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How to create portable surfaces

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There is a white wall that is not portalable. I forget the name of it, but that may be it. It shows up as white tiles with black in between, as I recall.

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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 ;)

Thanks for this tip. Is great. But I'm courios. I can't just make the brush (any surface) I want it to be no portable an func_noportable_volume entity?

My view about Custom maps: I can't truly realize how much hard work you have put into making one. For that alone (finishing a map) you should be proud. So don't take to hard any negative comments that I or others leave about your map and take it like constructive criticism.
PS. Personally I don't like "athletic maps" were when you don't make it you die or you lose a lot of time. But that's just me.
Quote:
Thanks. The texture I used that is portable is dev_measuregeneric01b, while white_wall_tile003b, doesn't work.

1.) dev_measuregeneric is a strange texture, I think. Never used it before. It name sounds like it would have something to do with measure. (Obvious) Try any texture with "black" or "metal" in its name, for example black_wall_metal_004a.

2.) Make sure you are not using white_wall_tile003b_vertex, but white_wall_tile003b instead. Vertex textures caan cause a lot of problems. In fact, you should never use them if you are not creating a custom entity.

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If you want portalable textures, just type "tile wall" into the texture filter. You should get all the textures that are portalable.

If you want non-portalable textures, type "metal wall" into the filter.

satchmo wrote:
If you want portalable textures, just type "tile wall" into the texture filter. You should get all the textures that are portalable.

If you want non-portalable textures, type "metal wall" into the filter.

If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

My view about Custom maps: I can't truly realize how much hard work you have put into making one. For that alone (finishing a map) you should be proud. So don't take to hard any negative comments that I or others leave about your map and take it like constructive criticism.
PS. Personally I don't like "athletic maps" were when you don't make it you die or you lose a lot of time. But that's just me.
hyperion1is wrote:
If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

http://developer.valvesoftware.com/wiki ... 2_textures

example .vmt code for non-portable textures

Code: Select all
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}

example .vmt code for portable textures

Code: Select all
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 0
}
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KenJeKenny!? wrote:
hyperion1is wrote:
If you want to create custom textures with VTFEdit and you want to be some portable and some not what should you do?

http://developer.valvesoftware.com/wiki ... 2_textures

example .vmt code for non-portable textures

Code: Select all
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 1
}

example .vmt code for portable textures

Code: Select all
LightMappedGeneric
{
$basetexture "%yourfolder%/%yourmaterialname%"
$surfaceprop wood
"%noportal" 0
}

Thanks! :notworthy:

My view about Custom maps: I can't truly realize how much hard work you have put into making one. For that alone (finishing a map) you should be proud. So don't take to hard any negative comments that I or others leave about your map and take it like constructive criticism.
PS. Personally I don't like "athletic maps" were when you don't make it you die or you lose a lot of time. But that's just me.
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