Entroper said:
Actually, you have to create nodraw brushes that are something like func_noportal_volume, and these brushes prohibit portals from being placed inside them. Kind of annoying to have all these extra brushes against all your metal surfaces, but I imagine you could save that part for when the map is finished, and just playtest the map without them. |
Hmm, that's kind of funny they did it that way. I know the textures only have so many channels they can use but given that it's Valve it would have made more sense if they just modified then to have another channel that tells it if there can be portals on it or not.
I guess the volumes kind of make sense that they're placed in areas that you can't portal but that seemed like an easy solution that caused more work down the line. At least Hammer has vis groups which help with all the brushes.