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Unbreakable glass



Create a solid, specifically covered with a glassy looking texture (try the 'glass' set in the halflife.wad). Select it, press the Tie To Entity button, and select func_wall from the list. Set the Render Mode property to texture, and the FX Amount to some value between 0 and 255- the higher the number, the more opaque the glass is.

Inset your windows in a wall to make them look better:



Breakable glass



As above, but instead of selecting the func_wall entity from the list, go for the func_breakable instead. The only extra fields you'll need to worry about are the Material Type and Strength fields (these are pretty self explanatory)

Mirrored ("one way") glass



First of all, create a bog standard pane of glass (preferably unbreakable) using the methods above.

Over the top of this brush, create another solid exactly the same size & shape that overlaps the original (just copy and paste the glass on top of itself), it should also be covered with the same glass texture too- see the image below. On the side that you can see through, cover that face with the {invisible texture. Make this second brush into a func_wall entity, with render mode set to solid and FX amount to 255- this will make the other side totally opaque.



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0 starsPosted by Cupit on Thu Nov 1st 2007 at 5:10am

This helped a lot. Thanks!
0 starsPosted by OtZman on Sun Mar 19th 2006 at 3:13am

0 starsPosted by Disturbed on Wed Jun 8th 2005 at 6:43pm

I think you can fix the problem with glass being only visible from one side if you make 2 func_breakable_surf entities of the exact same size. Simply make the visible parts of the glass facing and touching each other. When you look at the glass from either side, You look throgh one side's "nodraw" texture to the glass facing it. Im going to test this when I get a chance today. Comment if this is wrong.
[author]
Posted by Leperous on Thu May 5th 2005 at 7:40pm

Ellwood, that is because you've set the prop data, which overrides the health you specify. And yes, you're meant to texture both sides of a 'normal' non-shattering pane of glass with a non-shattering glass texture, but don't make this into a func_breakable_surf.
0 starsPosted by Anacroplayer on Thu May 5th 2005 at 5:53pm

I found I had the same problem when making a glass window in hl2 DM. the glass would appear on one side only if I used any other texture other than GLASSWINDOWBREAK070A. If you texture the other side aswell it then works. True you've got a double pain of glass with a gap between but you can't tell that when playing as when you shoot the glass both break because it's set to func_breakable. If anyone knows how to make a glass window that shows the glass from both sides without using glasswindowbreak07a then please post.
0 starsPosted by ellwood on Thu Feb 24th 2005 at 4:10pm

Very helpful for me thanks, i am a complete newbie wid all this, but im slowly getting the hang of it!

i managed to make some breakable glass, but when i tried to make stronger glass with the settings u suggested, it remained to have standard properties of real glass?? any ideas?

thanks!!
[author]
Posted by Leperous on Sun Jan 23rd 2005 at 11:12am

Tutorial updated.
0 starsPosted by Stormy_waters on Thu Dec 23rd 2004 at 12:48pm

Just so everyone knows... the problem with one sided glass and the large squares showing up instead of the shattered effect is down to the texture. simple as that. in hl2dm use the texture:

glasswindowbreak070a
0 starsPosted by Foxpup on Sat Dec 18th 2004 at 4:48am

If it's not a func_breakable it gets it's material from materials.txt. So if you use a glass texture it'll make glass sounds and show glass bulletholes when you shoot it.
0 starsPosted by Baddog on Mon Dec 6th 2004 at 3:16am

Is it different for HL-2 DM? I made some glass on one side right and the other the other sides no draw I go play my map and I see my glass it breaks right but I go inside the building I made and I dont see the glass.
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