How to create portable surfaces

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GalaxyCollision
3 Posts
Posted Jul 01, 2011
I've started mapping yesterday and have done everything in this guide: http://developer.valvesoftware.com/wiki ... al_2_Level

But, after creating a room. The ceiling and ground are portable (It shouldn't be), while the white portable surface doesn't work..

Do I need to add something to make a surface portable?

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KenJeKenny!?
238 Posts
Posted Jul 01, 2011
Replied 53 minutes later
What textures are you using?
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Darkylight
81 Posts
Posted Jul 01, 2011
Replied 17 minutes later
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume :wink:
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KenJeKenny!?
238 Posts
Posted Jul 01, 2011
Replied 50 minutes later

Darkylight wrote:
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume :wink:

I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).

At least...thats what i understand out of it.

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Vordwann
767 Posts
Posted Jul 01, 2011
Replied 42 minutes later
Maybe he's using one of those white textures that looks like it should be portalable but it isn't?
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GalaxyCollision
3 Posts
Posted Jul 01, 2011
Replied 1 hour later

KenJeKenny!? wrote:
Darkylight wrote:

make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume :wink:

I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).

At least...thats what i understand out of it.

You're right. Is there a way to see what a texture is called that has already been applied to a brush? Because I have a hard time finding textures again, since there are so many.

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MasterLagger
1,695 Posts
Posted Jul 01, 2011
Replied 5 minutes later
You could try to apply different textures to the brush and see how they work out. Look for anything "white" or "concrete" for portals, and anything "metal" for non-portal surfaces. Not sure if this will help or not, you may have tried this already.
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taboo54
34 Posts
Posted Jul 01, 2011
Replied 24 minutes later
The easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialog

and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out

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GalaxyCollision
3 Posts
Posted Jul 01, 2011
Replied 48 minutes later

taboo54 wrote:
The easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialog

and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out

Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.

Also, a question unrelated to this problem. Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.

English isn't my native language, so I'm sorry if it's hard to understand.

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taboo54
34 Posts
Posted Jul 01, 2011
Replied 1 hour later

GalaxyCollision wrote:
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.

That's odd, I don't know why that white wall texture wouldn't work. Are you sure it's large enough to put a portal onto? Send me your .vmf and I might be able to help you more

GalaxyCollision wrote:
Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.

when your map is compiling, do you get a message that looks like *leaked***?
Because that means you have a http://developer.valvesoftware.com/wiki/Leak

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Marise
249 Posts
Posted Jul 01, 2011
Replied 9 minutes later
There is a white wall that is not portalable. I forget the name of it, but that may be it. It shows up as white tiles with black in between, as I recall.
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hyperion1is
33 Posts
Posted Aug 13, 2011
Replied 1 month later

Darkylight wrote:
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume :wink:

Thanks for this tip. Is great. But I'm courios. I can't just make the brush (any surface) I want it to be no portable an func_noportable_volume entity?

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Brainstone
401 Posts
Posted Aug 13, 2011
Replied 16 minutes later

Quote:
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.

1.) dev_measuregeneric is a strange texture, I think. Never used it before. It name sounds like it would have something to do with measure. (Obvious) Try any texture with "black" or "metal" in its name, for example black_wall_metal_004a.

2.) Make sure you are not using white_wall_tile003b_vertex, but white_wall_tile003b instead. Vertex textures caan cause a lot of problems. In fact, you should never use them if you are not creating a custom entity.

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satchmo
415 Posts
Posted Aug 13, 2011
Replied 8 hours later
If you want portalable textures, just type "tile wall" into the texture filter. You should get all the textures that are portalable.

If you want non-portalable textures, type "metal wall" into the filter.

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hyperion1is
33 Posts
Posted Aug 13, 2011
Replied 2 hours later

satchmo wrote:
If you want portalable textures, just type "tile wall" into the texture filter. You should get all the textures that are portalable.

If you want non-portalable textures, type "metal wall" into the filter.

If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

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KenJeKenny!?
238 Posts
Posted Aug 14, 2011
Replied 8 hours later

hyperion1is wrote:
If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

http://developer.valvesoftware.com/wiki ... 2_textures

example .vmt code for non-portable textures

LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}

example .vmt code for portable textures

LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 0
}
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hyperion1is
33 Posts
Posted Aug 17, 2011
Replied 3 days later

KenJeKenny!? wrote:
hyperion1is wrote:

If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

http://developer.valvesoftware.com/wiki ... 2_textures

example .vmt code for non-portable textures
```
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}

> example .vmt code for **portable** textures
> ```
LightMappedGeneric
> {
> $basetexture "%yourfolder%/%yourmaterialname%"
> $surfaceprop wood
> "%noportal" 0
> }

Thanks! :notworthy: