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Portal info behind walls.

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Is there somebody who now to hide portals behind the walls?

Image

Type in console:
portal_draw_ghosting 0

Tank you!

also, just so you know. Google is a great way to help yourself too. I'm not trying to be an ass here. but i found the answer on my very first google search
"portal 2 see portals through walls"

and, just out of curiosity; Why would you want to hide them? I admit they are a bit weird seeing them the first few times (when you've played as much Portal 1 as me) but... curious why you'd want to hide them? :)

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Maybe he want to take a screen-shot without any hints to place portals? Also, prop_portal(s) don't show "ghosting." I know you probably don't need to know that, but I had to throw that out.

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i didn't ask why MasterLagger may not want ghosting portals. I can already figure out reasons why someone wouldn't. I asked why HE wanted to turn it off.

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Why shoot portals if you're just taking screenshots, Masterlagger?

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Vordwann wrote:
Why shoot portals if you're just taking screenshots, Masterlagger?

To take pictures in certain areas, of course portals wouldn't be necessary if the person knew the noclip cheat. It's what I did before using noclip and crosshair 0 to take pictures.

rellikpd wrote:
i didn't ask why MasterLagger may not want ghosting portals. I can already figure out reasons why someone wouldn't. I asked why HE wanted to turn it off.

I was just throwing an idea out since Cybermaxke didn't post anything back yet.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I can't post someting back if I am not online.

why not do cl_drawhud 0 and r_drawviewmodel 0 instead to get rid of the portal gun as well?

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