Emancipation grid/grill/fizzler rotation problem
However i have a slight problem with the Emancipation grid.
I used the wiki to create it somehow(i did everything it says, except using the fizzler_dynamic world model(i created one at first but then i deleted it) NOW since i deleted it i thought this might be the problem, but since everything else works just fine i guess this is not entirely the case.(if this causes the problem, feel free to call me stupid)
ANYWAY
the problem is, i have a few E-G in my map, see here

the purple ones are the E-G's
1 to 3 works just fine, it destroys the cube, remove portals etc.
However the problem is number4(there was a number 5 too on the other side, but i removed it to not confuse you guys)
The problem is the red area, for some reason, in the game, i can't shoot portals into that area, and when i stand inside that area i can't shoot portals to an outside place too, just as if you were standing in a grid(except it doesn't remove already existing portals, a cube is not getting destroyed in that area either)
I tried to just rotate a working grid, or manipulate the points, the problem remains the same, as if the Grid can't work on anything beside horizontal and vertical.
Do i just have to live with it, or did i do some mistake?
Now i hope there is something i can do, because i don't want to change the layout of the map AGAIN(i already did it once because, let's say, Hammers carving tool is not really the best
It could be that grills need both sides to be parallel to each other. Only a thought
EDIT: Try putting skip over your grill, as this is what Valve puts over their instancse.
EDIT2: I can't get it to work either. So weird.
I did, according to the wiki, first made a wall(what they call brush i guess) with a noface texture
Then they said i should open the Face-edit-tool(what they call "Texture Application Tool" i guess)
They said then
Quote:
11. Select the front face of the "nodraw" brush, and the back face.
I don't know what they mean with front and back face, so i "just" selected the noface wall/brush.
Then i clicked on browse, selected the first "fizzler" texture, and clicked apply.
They said then
Quote:
Set the X to 0.13 and Y to 0.13, and then center it.
That's what i did(though i had to click on "Fit" too, because otherwise it would look very odd)
I can't just click on a single face of the wall.
[edit]
Quote:
EDIT2: I can't get it to work either. So weird.
Maybe it never worked like that to begin with and no one bothered to try it out? Come to think of it, all valve portal maps are very squarish
Marlovious wrote:
Try making the brush first and putting it in place, then tying it to a Trigger_portal_cleanser.
That doesn't seem to be working either. I guess the only solution is to make the fizzler down the hallway on a straight angle.
With noclip i got to your part with the rotated fizzler, i got so near that i don't touch it(you can test this by shooting previously a portal somewhere, and then go near the fizzler) but then tried to shot another portal somewhere, doesn't work.
I guess i will have to give up, this thing just wasn't meant to be for some reason.
I got another question if you guys don't mind, why do i have to do a nodraw texture first? I tried it without doing that(making it a fizzler texture from the getgo) in a completely new map and it worked just fine.
chickenmobile wrote:
Nodraw textures should be on every brush face that you cannot see as it drastically improves performance. It also increases visibility when you create your level as you can toggle nodraw texture on and off (i.e. make it invisible) in the hammer editor.
So thanks a lot guys, though i have to find another method to fix my main problem haha
Marlovious wrote:
Check the flags on the trigger_portal_cleanser and make sure that "Physics Objects" is checked.
Have you tested what is happening for yourself before you posted? It resets your portals as normal when you walk into the trigger however you cannot place any portals when you are in that space which you should be able to place portals in. And I really doubt that checking a flag for physics objects would help.
The only thing I can think of is splitting up the cleanser into smaller cleansers in order to reduce the 'redzone' square area down. Make sure you click 'ToWorld' and select each brush and change them individually to an cleanser.
chickenmobile wrote:
EDIT: Try putting skip over your grill, as this is what Valve puts over their instancse.
skip is only for positioning the instance.
btw if you rotate a fizzler instance that doesnt work?