Help - Portal graphic "glitch"
Quote from BL5965 on June 21, 2012, 11:58 amHello,
http://tinypic.com/r/10gl02h/6
http://tinypic.com/r/28b4gu1/6I noticed this glitch when placing a portal on a newly-formed surface.
Those four white tiles each have a telescopic arm behind them, and when you first enter the dark room, the four panels are hanging out of the wall with the arms attached. Once a trigger is set off, the four panels run through an animation (each separately) to form a 2x2 wall.
Unfortunately, when I place a portal on the wall, this glitch occurs. I have tried moving the offending tile forward by one unit (since it looked like it was behind the others), but then that just blocked the whole column from being portalized.
Does anyone know what I can do?
Thanks, BL
Hello,
http://tinypic.com/r/10gl02h/6
http://tinypic.com/r/28b4gu1/6
I noticed this glitch when placing a portal on a newly-formed surface.
Those four white tiles each have a telescopic arm behind them, and when you first enter the dark room, the four panels are hanging out of the wall with the arms attached. Once a trigger is set off, the four panels run through an animation (each separately) to form a 2x2 wall.
Unfortunately, when I place a portal on the wall, this glitch occurs. I have tried moving the offending tile forward by one unit (since it looked like it was behind the others), but then that just blocked the whole column from being portalized.
Does anyone know what I can do?
Thanks, BL
Quote from Brainstone on June 21, 2012, 12:07 pmProbably this is a problem with the thickness of your panel. If a panel is being moved, 2 units thick panels look the best, but in that case you aren't able to make one surface out of multiple func_brushes, because that leads to ugly glitches.
Try to make the panels 8 units thick and check whether the problem still occurs.
Probably this is a problem with the thickness of your panel. If a panel is being moved, 2 units thick panels look the best, but in that case you aren't able to make one surface out of multiple func_brushes, because that leads to ugly glitches.
Try to make the panels 8 units thick and check whether the problem still occurs.

Quote from josepezdj on June 21, 2012, 2:29 pmI think you have overlapped brushes. That vertical brush you can see there in the middle of your blue portal is crossing and overlapping the brush you have on the wall textured in white. Check that out
I think you have overlapped brushes. That vertical brush you can see there in the middle of your blue portal is crossing and overlapping the brush you have on the wall textured in white. Check that out
Quote from BL5965 on June 21, 2012, 9:43 pmThere doesn't seem to be any overlap.
I've updated the screenshots here: http://tinypic.com/r/28b4gu1/6, in case it gives a better view of what's going on.
There doesn't seem to be any overlap.
I've updated the screenshots here: http://tinypic.com/r/28b4gu1/6, in case it gives a better view of what's going on.

Quote from josepezdj on June 22, 2012, 2:22 amI see. Then I've got 2 hypothesis:
1. Maybe those panels are formed by several brushes each, or at least that one at botttom left side is. Check that, and if I'm right, try to have one single panel for each of those 4 parts, for each arm. If those panel arms are an instance though, open its properties and press the "Edit Instance" button at the bottom of the properties window. Then check the same: if each of those 4 panels is made by several brushes...
2. Another quick thought without having your .vmf is that you are making those panel arms yourself from scratch and you haven't aligned them perfectly, maybe that panel is not perfectly snapped to the grid while the other 3 are... this causes that the portal is not properly drawn in the 4 of them, only in 3. Check the position of each item: the 4 arms and the 4 white panels. If you have grouped them, ungroup them in order to be sure that you'll snap each item to the grid. Try to zoom in deeply so you can detect if anything is not snapped to the grid...
I see. Then I've got 2 hypothesis:
1. Maybe those panels are formed by several brushes each, or at least that one at botttom left side is. Check that, and if I'm right, try to have one single panel for each of those 4 parts, for each arm. If those panel arms are an instance though, open its properties and press the "Edit Instance" button at the bottom of the properties window. Then check the same: if each of those 4 panels is made by several brushes...
2. Another quick thought without having your .vmf is that you are making those panel arms yourself from scratch and you haven't aligned them perfectly, maybe that panel is not perfectly snapped to the grid while the other 3 are... this causes that the portal is not properly drawn in the 4 of them, only in 3. Check the position of each item: the 4 arms and the 4 white panels. If you have grouped them, ungroup them in order to be sure that you'll snap each item to the grid. Try to zoom in deeply so you can detect if anything is not snapped to the grid...

Quote from BenVlodgi on June 22, 2012, 7:19 pmupload the vmf so we can diagnose the problem
if this is sensitive just send us the part that is broken
upload the vmf so we can diagnose the problem
if this is sensitive just send us the part that is broken
Quote from BL5965 on June 23, 2012, 12:42 pmHi, I've uploaded the file here: http://www.mediafire.com/?25gttt3tmy9s5wo
I'm going somewhere remote for a week starting today, so I probably won't be able to respond for the next week. Thanks in advance to any helpers!
Hi, I've uploaded the file here: http://www.mediafire.com/?25gttt3tmy9s5wo
I'm going somewhere remote for a week starting today, so I probably won't be able to respond for the next week. Thanks in advance to any helpers!
Quote from HMW on June 23, 2012, 4:21 pmI haven't looked at the vmf (hate these download sites and their fucking deluge of ads), but it seems that the bottom-left tile is still a tiny bit rotated when it's closed, so part of it sticks through the portal.
Try the following:
- make a second white wall out of one 128x128 piece and turn in into a func_brush. Make it start disabled.
- When the last panel closes, disable the four wall pieces, and enable the big one-piece wall. Use an OnAnimationDone output on the arm model for this.If you don't need it to open again, you can even remove the moving pieces and telescopic arms for some extra optimisation. (Call KillHierarchy on each arm model.)
I haven't looked at the vmf (hate these download sites and their fucking deluge of ads), but it seems that the bottom-left tile is still a tiny bit rotated when it's closed, so part of it sticks through the portal.
Try the following:
- make a second white wall out of one 128x128 piece and turn in into a func_brush. Make it start disabled.
- When the last panel closes, disable the four wall pieces, and enable the big one-piece wall. Use an OnAnimationDone output on the arm model for this.
If you don't need it to open again, you can even remove the moving pieces and telescopic arms for some extra optimisation. (Call KillHierarchy on each arm model.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic