Dynamic props: how to make one w/portalable surface
Quote from Naulziator on March 12, 2013, 11:00 pmThat be my question of the day. I know it's possible because of the one featured in the neurotoxin pump area. It's just a matter of how to achieve the feat so I can try the 'moving portal' trick in my levels.
Also, I need to make my own particle field textures ($flowmap), but with my own VTF's. I need to know how to design the VTFs so they can work in a grid-like fashion horizontally.
That be my question of the day. I know it's possible because of the one featured in the neurotoxin pump area. It's just a matter of how to achieve the feat so I can try the 'moving portal' trick in my levels.
Also, I need to make my own particle field textures ($flowmap), but with my own VTF's. I need to know how to design the VTFs so they can work in a grid-like fashion horizontally.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from FelixGriffin on March 13, 2013, 12:36 amIt's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.
It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.
Quote from Naulziator on March 13, 2013, 12:00 pmAh. So is there some way for me to have that cheat activate on the affected maps?
Ah. So is there some way for me to have that cheat activate on the affected maps?
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).

Quote from josepezdj on March 13, 2013, 12:30 pmYes, you can use a point_clientcommand and add a logic_auto in your map that fires these outputs:
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 1 /delay 0.10 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_portal_placement_never_fail 1 /delay 0.20 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 0 /delay 0.30 / fire once YESWhen you want to revert the cheat, you'll have to turn "1" the sv_cheats again and fire "sv_portal_placement_never_fail 0" instead.
(because I think it's a cheat... You could try to dismiss the ouputs related to the 'sv_cheats' and check if it works too though
)
Yes, you can use a point_clientcommand and add a logic_auto in your map that fires these outputs:
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 1 /delay 0.10 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_portal_placement_never_fail 1 /delay 0.20 / fire once YES
- OnMapSpawn > [Point_clientcommand_name_here] > command > sv_cheats 0 /delay 0.30 / fire once YES
When you want to revert the cheat, you'll have to turn "1" the sv_cheats again and fire "sv_portal_placement_never_fail 0" instead.
(because I think it's a cheat... You could try to dismiss the ouputs related to the 'sv_cheats' and check if it works too though )

Quote from TopHATTwaffle on March 13, 2013, 1:28 pmFelixGriffin wrote:It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.I was able to create this WITHOUT that cheat. I should have the BSP around here somewhere... Ah! Here it is! https://www.dropbox.com/s/xtfsjp57s5tvmp0/survive.bsp
Here is a video of the level:
http://www.youtube.com/watch?v=TRxMheV_HtEYou can just decompile it to see how it's done.
I was able to create this WITHOUT that cheat. I should have the BSP around here somewhere... Ah! Here it is! https://www.dropbox.com/s/xtfsjp57s5tvmp0/survive.bsp
Here is a video of the level:
http://www.youtube.com/watch?v=TRxMheV_HtE
You can just decompile it to see how it's done.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from FelixGriffin on March 13, 2013, 5:34 pmSorry, that's the wrong command entirely. I should never answer questions while sleep-deprived.
The cheats they used were sv_allow_mobile_portals 1 and sv_allow_mobile_portal_teleportation 1. They're built into the engine as cheats UNLESS the map is sp_a2_bts5 or whatever. It's annoying, but unless you're making a full mod you need to turn on cheats to use it.
Sorry, that's the wrong command entirely. I should never answer questions while sleep-deprived.
The cheats they used were sv_allow_mobile_portals 1 and sv_allow_mobile_portal_teleportation 1. They're built into the engine as cheats UNLESS the map is sp_a2_bts5 or whatever. It's annoying, but unless you're making a full mod you need to turn on cheats to use it.
Quote from Fracture on March 20, 2013, 4:35 pmHere is what i did as an experiment, create a very thin func_brush with a portable white texture. Then in the func_brush properties, set the render mode to "do not render" And place your new invisible portable wall where ever you want to be where the player must portal
Here is what i did as an experiment, create a very thin func_brush with a portable white texture. Then in the func_brush properties, set the render mode to "do not render" And place your new invisible portable wall where ever you want to be where the player must portal
Quote from Lpfreaky90 on March 20, 2013, 5:50 pmFracture wrote:Here is what i did as an experiment, create a very thin func_brush with a portable white texture. Then in the func_brush properties, set the render mode to "do not render" And place your new invisible portable wall where ever you want to be where the player must portal*COUGH* NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!
*COUGH* NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!
Quote from taco on March 20, 2013, 6:13 pmLpfreaky90 wrote:*COUGH* NODRAW_PORTALABLE that texture is designed to be invisible but accepting portals!In my experience, toolsblockbullets is the absolute best invisible texture that also accepts portals.
In my experience, toolsblockbullets is the absolute best invisible texture that also accepts portals.