How to create portable surfaces
Quote from GalaxyCollision on July 1, 2011, 6:14 amI've started mapping yesterday and have done everything in this guide: http://developer.valvesoftware.com/wiki ... al_2_Level
But, after creating a room. The ceiling and ground are portable (It shouldn't be), while the white portable surface doesn't work..
Do I need to add something to make a surface portable?
I've started mapping yesterday and have done everything in this guide: http://developer.valvesoftware.com/wiki ... al_2_Level
But, after creating a room. The ceiling and ground are portable (It shouldn't be), while the white portable surface doesn't work..
Do I need to add something to make a surface portable?
Quote from KenJeKenny!? on July 1, 2011, 7:08 amWhat textures are you using?
What textures are you using?
Quote from Darkylight on July 1, 2011, 7:25 ammake an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume
make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volume
Quote from KenJeKenny!? on July 1, 2011, 8:15 amDarkylight wrote:make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volumeI dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.

I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.
Quote from Vordwann on July 1, 2011, 8:58 amMaybe he's using one of those white textures that looks like it should be portalable but it isn't?
Maybe he's using one of those white textures that looks like it should be portalable but it isn't?
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Quote from GalaxyCollision on July 1, 2011, 10:49 amKenJeKenny!? wrote:Darkylight wrote:make an invisible texture in the same place than where you want to be non-portable and make it entity, now use func_noportable_volumeI dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.
You're right. Is there a way to see what a texture is called that has already been applied to a brush? Because I have a hard time finding textures again, since there are so many.

I dont think thats what he wants... He cannot create portals on normal white textures (where it should be possible) and he can on dark textures (where it should not be possible).
At least...thats what i understand out of it.
You're right. Is there a way to see what a texture is called that has already been applied to a brush? Because I have a hard time finding textures again, since there are so many.
Quote from MasterLagger on July 1, 2011, 10:55 amYou could try to apply different textures to the brush and see how they work out. Look for anything "white" or "concrete" for portals, and anything "metal" for non-portal surfaces. Not sure if this will help or not, you may have tried this already.
You could try to apply different textures to the brush and see how they work out. Look for anything "white" or "concrete" for portals, and anything "metal" for non-portal surfaces. Not sure if this will help or not, you may have tried this already.
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Quote from taboo54 on July 1, 2011, 11:20 amThe easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialog
and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out
The easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialog
and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out
Quote from GalaxyCollision on July 1, 2011, 12:09 pmtaboo54 wrote:The easiest way to find a texture you have used again is the face edit tool http://developer.valvesoftware.com/wiki ... dit_Dialogand in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it outThanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.
Also, a question unrelated to this problem. Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.
English isn't my native language, so I'm sorry if it's hard to understand.
and in the texture browser there is a checkbox that says "Display only Used textures" .
If you check it, well i'm sure you can figure it out
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.
Also, a question unrelated to this problem. Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.
English isn't my native language, so I'm sorry if it's hard to understand.
Quote from taboo54 on July 1, 2011, 1:18 pmGalaxyCollision wrote:Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.That's odd, I don't know why that white wall texture wouldn't work. Are you sure it's large enough to put a portal onto? Send me your .vmf and I might be able to help you more
GalaxyCollision wrote:Since I've placed a laser in the lvl I can't play it anymore. I noticed it's impossible to play if the lvl isn't closed off, so figured that might be it. But after completely surrounding the part of the laser that sticks out the back of the wall, it still doesn't work.when your map is compiling, do you get a message that looks like ***leaked***?
Because that means you have a http://developer.valvesoftware.com/wiki/Leak
That's odd, I don't know why that white wall texture wouldn't work. Are you sure it's large enough to put a portal onto? Send me your .vmf and I might be able to help you more
when your map is compiling, do you get a message that looks like ***leaked***?
Because that means you have a http://developer.valvesoftware.com/wiki/Leak