Rotating an 'info_overlay' together with a panel
Quote from PortalCombat on May 19, 2011, 10:14 amHey there.
Is it possible to force an 'info_overlay' to rotate together with a panel?
I have a solid brush (black wall texture) with a panel as parent and an overlay on it.
Now I want to rotate the overlay, when the panels gets rotated.
Hey there.
Is it possible to force an 'info_overlay' to rotate together with a panel?
I have a solid brush (black wall texture) with a panel as parent and an overlay on it.
Now I want to rotate the overlay, when the panels gets rotated.
Quote from PortalCombat on May 20, 2011, 6:24 pm*push*
*push*
Quote from Hanzik on May 20, 2011, 6:34 pmIf I understand you correctly, you want panel with place for portal to rotate with robotic arm.
Make sure you change the brush into func_brush by pressing Ctrl+T. Check this tutorial that has been mentioned here quite often these days.
Quote:
If I understand you correctly, you want panel with place for portal to rotate with robotic arm.
Make sure you change the brush into func_brush by pressing Ctrl+T. Check this tutorial that has been mentioned here quite often these days.
Quote from PortalCombat on May 20, 2011, 6:40 pmHanzik wrote:If I understand you correctly, you want panel with place for portal to rotate with robotic arm.No, you dont.
Iam using 'info_overlay' on the wall texture.
But i want the 'info'overlay' to rotate together with the panel.But 'info_overlay' does not have any 'parent'-property.
No, you dont.
Iam using 'info_overlay' on the wall texture.
But i want the 'info'overlay' to rotate together with the panel.
But 'info_overlay' does not have any 'parent'-property.
Quote from Mevious on May 20, 2011, 7:05 pmHave you tried placing the overlay on the face and just testing in-game? I believe the overlay will simply stay with the face.
Have you tried placing the overlay on the face and just testing in-game? I believe the overlay will simply stay with the face.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from PortalCombat on May 20, 2011, 7:08 pmDude, I tried alot, but the Overlay does not even show up on the panel.
And I dont think it would move with the panel, when I cant set the panel as 'parent'.
Dude, I tried alot, but the Overlay does not even show up on the panel.
And I dont think it would move with the panel, when I cant set the panel as 'parent'.
Quote from Mevious on May 20, 2011, 7:14 pmWell that's a different problem altogether. My intuition tells me that there is no parenting necessary, and that it's just a matter of applying an overlay to a moving brush to begin with. I do remember seeing moving solids with indicators on them in the Portal 1 map Hub. You can try to decompile that map and see how it was done.
Well that's a different problem altogether. My intuition tells me that there is no parenting necessary, and that it's just a matter of applying an overlay to a moving brush to begin with. I do remember seeing moving solids with indicators on them in the Portal 1 map Hub. You can try to decompile that map and see how it was done.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from NocturnalGhost on May 20, 2011, 7:24 pmYou can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.
I don't think you can even use overlays on func_brushes, unless something has changed since the last time I tried.
Edit: Just googled, and it seems that you can't put overlays on any moving entities, although I did read this workaround, if you want to fake the effect:
Quote:My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.
I don't think you can even use overlays on func_brushes, unless something has changed since the last time I tried.
Edit: Just googled, and it seems that you can't put overlays on any moving entities, although I did read this workaround, if you want to fake the effect:
You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
Quote from PortalCombat on May 20, 2011, 7:45 pmNocturnalGhost wrote:You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.Good to know. And you are right: They dont work on moving surfaces or func_brush...
NocturnalGhost wrote:Quote:My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
Thanks for the info, I was thinking about that, too.
Good to know. And you are right: They dont work on moving surfaces or func_brush...
You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
Thanks for the info, I was thinking about that, too.

Quote from ChickenMobile on May 20, 2011, 8:55 pmJust make a custom texture of the bottom texture and your overlay put together and apply it on your brush.
I'm pretty sure that Portal 2 uses a different format of .vtf and doesn't open with VTFedit or the Photoshop plugins anymore. I'll look into it or even try Valve's crappy vtf->tga console -.-.
Just make a custom texture of the bottom texture and your overlay put together and apply it on your brush.
I'm pretty sure that Portal 2 uses a different format of .vtf and doesn't open with VTFedit or the Photoshop plugins anymore. I'll look into it or even try Valve's crappy vtf->tga console -.-.