FYI Non-portalable textures
been meaning to post this.
from http://kenjara.wordpress.com/
Quote:
How to get the portal gun: -Select the entity tool (Shift+E)
On the right in the entity object box scroll down to weapon_portalgun
Click in the map to place it!
How to make walls unportalable: -
Create a new brush
open the texture browser and search for no draw
apply the no draw texture to the brush
select the brush and press ctrl + t
change its class to func_noportal_volume
place it in front of a wall that you dont want a portal to be made on.
This entry was posted on Saturday, October 13th, 2007 at 2:37 am and is filed under Computer Gaming. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
Just sayin' .... 
Clearly this form of mapmaking is equal parts voodoo and skill.
First, build your map. Then, group all the brushes which are non-portable. Turn them into a func_illusionary. Then, Shift+drag them to make a copy. Apply the glassbreak texture (filter glass + break), and turn it all into a func_brush. Choose the Texture render mode with Render amount 0. Place the new func_brush over the func_illusionary so what they are in the same spot.
You now have walls which, when attempted portaled, will make the falling particle effect like in the official game.
I haven't done any maps yet as I don't have HL:DM, this is the first Steam game i've purchased so I think I need to wait for the officialSDK before I can actually map.
Unless someone has suggestions on what I can do without ever having
downloaded/purchased any other Steam games.
Quote:
"LightmappedGeneric"
{
"$basetexture" "Metal/metalwall_bts_002a"
"$surfaceprop" "metal"
"%keywords" "portal"
"%noportal" 1...more stuff...
}
The line %noportal is either 1 or 0 depending on weather you can put a portal on the material. Reading Valve's development wiki, it says that lines starting with a % are directives for the tools only, and are not loaded by the game. From this we can assume that blocking portals is done somewhere in the toolchain, either in Hammer or most likely the new BSP program, once we have access to the updated SDK it should happen to our maps as well.
Ralph wrote:
Looking at a portal materials .vma file, we findQuote:
"LightmappedGeneric"
{
"$basetexture" "Metal/metalwall_bts_002a"
"$surfaceprop" "metal"
"%keywords" "portal"
"%noportal" 1...more stuff...
}
The line %noportal is either 1 or 0 depending on weather you can put a portal on the material. Reading Valve's development wiki, it says that lines starting with a % are directives for the tools only, and are not loaded by the game. From this we can assume that blocking portals is done somewhere in the toolchain, either in Hammer or most likely the new BSP program, once we have access to the updated SDK it should happen to our maps as well.
Spot on mate. If you want to do it the hard way, so be it. The easy way is what Ralph suggested, you just have to wait.
Any brushes you want unportable, tie them to a 'func_door'
A portal can't be created on a func_door brush. (make sure you deselect the 'on touch' flag, otherwise your walls are gonna start moving all over the place.)
I'm not sure what other func entities would work, i'm also not sure how make a whole alot of func_door brushes will effect map size.
EDIT: there a problem tough, the brushes don't show stuff like reflections that well.
What is taking them so long..
Btw, we need a cake and companion cube emote.
NullSoldier wrote:
Btw, we need a cake and companion cube emote.

NullSoldier wrote:
Btw, we need a cake and companion cube emote.

I guess I'll make a cake one later tonight. Until then, have some turret. 
Hober wrote:
"Your skill in Forum Quickdraw has increased by 1."
No, I accidently pressed the "edit" button since it is right next to the "quote" button and it took me a second to figure out where my post went, since it was never there.