Portable Brick Wall ..... And then smashing that brick wall

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Fracture
797 Posts
Posted Jun 01, 2013
Okey, so I have figured out how to make the portable surface with the brick_block wall overlay. But what i want to do is make it so when the player attempts to enter the portal, the wall is abruptly destroyed in front of them with clusters of concrete flying everywhere.

I can make the explosion easily, that's not the problem. The problem is the overlay will not stick to anything but a world surface. I have attempted using decals, but i found out that doesn't work for this sepcific situation. Then I tried making a func_brush with an areaportal in front of another func_brush with the brick_block and I found that the texture for the brick inexplicably hides the portal behind itself.

I will post pics after i get back from work, cause i havent the time right now.

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FelixGriffin
2,680 Posts
Posted Jun 01, 2013
Replied 1 hour later
Make a func_brush with an overlay texture?
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Lpfreaky90
2,842 Posts
Posted Jun 01, 2013
Replied 19 minutes later

Fracture wrote:
Okey, so I have figured out how to make the portable surface with the brick_block wall overlay. But what i want to do is make it so when the player attempts to enter the portal, the wall is abruptly destroyed in front of them with clusters of concrete flying everywhere.

I can make the explosion easily, that's not the problem. The problem is the overlay will not stick to anything but a world surface. I have attempted using decals, but i found out that doesn't work for this sepcific situation. Then I tried making a func_brush with an areaportal in front of another func_brush with the brick_block and I found that the texture for the brick inexplicably hides the portal behind itself.

I will post pics after i get back from work, cause i havent the time right now.

?! what do areaportals have to do with them? areaportals are optimization things.

The way I would do it is put a func_brush with the nodraw texture; one unit thick in front of the wall; then the side that should be portaled should be textured with nodraw_portalable; give the func_brush a nice little name.

Now make a portal detector touching the nodraw_portalable face;
OnStarttouchportal; ; kill;
Onstarttouchportal; !self; kill;
Onstarttouchportal; wall_explosion_relay; trigger;

That should do.

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Fracture
797 Posts
Posted Jun 01, 2013
Replied 4 hours later
when i said areaportal, i meant nodraw portable.

freudian slip, there. :p

And I think my method may have been overlooked. I am using the brick texture where there is plaster smudged all over the wall. Its an aesthetic requirement for a specific scene im doing
I cannot use it as an overlay because overlays do NOT stick to func brushes ingame, and when I used it as a texture for the actual func brush it created this glitch ingame where it sandwiched the portal between the plaster and the wall.

I will be back at my home computer in 2 hours to post pics to show you what i mean

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FelixGriffin
2,680 Posts
Posted Jun 01, 2013
Replied 10 minutes later
Don't use an overlay, put the overlay texture on the func_brush. As in, open the face edit, choose the overlay texture, and right-click the brush. Then put that brush in front of the wall.
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Fracture
797 Posts
Posted Jun 01, 2013
Replied 1 hour later
facepalm

Am I speaking a foreign language here? I said I DID that and it glitched. See that blue tinge in the image? that's the portal i just placed. This happens when only one portal is present. If two are present, the glitch subsides temporarily

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FelixGriffin
2,680 Posts
Posted Jun 02, 2013
Replied 9 hours later
That's because of the placement of the nodraw_portalable. You put it level with the brick, when it should be level with the plaster.
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Fracture
797 Posts
Posted Jun 02, 2013
Replied 4 hours later
what? your telling me the two func_brushes need to occupy the same space? or are you just telling me to remove the gap? the gap was for the sake of showing the design in the image. There won't be a gap in the completion
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FelixGriffin
2,680 Posts
Posted Jun 02, 2013
Replied 1 hour later
Yes, two func_brushes can occupy the same space. Why shouldn't they?
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Fracture
797 Posts
Posted Jun 03, 2013
Replied 22 hours later
i thought that would actually prevent portal placement but, whatevs, if it works it works :p

EDIT: it totally didn't work

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FelixGriffin
2,680 Posts
Posted Jun 03, 2013
Replied 1 hour later
Can you give any detail at all?
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Fracture
797 Posts
Posted Jun 03, 2013
Replied 28 minutes later
yeah, its doing the same thing as the second image above