Is there a easy way to make portable textures to unportable?
And what's the procedure?
TeamSpen210 wrote:
They're brush entities, press control-t when selecting a brush to create them (func.. usually means this).
Got it to work,thank you
TeamSpen210 wrote:
Surround the surface with a func_noportal_volume, textured with invisible or nodraw. You might want to check out func_portal_bumpers (they 'bump' portals away from glass or similar things). Info_placement_helpers are also useful, they make portals placed nearby 'snap' to a particular place to help with aiming.
In my opinion the func_noportal_volume is the way to go.
%noportal 1

For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmt
Next open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"
Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
Also remember to place your new fresh .vmt's and .vtf's into
\steamapps\common\Portal 2\portal2\materials\motel
Please correct if I missed something. Also didn't try this out but it should work.
edit:
You need GCFScape to open pak01_dir.vpk to import textures for edit.
.vpk's can be found from \common\Portal 2\portal2
laakkone wrote:
I agree with jose. With texture/.vmt edit you dont have to create any unnecessary brush structures.For example if you want motel wall (motel/hotel_interior_walls001) unportable, just copy both .vtf and .vmt file and rename them e.g.
hotel_interior_walls001_noportal.vtf
hotel_interior_walls001_noportal.vmtNext open up .vmt file and edit $basetexture
from $basetexture "motel/hotel_interior_walls001"
to $basetexture "motel/hotel_interior_walls001_noportal"Note that $basetexture path to filename must be same as .vtf's to work
To make it unportable, add "%noportal" 1 to .vmt file
When you're done, .vmt should look something like this >
```
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001_noportal"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
> Also remember to place your new fresh .vmt's and .vtf's into
> *\steamapps\common\Portal 2\portal2\materials\motel*
>
> Please correct if I missed something. ||Also didn't try this out but it should work.||
>
> **edit:**
> You need GCFScape to open pak01_dir.vpk to import textures for edit.
> .vpk's can be found from *\common\Portal 2\portal2*
Partially right and partially wrong.
There are two things: if you want a whole texture not portalable your method is good, if you only wanna do a few sections, the noportal_volume is the better option.
As for your vmt and vtf version:
You only have to create a vmt, no need of creating a vtf.
Taking laakkone's example:
copy the base texture:
hotel_interior_walls001.vmt and re-name it to *hotel_interior_walls001_noportal*.vmt
and just add __"%noportal" 1__
no need to change anything else.
LightMappedGeneric
{
$basetexture "motel/hotel_interior_walls001"
$surfaceprop default
$bumpmap "motel/hotel_interior_walls001_height-ssbump"
$ssbump 1
"%noportal" 1
}
```
if you upload this somewhere and you're using a custom texture, make sure to put it in using pakrat!