Dynamic props: how to make one w/portalable surface
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.
- 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
)
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.
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.
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!
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.
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...
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?
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