Not fizzling fizzler [SOLVED]
The spirally stuff is controlled by the trigger_portal_cleanser entity, but I don't think they show if the object is filtered out, which would be my other suggestion.
Also I haven't tried to filter it out using a filter but I'm certain that when I uncheck the "Physics Objects" flag on the trigger_portal_cleanser it doesn't show up.
EDIT:Just tested to filter out the object using a filter.
Results were highly informative - it didn't show the lighty effect.
For example, have you ever played to Neco's Momentum or The Ledge maps? There you will see a special barrier, kind of a "cube-repellent" barrier.
The main problem I see here is the effect when you get the cube near the fizzler... I'm not sure if that effect is ddue to the entity trigger_portals_cleanser or it could be some kind of proxy into the fizzler texture material... you could look into that...
LOL... this is going to like you a lot!! It's an awesome find!!! 
I must confess it's a SOOO weird find though...
I've made a func_brush, ofc set to not solid and textured with the fizzler texture... I discovered that it behaves the same than the trigger_portal_cleanser ONLY IF this last one is close to the first one. Please check:
You'll see that the left part is not really showing the effect when the cube is near, only the right part of the fizzler
So the only thing you should do to achieve what you want is to place 1 trigger_portal_cleanser at each side of the fake-fizzler-func_brush. I hid one piece of trigger_portal_cleanser into those 2 columns that hold the fizzler_props as you'll see in the next video... IMPORTANT: both hidden trigger_portal_cleansers should be set to "visible" (though hidden) and both need to have the flag "physics objects" checked for this to work out
The only con I find here is the case in which you have a long fizzler... I guess you could hide the cleansers along the upper and bottom sides of the fake-fizzler (make sure you always use some func_clip_physics to protect yor cubes from fizzling!)
(you're welcome!
)
You can just check the proper flags in the trigger_portal_cleanser. I would recommend making a different texture for the fizzler to maken it more clear that it's something different. Look for fourth reapers' texture pack. It's in the other section of downloads, it should include a version that does the same as you want. I believe he also included instances, though I'm not sure.
Lpfreaky90 wrote:
You can just check the proper flags in the trigger_portal_cleanser. I would recommend making a different texture for the fizzler to maken it more clear that it's something different
Ha... indeed! I was the first one who told him 
I've tested it a few times and I just couldn't stop throwing the cube at the "fizzler". I began to lose hope when I searched around a bit more and found out that the shader "SolidEnergy" controls this thing but then again Valve proved that they can screw up for the luck of others. Another instance of this is the reflection gel - I read somewhere on the forums that it was totally unintentional. At Lpfreaky90 - I already made the new "fizzler" VMTs. Soon ... 
Once again a big thank you jozepezdj.