Please or Register to create posts and topics.

Dynamic props: how to make one w/portalable surface

Page 1 of 2Next

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.

Sparky the Telus Pig status:
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).

It's a parented SolidBSP func_brush used with the sv_portal_placement_never_fail cheat.

Falsi sumus crusto!

Ah. So is there some way for me to have that cheat activate on the affected maps?

Sparky the Telus Pig status:
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).

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 :wink:)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

What about allowing mobile portals?

FelixGriffin 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_HtE

You can just decompile it to see how it's done.

Happy Mapping

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)

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.

Falsi sumus crusto!

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

Just when I think I understand the system, it changes on me.
Fracture 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!

Lpfreaky90 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.

Page 1 of 2Next