I messed up something big time with an areaportalwindow

Géza!

L4: Comfortable Member
May 12, 2008
183
40
So... I tried to make some skylights. Three windows next to each other. The glass is func_brush. Named. Respective names are put in the 'rendered window' dialog of their respective func_areaportalwindows. func_brush is always solid, yada yada. So then, I compile, and I guess the areaportalwindow itsef must have worked because I did not get a leak, but the window itself... Sheesh. While it is technically solid, as in, I can walk on it, bullets go right through it, and when walking on it and crouching, it looks like the player is wobbling up and down something fierce.

What did I mess up?
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Hmm, sounds like it might just be TF2's awesome physics (HA!) being their usual self. Try setting it to never solid and placing a toolsinvisible brush in the same place. Then the player won't be interacting with the func_brush at all.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
*My bad, I mean it is Always Solid, not Never*

Could the fact that the window and thus all the brushes involved are on a slanted roof be a factor?


Wait... I'm supposed to use a translucent texture on the 'rendered window', right?

Wait wait wait. Is the window, as in the glass window that is solid, supposed to be the "rendered window", or am I supposed to provide another, non-translucent brush that will fade in?
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
The rendered window texture is meant to be opaque because that is the brush that is swapped in when the areaportal starts culling. If it was transparent, you'd be able to see the void behind it.

Your situation sounds like it'd just be far more logical and easy to use a regular areaportal, areaportal windows aren't really meant to be used for close up, intractable windows.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Yeah, I guess I'll just go with a regular areaportal for now. Alpha 1 and whatnot.