Portalable walls with grates in front of them???
Quote from MissStabby on June 24, 2011, 6:58 pmI am trying to create a puzzle about redirecting some props through a little maze,
though to prevent players from entering the maze i put grates in front of the panels to prevent anyone passing through.The problem however is that the grates are on always preventing the player from passing though it from the rearside.
Normally i can stand on the grates, or walk against them without passing through.
But when there's a cube or other prop going through the portal in high speed, it passes through it.This will get players stuck and confused...
Currently the grates themselves are "func_brush" entities with SolidBSP to Yes and Solidity to "Always solid".
The texture im using is called "metalgrate018c".
The space between the portal and the start of the grate mesh is 19 units.
What am i doing wrong?
I am trying to create a puzzle about redirecting some props through a little maze,
though to prevent players from entering the maze i put grates in front of the panels to prevent anyone passing through.
The problem however is that the grates are on always preventing the player from passing though it from the rearside.
Normally i can stand on the grates, or walk against them without passing through.
But when there's a cube or other prop going through the portal in high speed, it passes through it.
This will get players stuck and confused...
Currently the grates themselves are "func_brush" entities with SolidBSP to Yes and Solidity to "Always solid".
The texture im using is called "metalgrate018c".
The space between the portal and the start of the grate mesh is 19 units.

What am i doing wrong?
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Quote from -ArttyIntel- on June 24, 2011, 7:12 pmIdk really. It seems right. I dont know about Portal 2 but in the first portal there is a wall just like that.
Idk really. It seems right. I dont know about Portal 2 but in the first portal there is a wall just like that.
Quote from KenJeKenny!? on June 24, 2011, 8:03 pmTurn the collision off on the brush with the grate texture and place another brush (between grate and panels) with the clip texture.
Turn the collision off on the brush with the grate texture and place another brush (between grate and panels) with the clip texture.
Quote from MissStabby on June 24, 2011, 9:27 pmKenJeKenny!? wrote:clip texture.wouldn't that also stop excursionfunnels and hardlight bridges?
wouldn't that also stop excursionfunnels and hardlight bridges?
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Quote from KenJeKenny!? on June 24, 2011, 10:12 pmMissStabby wrote:KenJeKenny!? wrote:clip texture.wouldn't that also stop excursionfunnels and hardlight bridges?
nope only props/physics objects & clients... if you wanna stop funnel/light bridge you gotta use invisible... but that wont even allow portals through...
What about just making the grate texture a bit bigger (thicker)?
wouldn't that also stop excursionfunnels and hardlight bridges?
nope only props/physics objects & clients... if you wanna stop funnel/light bridge you gotta use invisible... but that wont even allow portals through...
What about just making the grate texture a bit bigger (thicker)?
Quote from Will T. on June 24, 2011, 10:17 pmWhen I built a grated platform like this, I did this:
Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brushIt doesn't block funnels or bridges, but players and objects cannot pass through.
When I built a grated platform like this, I did this:
Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brush
It doesn't block funnels or bridges, but players and objects cannot pass through.
Quote from -ArttyIntel- on June 24, 2011, 10:41 pmOh yea! What Kenny said was right. I remember trying that. And Ps, I like your avatar MissStabby. (:
Oh yea! What Kenny said was right. I remember trying that. And Ps, I like your avatar MissStabby. (:
Quote from MissStabby on June 24, 2011, 11:07 pmWill T. wrote:When I built a grated platform like this, I did this:Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brushIt doesn't block funnels or bridges, but players and objects cannot pass through.
is there a special texture i should be using for the clip_vphysics?
Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brush
It doesn't block funnels or bridges, but players and objects cannot pass through.
is there a special texture i should be using for the clip_vphysics?
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Quote from MissStabby on June 25, 2011, 12:26 amI think i found the "solution" though im not yet happy about it...
It seems that if i put the vphysics at a distance of 32 that it will prevent high speed objects from passing through, though this means that there is quite a big collision brush sticking out, wich will show when objects are resting on it.
I think i found the "solution" though im not yet happy about it...
It seems that if i put the vphysics at a distance of 32 that it will prevent high speed objects from passing through, though this means that there is quite a big collision brush sticking out, wich will show when objects are resting on it.
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