Dynamic props: how to make one w/portalable surface

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Naulziator
104 Posts
Posted Mar 12, 2013
That be my question of the day. I know it's possible because of the one featured in the neurotoxin pump area. It's just a matter of how to achieve the feat so I can try the 'moving portal' trick in my levels.

Also, I need to make my own particle field textures ($flowmap), but with my own VTF's. I need to know how to design the VTFs so they can work in a grid-like fashion horizontally.

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FelixGriffin
2,680 Posts
Posted Mar 13, 2013
Replied 1 hour later
It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.
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Naulziator
104 Posts
Posted Mar 13, 2013
Replied 11 hours later
Ah. So is there some way for me to have that cheat activate on the affected maps?
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josepezdj
2,386 Posts
Posted Mar 13, 2013
Replied 29 minutes later
Yes, you can use a point_clientcommand and add a logic_auto in your map that fires these outputs:

- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 1 /delay 0.10 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_portal_placement_never_fail 1 /delay 0.20 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 0 /delay 0.30 / fire once YES

When you want to revert the cheat, you'll have to turn "1" the sv_cheats again and fire "sv_portal_placement_never_fail 0" instead.

(because I think it's a cheat... You could try to dismiss the ouputs related to the 'sv_cheats' and check if it works too though :wink:)

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Gemarakup
1,183 Posts
Posted Mar 13, 2013
Replied 44 minutes later
What about allowing mobile portals?
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TopHATTwaffle
113 Posts
Posted Mar 13, 2013
Replied 13 minutes later

FelixGriffin wrote:
It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.

I was able to create this WITHOUT that cheat. I should have the BSP around here somewhere... Ah! Here it is! https://www.dropbox.com/s/xtfsjp57s5tvmp0/survive.bsp

Here is a video of the level:
http://www.youtube.com/watch?v=TRxMheV_HtE

You can just decompile it to see how it's done.

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FelixGriffin
2,680 Posts
Posted Mar 13, 2013
Replied 4 hours later
Sorry, that's the wrong command entirely. I should never answer questions while sleep-deprived.

The cheats they used were sv_allow_mobile_portals 1 and sv_allow_mobile_portal_teleportation 1. They're built into the engine as cheats UNLESS the map is sp_a2_bts5 or whatever. It's annoying, but unless you're making a full mod you need to turn on cheats to use it.

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Fracture
797 Posts
Posted Mar 20, 2013
Replied 6 days later
Here is what i did as an experiment, create a very thin func_brush with a portable white texture. Then in the func_brush properties, set the render mode to "do not render" And place your new invisible portable wall where ever you want to be where the player must portal
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Lpfreaky90
2,842 Posts
Posted Mar 20, 2013
Replied 1 hour later

Fracture wrote:
Here is what i did as an experiment, create a very thin func_brush with a portable white texture. Then in the func_brush properties, set the render mode to "do not render" And place your new invisible portable wall where ever you want to be where the player must portal

COUGH NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!

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taco
504 Posts
Posted Mar 20, 2013
Replied 22 minutes later

Lpfreaky90 wrote:
COUGH NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!

In my experience, toolsblockbullets is the absolute best invisible texture that also accepts portals.

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Lpfreaky90
2,842 Posts
Posted Mar 20, 2013
Replied 3 minutes later

taco wrote:
Lpfreaky90 wrote:

COUGH NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!

In my experience, toolsblockbullets is the absolute best invisible texture that also accepts portals.

Yeah... I hate that it eats portals -_- had to put a noportal volume on it to fix that when I actually needed it to block bullets...

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Naulziator
104 Posts
Posted Mar 20, 2013
Replied 35 minutes later

TopHATTwaffle wrote:
FelixGriffin wrote:

It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.

I was able to create this WITHOUT that cheat. I should have the BSP around here somewhere... Ah! Here it is! https://www.dropbox.com/s/xtfsjp57s5tvmp0/survive.bsp

You can just decompile it to see how it's done.

The decompilers Valve suggests suck. All they give me is an empty map. Is there a better way for me to view your map?

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portal2tenacious
393 Posts
Posted Mar 20, 2013
Replied 45 minutes later
Here you go :thumbup:
Attachments
survive_d.vmf
0.10 MB 31 downloads
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Naulziator
104 Posts
Posted Mar 20, 2013
Replied 2 hours later
Thanks, dude!
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User
630 Posts
Posted Mar 21, 2013
Replied 14 hours later
Am I wrong, or wasnt the command "sv_allow_movile_portals"?

Edit: > FelixGriffin wrote:

Sorry, that's the wrong command entirely. I should never answer questions while sleep-deprived.

The cheats they used were sv_allow_mobile_portals 1 and sv_allow_mobile_portal_teleportation 1. They're built into the engine as cheats UNLESS the map is sp_a2_bts5 or whatever. It's annoying, but unless you're making a full mod you need to turn on cheats to use it.

I didnt said anything :I