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Making Texture Un-Portalable

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Use an actual skybox, don't just make a giant room with a high ceiling or something.

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using the skybox/stars01. dont know how to make an actual skybox and I dont have enough time unless its easy.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011
baca25 wrote:
dont know how to make an actual skybox and I dont have enough time unless its easy.

If you can't take the 3 minutes to look up how to do it then I guess your map can continue to have a portalable "sky ceiling".

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Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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am I suppposed to type "skybox" next to the "$surfaceprop" and then type "$noportal" under "$surfaceprop"?

I think I know what you meant now Msleeper
When I make a skybox and enter in the "skybox/stars01" in map properties, the ceiling looks like it would if it were a nodraw.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

Ok I'm pretty sure I cant use that stars texture as a skybox unless I make it a custom one.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

Alright, here's what to do to make an unportalable skybox. Use GCFScape to open pak01_dir. Navigate to materialsskybox and open stars01.vmt. Replace the word "unlitgeneric" with the word "skybox" (without the quotes). Save the new file in portal 2materialsskybox as stars01noportal.vmt When you open Hammer, you should be able to put "stars01noportal" in the Map Properties skybox field; it should duplicate the skybox only without being portalable.

Remember, though, if you're making this map for the contest you can't use this method, as you can not use any external files in any contest entries. You'll have to use one of the above, brush-based methods if you're entering it in the contest.

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if its a ceiling i really don't understand why he can't just put invisible in front of it?

You could use sky_black as the skybox texture and use some env_sprites to simulate stars.

Edit: That sounded alot better in my head.

The method used in the space scene in the game was to use "sky_black_nofog" as the sky name in the map properties, with a normal skybox (using tools/toolsskybox) around the playable area.

Then, make a 3d Skybox area elsewhere on the map, with a sky_camera in the middle, and the inside faces of this box textured with "skybox/finale_stars".

Make the Star'd brush a func_noportal_volume?

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