White texture is black
Quote from Dafflewoctor on October 26, 2013, 9:13 amI've been having this problem for the last few compiles now and it's very strange. I have a white texture applied to a 128x128 section of the wall, but in-game the texture shows up as one of the black tile textures. The part of the wall in the picture that should be white is the 128 section at the end of the funnel. The rest should be black. However, the problem is only visual and the surface still conducts portals as seen in the screenshot. If I hide the brush in hammer, there is nothing overlapping the texture. Help?
I've been having this problem for the last few compiles now and it's very strange. I have a white texture applied to a 128x128 section of the wall, but in-game the texture shows up as one of the black tile textures. The part of the wall in the picture that should be white is the 128 section at the end of the funnel. The rest should be black. However, the problem is only visual and the surface still conducts portals as seen in the screenshot. If I hide the brush in hammer, there is nothing overlapping the texture. Help?
Quote from iWork925 on October 26, 2013, 10:37 amWhat texture are you using? Texutres have to specify NOT to conduct portals. Try deleting and recreating the brush with metal/black_wall_metal_002a. BTW why are you projecting a funnel onto a non portalable surface?
What texture are you using? Texutres have to specify NOT to conduct portals. Try deleting and recreating the brush with metal/black_wall_metal_002a. BTW why are you projecting a funnel onto a non portalable surface?

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Quote from srs bsnss on October 26, 2013, 10:50 amiWork925 wrote:What texture are you using? Texutres have to specify NOT to conduct portals. Try deleting and recreating the brush with metal/black_wall_metal_002a. BTW why are you projecting a funnel onto a non portalable surface?The 128x128 surface at the end of the funnel is supposed to be white, but it's appearing black. That's the problem he's having.
The 128x128 surface at the end of the funnel is supposed to be white, but it's appearing black. That's the problem he's having.

Quote from Gemarakup on October 26, 2013, 11:49 amIt's because it has no lighting on compile from the static lighting. If you put an env_projectedtexture (known as a DYNAMIC light for the context) that beams on it, it should solve your problem.
It's because it has no lighting on compile from the static lighting. If you put an env_projectedtexture (known as a DYNAMIC light for the context) that beams on it, it should solve your problem.
Quote from Dafflewoctor on October 26, 2013, 12:30 pmI think srs bsnss is the only person understanding my problem. The problem is not that the white texture is badly lit and it looks black- the texture has been actually switched from the white texture to a black tile texture.
In the meantime, maybe recreating the brush could help.
I think srs bsnss is the only person understanding my problem. The problem is not that the white texture is badly lit and it looks black- the texture has been actually switched from the white texture to a black tile texture.
In the meantime, maybe recreating the brush could help.
Quote from Tmast98 on October 26, 2013, 12:52 pmDr.Toaster Waffles wrote:I think srs bsnss is the only person understanding my problem. The problem is not that the white texture is badly lit and it looks black- the texture has been actually switched from the white texture to a black tile texture.In the meantime, maybe recreating the brush could help.
Okay what I would do first is validate steam files, something may have screwed up.
If that doesn't work a short term fix would be covering it with a func_noportal_volume.
In the meantime, maybe recreating the brush could help.
Okay what I would do first is validate steam files, something may have screwed up.
If that doesn't work a short term fix would be covering it with a func_noportal_volume.
Quote from Dafflewoctor on October 26, 2013, 1:15 pmfunc_noportal_volume would work but the texture has to be able to have portals on it for the puzzle to be solved.
func_noportal_volume would work but the texture has to be able to have portals on it for the puzzle to be solved.

Quote from TeamSpen210 on October 26, 2013, 4:12 pmHave you tried using a different texture? Perhaps you might have a corrupt brush somewhere?
Have you tried using a different texture? Perhaps you might have a corrupt brush somewhere?
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Quote from Skotty on October 26, 2013, 9:30 pmTry to remove the brush and create a new one.
Also make sure your compile works error free. Probably there is something you havent noticed and its not creating a new .bsp file and you are always using the same one in game
Try to remove the brush and create a new one.
Also make sure your compile works error free. Probably there is something you havent noticed and its not creating a new .bsp file and you are always using the same one in game
Quote from srs bsnss on October 27, 2013, 5:15 amMmm, the only thing I can suggest is recreating the brush, making sure your compile doesn't have any errors, basically what Skotty said.
Mmm, the only thing I can suggest is recreating the brush, making sure your compile doesn't have any errors, basically what Skotty said.