[RELEASE] Aldéz's Portal Prefabs

Then... the elevators prefab go to up and down? OMG!
If you dont live far away I promise, I invite to beer jajaja.
Continue! And thanks for all.
PD: The dynamic stairs is a great idea. Maybe... a water poison, a glados... no that not jaja. I have hope in you. Regards
...oh, already in there
How about a Portal Fizzler?
...oh, also already in there.
How about... hmm... a hallway arch?
...jeepers, also already in there!?
OMG, you've prefabbed about everything any self-respecting portal mapper should ever need! Thank you a hundred thousand times!
if so, be ashamed! what bad mapping practice! you should always nodraw any brush face that can't be seen by the player
youme wrote:
you should always nodraw any brush face that can't be seen by the player
Actually, any face that is completely covered by world brushes and/or faces the void is automatically culled and not rendered.
youme wrote:
still, its bad practice
Can you explain why? I think it's easier to navigate through the map in Hammer when I can see what texture it is on the other side. On the other hand, I can see the benefits of having nodraw on the outside. But, IMO, the work needed to do that doesn't pay off enough.
reepblue wrote:
What about a rotating portal gun? Did he miss that?
Nope
Ricotez wrote:
How about a Box Dropper?
...oh, already in thereHow about a Portal Fizzler?
...oh, also already in there.How about... hmm... a hallway arch?
...jeepers, also already in there!?OMG, you've prefabbed about everything any self-respecting portal mapper should ever need! Thank you a hundred thousand times!
lol
Ald?z wrote:
Can you explain why? I think it's easier to navigate through the map in Hammer when I can see what texture it is on the other side. On the other hand, I can see the benefits of having nodraw on the outside. But, IMO, the work needed to do that doesn't pay off enough.
If you put nodraw on places the player can't see, it will increase performance by making the map a lot smoother to run. It is very important to do so.
reepblue wrote:
If you put nodraw on places the player can't see, it will increase performance by making the map a lot smoother to run. It is very important to do so.
This is the most bullshit explaination. You didn't tell him why, you just told him you should.
The REAL reason is because any face with the nodraw texture is not rendered by the engine, and therefore there are less things for the rendering engine to consider in any given PVS. The reason it's not necessary to do this on any face that is covered completely by world brushes and/or facing the void, is because vbsp automatically culls the face for you as if you had places nodraw on it.
So any argument for having or not having nodraw on the previously mentioned faces are purely for editing purposes, not performace. Besides, the prefabs do have nodraw where they (theoretically) affect performance.
Ald?z wrote:
Besides, the prefabs do have nodraw where they (theoretically) affect performance.
fair doos, just making sure 
Quote:
This is the most bullshit explaination. You didn't tell him why, you just told him you should.
Heh, sorry. When I began mapping, my brother told me that. I showed him a map (pitiful one) and he said to put nodraw on everything that the player will not see. I ask him why and he said it will increase performance...
In fact, he did not map in years. But now I know the real deal. Thanks.
I have no intention to add a prefab with this function. It would be too much if I made a prefab for every configuration. Make a door prefab yourself for the door when you figured out how to do it.
Ald?z wrote:
This isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.
yeah plenty of tutorials out there for everything. there are even links to them here.
http://forums.thinking.withportals.com/mapping-tips-and-useful-links-t468.html
Later try the elevator prefab. good job!
The effect is showing, but the model isnt. I shot a "high energy pellet" into about where it is, and it collided with something at an angle and went flying all over the place. Here's what it looks like ingame:

I gave it a trigger when the catcher is triggered to explode something, and it explodes on map spawn.