Is there any way ?
Quote from Hzamd on September 21, 2011, 11:03 amTo allowed a prop_portal to work on a surface BUT to prevent the player to make a portal at the same place when the propp is desactivated
I tied all I know but, or I cannot put a portal and the prop does not working
or I can put both![]()
Please
To allowed a prop_portal to work on a surface BUT to prevent the player to make a portal at the same place when the propp is desactivated
I tied all I know but, or I cannot put a portal and the prop does not working
or I can put both
Please 
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from spongylover123 on September 21, 2011, 11:13 amThere's a texture entity called, func_noportalvolume
There's a texture entity called, func_noportalvolume
Quote from Hzamd on September 21, 2011, 12:38 pmI tried, but noting work
I tried the grates too, the func_portal bumper, the clip....
I tried, but noting work
I tried the grates too, the func_portal bumper, the clip....
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from Moth on September 21, 2011, 1:33 pmHave you tried making a large brush out of smaller brushes just smaller than the size of a portal? portals can't be created on surfaces smaller than a certain size.
Beware though, carving brushes up excessively *will* hurt your map performance.
Have you tried making a large brush out of smaller brushes just smaller than the size of a portal? portals can't be created on surfaces smaller than a certain size.
Beware though, carving brushes up excessively *will* hurt your map performance.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from Brainstatic on September 21, 2011, 2:30 pmWait a minute, there is a way to solve this that will actually make sense to the player. You have a multitude of options, but here are the best two:
1. Make the wall section where you want the prop_portal to go a func_door_rotating. Make one side have a portalable texture and have the prop_portal on it along with the model for the portal emitter. Make sure the prop_portal and the portal emitter model are parented to the func_door_rotating. Then make the other side of the func_door_rotating a non-portalable texture. Remember the first repulsion gel test in old Aperture how you had to use the cubes to make those panels flip? This is what Valve did there. Just have the panel flip when the prop_portal disappears.
2. Or, make a fizzler just in front of the wall that activates as soon as the prop_portal disappears. This method is a little easier, but also kind of cheap.
Wait a minute, there is a way to solve this that will actually make sense to the player. You have a multitude of options, but here are the best two:
1. Make the wall section where you want the prop_portal to go a func_door_rotating. Make one side have a portalable texture and have the prop_portal on it along with the model for the portal emitter. Make sure the prop_portal and the portal emitter model are parented to the func_door_rotating. Then make the other side of the func_door_rotating a non-portalable texture. Remember the first repulsion gel test in old Aperture how you had to use the cubes to make those panels flip? This is what Valve did there. Just have the panel flip when the prop_portal disappears.
2. Or, make a fizzler just in front of the wall that activates as soon as the prop_portal disappears. This method is a little easier, but also kind of cheap.
Quote from Vordwann on September 21, 2011, 3:16 pmRufusThorne... a player will be able to create a portal on a bunch of small brushes as long as they are all planar and have a portalable texture.
RufusThorne... a player will be able to create a portal on a bunch of small brushes as long as they are all planar and have a portalable texture.
[spoiler][SP] Alternate[/spoiler]
Quote from gallardo on September 22, 2011, 4:26 amAs I read it, it seems the recipe for inconsistency to me...
Let me understand: you have a portalable surface (ex. concrete) where a prop_portal is open and active, then you deactivate it, but you want to deny the player to reopen a portal in that position, right?You can easily make an invisible func_brush to be enabled there or a trigger_cleanser, but isn't it a little confunsing for the player? I would make a panel shift position and hide that particular spot instead.
As I read it, it seems the recipe for inconsistency to me...
Let me understand: you have a portalable surface (ex. concrete) where a prop_portal is open and active, then you deactivate it, but you want to deny the player to reopen a portal in that position, right?
You can easily make an invisible func_brush to be enabled there or a trigger_cleanser, but isn't it a little confunsing for the player? I would make a panel shift position and hide that particular spot instead.
Quote from KenJeKenny!? on September 22, 2011, 5:56 amIsn't there a model for this use of the portals? Like in the very beginning of portal 1 when you just woke up, it (or they, since there are always 2 on either side) create portals on the surface inbetween without a portal gun.
If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler
EDIT:
Kinda like this one:
But this is from portal 1 and it's on a white surface, so bad example i geuss
Isn't there a model for this use of the portals? Like in the very beginning of portal 1 when you just woke up, it (or they, since there are always 2 on either side) create portals on the surface inbetween without a portal gun.
If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler ![]()
EDIT:
Kinda like this one:
But this is from portal 1 and it's on a white surface, so bad example i geuss ![]()
Quote from Hzamd on September 22, 2011, 12:56 pmKenJeKenny!? wrote:Isn't there a model for this use of the portals? Like in the very beginning of portal 1 when you just woke up, it (or they, since there are always 2 on either side) create portals on the surface inbetween without a portal gun.If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler
I look for it but i didn't find one, If anyone has one it would be great
But thanks for your answers![]()
if I don't find special textures, I'll, or make a rotating bloc
or make the prop_portal smaller (there's an option)
or in an extremelly way, make a trigger_push to slow down the gel which goes in to prevent the player to do the fling directly
thanks again and if someone has a texture, please say it here
If you were to stick these on a regular black tiled wall surface for example... then only this "machine" can create or "force" a portal there... and it would look better then a ugly fizzler ![]()
I look for it but i didn't find one, If anyone has one it would be great
But thanks for your answers
if I don't find special textures, I'll, or make a rotating bloc
or make the prop_portal smaller (there's an option)
or in an extremelly way, make a trigger_push to slow down the gel which goes in to prevent the player to do the fling directly
thanks again and if someone has a texture, please say it here ![]()
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from Vordwann on September 22, 2011, 3:23 pmJust have a func_noportal_volume there, name it, and disable it when the prop_portal is enabled and enable it when the prop_portal is disabled.
Just have a func_noportal_volume there, name it, and disable it when the prop_portal is enabled and enable it when the prop_portal is disabled.
[spoiler][SP] Alternate[/spoiler]
