I don't want to use the func_portalcleanser because it doesn't seem to be the best solution.
Also,what indeed determines if a panel can be portaled?The texture or something else?
"%noportal" 1
For the vmt just copy over the original one; and add this somewhere between the { and the }
and save it under a different name like "texturenamehere_noportal" or something so you can distinguish the versions.
Lpfreaky90 wrote:
you can either cover it with a func_noportal_volume nodraw brush.
Or you can create a vmt, and add:"%noportal" 1
For the vmt just copy over the original one; and add this somewhere between the { and the }
and save it under a different name like "texturenamehere_noportal" or something so you can distinguish the versions.
thank you very much for the reply !
If you have one area you can shoot portals on, and then the same texture somewhere else that you can't shoot portals on, your map is bad and you should feel bad 
Generally white surfaces should always carry portals. Of course if you are making your own, custom wall texture it will always carry portals, and that might not be what you want.
tl;dr %noportal can make people hate your tests if used wrong, so be careful !