Customizing, reskinning, and 2 new test elements

Avatar
Portal Master
18 Posts
Posted Sep 01, 2013
So, if you didn't know, I'm making a custom themed map. It's going very well, and I love customizing everything. The actual map would take place within Aperture Science Northern district.
(Sorry Fourth Reaper, I just loved Penrose. I can change it if you want!)

I was wondering 3 things:

  1. If I was to add custom music that I made, how would I do that? Would I have to use pakrat? A tutorial would be nice.

  2. Can you please refer me to a tutorial on how to reskin a cube?

  3. I had an idea for a new test element: the light emancipation field. It'd stop lasers, light bridges, and excursion funnels but not cubes, people, or portals. I think I'd be interesting, but I have no idea how to make it.

Thanks for any and all help.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Portal Master
18 Posts
Posted Sep 01, 2013
Replied 3 minutes later
Oh, and the other test element is electric grating. It's self explanatory.
Avatar
FelixGriffin
2,680 Posts
Posted Sep 01, 2013
Replied 22 minutes later
1) Put it in the portal2/sounds directory, then use an ambient_generic. If you want to release on the workshop you need to pak it, but that's the last step.

2) http://forums.thinking.withportals.com/mapping-help/reskinning-how-to-t4041.html

3) Try a func_brush with the toolsblockbullets texture, but that might block portal shots too.

4) Grating texture with a trigger_hurt around it.

Avatar
Portal Master
18 Posts
Posted Sep 01, 2013
Replied 3 hours later
Thank, that helps.
(I already knew how to create the electric grating, but thanks anyway.)

But with the light fizzler, it works only when the toolsblockbullets brush is set to solid, which then I can shoot portals on it, so... (And lasers always pass through it.)

Avatar
FelixGriffin
2,680 Posts
Posted Sep 01, 2013
Replied 11 minutes later
In that case I don't know. Try putting a trigger_portal_cleanser on top of it with all its flags off, then it'll just block portals like a fizzler.
Avatar
srs bsnss
552 Posts
Posted Sep 02, 2013
Replied 10 hours later

FelixGriffin wrote:
In that case I don't know. Try putting a trigger_portal_cleanser on top of it with all its flags off, then it'll just block portals like a fizzler.

func_noportal_volume is what you want. Also, I've never found a material that stops lasers, so it could be tough for that.

Avatar
josepezdj
2,386 Posts
Posted Sep 03, 2013
Replied 1 day later

srs bsnss wrote:
func_noportal_volume is what you want.

Hmmm... I don't this brush entity stops anything, it will just avoid that any portal is open if a white (or any texture with the parameter "%noportal" 1 inside its .VMT file) surface is inside that volume :wink:

Avatar
Gemarakup
1,183 Posts
Posted Sep 03, 2013
Replied 1 hour later
It only works if it's on the wall.
Avatar
Tmast98
210 Posts
Posted Sep 03, 2013
Replied 2 hours later

yishbarr wrote:
It only works if it's on the wall.

Strange, I got it to work on a floor texture as well.

Avatar
Gemarakup
1,183 Posts
Posted Sep 03, 2013
Replied 3 minutes later
I meant that you can't block portals with it like a fizzler. It only makes the wall or floor that they are spread on non portalable without vmt edits. It works on floors too.
Avatar
Tmast98
210 Posts
Posted Sep 03, 2013
Replied 33 minutes later

yishbarr wrote:
I meant that you can't block portals with it like a fizzler. It only makes the wall or floor that they are spread on non portalable without vmt edits. It works on floors too.

Ah okay, yeah I misunderstood :lol:

Advertisement
Registered users don’t see ads! Register now!
Avatar
srs bsnss
552 Posts
Posted Sep 04, 2013
Replied 16 hours later

josepezdj wrote:
Hmmm... I don't this brush entity stops anything, it will just avoid that any portal is open if a white (or any texture with the parameter "%noportal" 1 inside its .VMT file) surface is inside that volume :wink:

yishbarr wrote:
It only works if it's on the wall.

Huh, I could have SWORN it blocks portal shots in open space. I'll check and see.

EDIT: Ah, you guys are right. I recalled using it in an open space, but then I realised it was 64 units thick and touching a wall behind it. I suppose it makes sense, given the name func_noportal_volume. Well, my mistake. Carry on using trigger_portal_cleanser like Felix said.