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Portal 2 func_brush issue

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Hello,

I'm having a problem with my beginner portal 2 map.
I placed a bunch of func_brush making it a floor. But I wanted all of them to go up and the combination would create a labyrinth.
My problem is in this image:
http://i42.tinypic.com/28jl3c0.jpg

As you can see, portals have those slashes on 'em.
Could someone help me solving this thing?
I would appreciate it.

Thanks.

slashes sometimes mean that you are placing a portal on 2 surfaces at the same time, there is no way to fix it unless, you make brushes that fit the size of a portal.

But, isn't there a way to make those slashes disappear? Like, creating an only brush that fits all the map and then the brushes under it just arrive from the inside of the whole brush... or something... do you think it would become with good visual appearance? Or do you have any idea to circumvent this situation?

Thanks for your reply.

As spongylover said those slashes are unavoidable: they demilit each tile/brush broders.

As you say, a good workaround would be to make the floor in 1pc, then add those other func_brushes that will raise ticking the flag "start disable" and setting "solidity" property to "toggle". This way they won't be solid while hidden (when disable) but they will when enable.

In order to avoid an odd suddenly-appearing-effect when you enable the func_brushes, tie them to func_movelinears so you can make a raising effect

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Thanks for your reply.

Well, with your solution, the block rises but all of it is black... I guess because of lack of lightning... is there a way to fix?
I didn't create a func_brush, I've just created a func_movelinear.
Anyway... what's the difference of them being or not being solid when buried? Player will never touch them when they're hidden, because of the world floor (which is not an entity). What was your point? Sorry if I didn't understand...

To have proper lighting at mapspawn place the brushes in the final position, then after a delay of 1-5 sec move them down to the position where it initially should be(before the player reaches that area).

the slashes inside the portal could be avoided if you could make the sides of the brushes nodraw. But in your case u need them to be textured.

Hope is a good thing
Maps made : [SP] PORTAL 2 : After Math
Steam ID : chimera201
chimera201 wrote:
To have proper lighting at mapspawn place the brushes in the final position, then after a delay of 1-5 sec move them down to the position where it initially should be(before the player reaches that area).

the slashes inside the portal could be avoided if you could make the sides of the brushes nodraw. But in your case u need them to be textured.

But with your solution, the lighting wouldn't affect the "walls" of the brushes as they are never exposed to light initially...

if the brushes are in the final position then its walls should be exposed

Hope is a good thing
Maps made : [SP] PORTAL 2 : After Math
Steam ID : chimera201

Would you take a look at my map? The objective is to have the brushes up and down to create different labyrinths (light only turn on after entering room).

http://www.4shared.com/file/8nwYOtAP/lolix.html

Didn't download but if you are using static lighting then if the lights are not on at start then Source will compile the map as if the lights weren't on. So u need to have lights on and the brushes exposed in the mapping itself. Then use a delay and set up your room and turn off the light.

Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.

Hope is a good thing
Maps made : [SP] PORTAL 2 : After Math
Steam ID : chimera201
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