How should I be making windows (properly)?
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Re: How should I be making windows (properly)?
Posted by beguiledfoil on Thu Feb 24th at 8:10am 2005


Ok, this is the setup I have for my windows:

Two prop_dynamics (/props_wasteland/plasterwall029c_window01a_bars.mdl and /props_wasteland/plasterwall029c_window01a.mdl)

- No special flags, except that the "bars" are set to break when my func_breakable breaks

One func_breakable, just a brush with glasswindow017a on all sides

One func_areaportalwindow (this is where I'm not sure I'm doing *everything* right) all it's tied to is the func_breakable, and seems to satisfactoraly (sp? It's late, sorry) fade the window in and out (from opaque to transparent). Is this all I need? Anything I'm missing?

I feel like I should have a func_illusionary or something, but if noone else is/thinks I should be using one, I'll just stick with my current setup

Anyway, thanks for the help!

Beguiledfoil





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Re: How should I be making windows (properly)?
Posted by wil5on on Thu Feb 24th at 11:12am 2005


If it aint broke, dont fix it. [addsig]



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Re: How should I be making windows (properly)?
Posted by French Toast on Thu Feb 24th at 2:24pm 2005


Does this work ingame?

If it works ingame then don't do anything to it. The only thing that I can see you did wrong is;

"One func_breakable, just a brush with glasswindow017a on all sides"

I don't think this will work ingame. If you read the glass tutorial here on snarkpit then you will learn that you need to texture ALL sides of the glass in tools/toolsnodraw except one.

Other than that you have everything right. Good job.

[addsig]



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Re: How should I be making windows (properly)?
Posted by SaintGreg on Thu Feb 24th at 2:53pm 2005


French i think you read that tut wrong, for func_breakable glass you need to cover any visible side (ie front and back) with the glass texture. Having all sides be glass textured will work, however you will be rendering at least 4 extra polys per window (if they are rectangle). This isn't really too big a deal in HL2, but in HL if you had alot of windows in a scene, 4 polys times 20 windows is already 10 % of the amount of w_polys you should have as pure waste.

But it is still better to make it right even if it "works".

I tend to like the func_breakablesurf windows for large windows and for small ones func_breakable or nonbreakable.
[addsig]




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Re: How should I be making windows (properly)?
Posted by RaPtoR on Thu Feb 24th at 3:47pm 2005


? quote:
Ok, this is the setup I have for my windows:

Two prop_dynamics (/props_wasteland/plasterwall029c_window01a_bars.mdl and /props_wasteland/plasterwall029c_window01a.mdl)

- No special flags, except that the "bars" are set to break when my func_breakable breaks

One func_breakable, just a brush with glasswindow017a on all sides

One func_areaportalwindow (this is where I'm not sure I'm doing *everything* right) all it's tied to is the func_breakable, and seems to satisfactoraly (sp? It's late, sorry) fade the window in and out (from opaque to transparent). Is this all I need? Anything I'm missing?

I feel like I should have a func_illusionary or something, but if noone else is/thinks I should be using one, I'll just stick with my current setup

Anyway, thanks for the help!

Beguiledfoil



Good work, i can't tell that anything is wrong, but i have some suggestions for you:

Never use func_illusionary, they are old prefabs and only used as HL1 support, use func_brush instead.

The func_areaportalwindow is only usable when you want to seal of an area of your map (your outside areas from your inside one's etc). You don't have to use them if you don't want to, but they are good for your render budget. If you use them, make sure, youv'e sealed of the entire area with areaportals. Read this tutorial for more information about them!

And i agree with SaintGreg. French, you mixed his func_breakable window up with a func_breakable_surf window.
[addsig]





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