could have teleported it

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Groxkiller585
652 Posts
Posted Apr 23, 2012
Replied 3 days later

lpfreaky90 wrote:
The way to get rid of the physbox is break :smile:

No he wants to disable it temporarily, in which case using an env_entity_maker might be more helpful since in this case it's exploding.
Just have the func_brush like usual and then when it is supposed to explode, spawn one physbox in the same angles as the orignal in comparison to the point_template. Pretend the point_template is the spawning origin. If it's offset from that when it spawns it has the same offset. SO make sure to put the maker in the middle of the panel and have the template entity in the middle of the physbox.

For more help on the above, look at how box droppers work.

Anyway another problem you might have is the func_brush is too thin. Have you tried a thick invisible noclip brush? Thin brushes and portals haven't agreed with each other even in the Portal 1 days, so this might be the source of your issues.