Portalable walls with grates in front of them???

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MissStabby
160 Posts
Posted Jun 24, 2011
I am trying to create a puzzle about redirecting some props through a little maze,
though to prevent players from entering the maze i put grates in front of the panels to prevent anyone passing through.

The problem however is that the grates are on always preventing the player from passing though it from the rearside.

Normally i can stand on the grates, or walk against them without passing through.
But when there's a cube or other prop going through the portal in high speed, it passes through it.

This will get players stuck and confused...

Currently the grates themselves are "func_brush" entities with SolidBSP to Yes and Solidity to "Always solid".
The texture im using is called "metalgrate018c".
The space between the portal and the start of the grate mesh is 19 units.

img

What am i doing wrong?

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-ArttyIntel-
76 Posts
Posted Jun 24, 2011
Replied 13 minutes later
Idk really. It seems right. I dont know about Portal 2 but in the first portal there is a wall just like that.
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KenJeKenny!?
238 Posts
Posted Jun 24, 2011
Replied 51 minutes later
Turn the collision off on the brush with the grate texture and place another brush (between grate and panels) with the clip texture.
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MissStabby
160 Posts
Posted Jun 24, 2011
Replied 1 hour later

KenJeKenny!? wrote:
clip texture.

wouldn't that also stop excursionfunnels and hardlight bridges?

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KenJeKenny!?
238 Posts
Posted Jun 24, 2011
Replied 45 minutes later

MissStabby wrote:
KenJeKenny!? wrote:

clip texture.

wouldn't that also stop excursionfunnels and hardlight bridges?

nope only props/physics objects & clients... if you wanna stop funnel/light bridge you gotta use invisible... but that wont even allow portals through...

What about just making the grate texture a bit bigger (thicker)?

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Will T.
163 Posts
Posted Jun 24, 2011
Replied 5 minutes later
When I built a grated platform like this, I did this:

Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brush

It doesn't block funnels or bridges, but players and objects cannot pass through.

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-ArttyIntel-
76 Posts
Posted Jun 24, 2011
Replied 23 minutes later
Oh yea! What Kenny said was right. I remember trying that. And Ps, I like your avatar MissStabby. (:
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MissStabby
160 Posts
Posted Jun 24, 2011
Replied 26 minutes later

Will T. wrote:
When I built a grated platform like this, I did this:

Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brush

It doesn't block funnels or bridges, but players and objects cannot pass through.

is there a special texture i should be using for the clip_vphysics?

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Will T.
163 Posts
Posted Jun 24, 2011
Replied 7 minutes later
The Trigger texture is good for it.
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MissStabby
160 Posts
Posted Jun 25, 2011
Replied 1 hour later
I think i found the "solution" though im not yet happy about it...

It seems that if i put the vphysics at a distance of 32 that it will prevent high speed objects from passing through, though this means that there is quite a big collision brush sticking out, wich will show when objects are resting on it.