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How to create portable surfaces

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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?

What textures are you using?

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

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 ;)

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_volume ;)

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.

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

Maybe he's using one of those white textures that looks like it should be portalable but it isn't?

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KenJeKenny!? 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_volume ;)

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.

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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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

taboo54 wrote:
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

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.

GalaxyCollision 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

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