Carryable wall piece Physbox not working (solved)
Quote from zivi7 on June 6, 2012, 5:36 amI was thinking about a level in which the player has to carry a broken white wall panel somewhere to then place a portal on it.
The panel should be 64 units wide, 128 units high and 8 units thick.
The portal works fine with a nodraw_portal-func_brush parented to the physbox that is the wall panel. Now the only problem is that the player can't pick up the wall tile.
Whereever I looked on the net, every time the solution was reducing the mass and setting the prop data to something small like "wood, small" or "metal, tiny". I've been trying the mass scale option, the override option and the prop data to set it to a very small mass. The piece does get lighter by it - you can tell from how it behaves when hit by a cube - but still I can't pick it up. The flags should be fine: "Generate output on USE" and "Physgun can always pick up" are checked, everything else isn't.
I've tried attaching a "handle"-physbox and setting it as the parent of the big physbox. That makes the whole thing carryable - but the big physbox drops through the floor until the handle hits the floor and stops it. Attaching invisible blocks/physicsclips didn't help, they just sunk into the floor as well.
Does anyone have an idea?
I was thinking about a level in which the player has to carry a broken white wall panel somewhere to then place a portal on it.
The panel should be 64 units wide, 128 units high and 8 units thick.
The portal works fine with a nodraw_portal-func_brush parented to the physbox that is the wall panel. Now the only problem is that the player can't pick up the wall tile.
Whereever I looked on the net, every time the solution was reducing the mass and setting the prop data to something small like "wood, small" or "metal, tiny". I've been trying the mass scale option, the override option and the prop data to set it to a very small mass. The piece does get lighter by it - you can tell from how it behaves when hit by a cube - but still I can't pick it up. The flags should be fine: "Generate output on USE" and "Physgun can always pick up" are checked, everything else isn't.
I've tried attaching a "handle"-physbox and setting it as the parent of the big physbox. That makes the whole thing carryable - but the big physbox drops through the floor until the handle hits the floor and stops it. Attaching invisible blocks/physicsclips didn't help, they just sunk into the floor as well.
Does anyone have an idea?

Quote from josepezdj on June 6, 2012, 5:48 amzivi7 wrote:I was thinking about a level in which the player has to carry a broken white wall panel somewhere to then place a portal on it.Wow zivi, that sounds absolutely brilliant!
Very creative my friend!
At first, without messing much around, I'd suggest you to check out the parenting chain (which entity is prented to which one)... many times it is just that: try to make a chain, only one entity parented to the next one, and so on (not 2 of them parented to the same entity, ok?). Try and see.
Also have you set the size small in both "Prop_data" and "Material_type"?
Wow zivi, that sounds absolutely brilliant! Very creative my friend!
At first, without messing much around, I'd suggest you to check out the parenting chain (which entity is prented to which one)... many times it is just that: try to make a chain, only one entity parented to the next one, and so on (not 2 of them parented to the same entity, ok?). Try and see.
Also have you set the size small in both "Prop_data" and "Material_type"?
Quote from zivi7 on June 6, 2012, 6:34 amThanks for the tipp, mate.
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But the parenting isn't the problem. There currently is only the large physbox and the func_brush that makes it portalable. Parent of the func_brush is the physbox, so that when the physbox gets carried around the func_brush moves with it.
About the mass: In "prop_data", I can set a material together with a size. In "Material" however, there's only the material type, no size.
Thanks for the tipp, mate.
But the parenting isn't the problem. There currently is only the large physbox and the func_brush that makes it portalable. Parent of the func_brush is the physbox, so that when the physbox gets carried around the func_brush moves with it.
About the mass: In "prop_data", I can set a material together with a size. In "Material" however, there's only the material type, no size.

Quote from josepezdj on June 6, 2012, 7:13 amzivi7 wrote:About the mass: In "prop_data", I can set a material together with a size. In "Material" however, there's only the material type, no size.Yes, I know, but I meant that you take into account both and try them to be the lightest or smallest materials.
Hmm... Would you try to set the func_brush to "Never solid" (erasing whatever mass it would have... (this is only a guess though)) and check out the mass of the func_physbox is under 50-60?
Yes, I know, but I meant that you take into account both and try them to be the lightest or smallest materials.
Hmm... Would you try to set the func_brush to "Never solid" (erasing whatever mass it would have... (this is only a guess though)) and check out the mass of the func_physbox is under 50-60?
Quote from Brainstone on June 6, 2012, 8:24 amI had the same idea once, but didn't do it
I had the same idea once, but didn't do it
Quote from zivi7 on June 6, 2012, 10:04 amReducing the height from 128 to 112 did it - and that's about the size you need for a portal. So what works for me is:
Have a physbox 64 units wide, 8 units thick and 112 units high. I set the material to metal for fitting sounds. Place a 64 units wide, 112 units high and 1 unit thick func_brush in front of the physbox, but leave one unit of free space between the two. Make the physbox the parent of that func_brush. Add a placement helper in the middle of the func_brush, the physbox as the parent again.
You can carry the thing around now, let go of it and as soon as it doesn't move anymore, place a portal on it.
The carrying of the physbox in this size works without rescaling the mass. However, it will wobble up and down while carrying it. Setting the mass scale to 0.01 reduces that, probably lower values get rid of it completely, I didn't have time to test that.
Edit: It seems to be more the placement helper and the func_brush being in the way that cause the massiv wobble. I tried "onphysgunpickup disable" and "onphysgundrop enable" for both and get much less wobbling without rescaling the mass. The only small promlem that's left is that the player drops the piece automatically after a little while.
I've attached the .bsp and .vmf if anyone wants them.
Reducing the height from 128 to 112 did it - and that's about the size you need for a portal. So what works for me is:
Have a physbox 64 units wide, 8 units thick and 112 units high. I set the material to metal for fitting sounds. Place a 64 units wide, 112 units high and 1 unit thick func_brush in front of the physbox, but leave one unit of free space between the two. Make the physbox the parent of that func_brush. Add a placement helper in the middle of the func_brush, the physbox as the parent again.
You can carry the thing around now, let go of it and as soon as it doesn't move anymore, place a portal on it.
The carrying of the physbox in this size works without rescaling the mass. However, it will wobble up and down while carrying it. Setting the mass scale to 0.01 reduces that, probably lower values get rid of it completely, I didn't have time to test that.
Edit: It seems to be more the placement helper and the func_brush being in the way that cause the massiv wobble. I tried "onphysgunpickup disable" and "onphysgundrop enable" for both and get much less wobbling without rescaling the mass. The only small promlem that's left is that the player drops the piece automatically after a little while.
I've attached the .bsp and .vmf if anyone wants them.

Quote from josepezdj on June 6, 2012, 10:43 amI'm glad that you finally achieved that! I'll be happy to test the map where you place this great idea into.
zivi7 wrote:The only small promlem that's left is that the player drops the piece automatically after a little while.Sorry?? I think this is indeed part of the fun!
(imagine a puzzle where you have fizzlers on the floor and can only leave the tile on certain parts of the floor! kinda maze of fizzling tiles and normal ones...)
I'm glad that you finally achieved that! I'll be happy to test the map where you place this great idea into.
Sorry?? I think this is indeed part of the fun! (imagine a puzzle where you have fizzlers on the floor and can only leave the tile on certain parts of the floor! kinda maze of fizzling tiles and normal ones...)
Quote from Brainstone on June 6, 2012, 11:40 amYou won't be angry if I use this in some of my maps in my mappack, right...
here, I improved it. the player won't let it drop again and it has a stylish silver frame.
You won't be angry if I use this in some of my maps in my mappack, right...
here, I improved it. the player won't let it drop again and it has a stylish silver frame.
Quote from zivi7 on June 6, 2012, 11:51 amBrainstone wrote:You won't be angry if I use this in some of my maps in my mappack, right...If I'd be I wouldn't have uploaded it.
Brainstone wrote:here, I improved it. the player won't let it drop again and it has a stylish silver frame.Nice! The frame makes it a little bit too obvious how to use it for the idea that I had in mind. But your idea with the unrendered physbox and a func_brush for the wall piece is much nicer. Thanks for sharing!
If I'd be I wouldn't have uploaded it.
Nice! The frame makes it a little bit too obvious how to use it for the idea that I had in mind. But your idea with the unrendered physbox and a func_brush for the wall piece is much nicer. Thanks for sharing!