Re: Shattering glass
Posted by Leperous on
Sun Nov 7th 2004 at 12:34am
Posted
2004-11-07 12:34am
Leperous
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If anyone can figure out how this is done (see CS Office)...
Re: Shattering glass
Posted by ReNo on
Sun Nov 7th 2004 at 5:16am
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Well thanks to the in-editor entity help, I've found your answer :smile:
The entity to use in this situation is the func_breakable_surf, which
makes objects break apart in fragments just like the cs_office glass.
Make your glass brush as you normally would, but make all the faces
textured in the nodraw texture other than the actual face you want to
be your glass (it will be rendered from both sides don't worry) which
you of course texture as glass. Set all the relevant entity properties
to glass, but don't bother setting the render mode or anything as these
are all handled by the shaders specified in the materials. Now compile
and admire your funky glass.
Re: Shattering glass
Posted by Leperous on
Sun Nov 7th 2004 at 11:27am
Posted
2004-11-07 11:27am
Leperous
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Thanks, tutorial up for it :smile:
Re: Shattering glass
Posted by kingtoke on
Thu Nov 25th 2004 at 9:06pm
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Nov 25th 2004
Location: uk
I've made my glass breakable as told to (all faces no draw, one face glass texture glass/glasswindowbreak070a) but when i compile the paine doesn't appear (it works fine as func_breakable)
i get this error in the compile screen
"if Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... "
and the brush does not appear. this was working fine on a different map i made but i cant work out whats causing this
Re: Shattering glass
Posted by ReNo on
Fri Dec 3rd 2004 at 8:26am
ReNo
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Barrels and things are entered into your map as prop entities now - you
would normally use the prop_static and prop_physics to enter them into
your levels. More info on the different prop entities can be found in
the SDK documentation.
My only thought on the glass is to make sure you are using a material
that works, use the exact same one as the lockdown map if you aren't
already.
Re: Shattering glass
Posted by Leperous on
Fri Dec 3rd 2004 at 9:39am
Leperous
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If it's not a func_breakable_surf, the other side shouldn't be covered in nodraw.
Re: Shattering glass
Posted by diablobasher on
Fri Dec 3rd 2004 at 9:45am
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I had the same problem.
You must cover the surface you want to break, in a texture called, glassbreak, i think there are 3 or 4 differet glasses with break in there name. Otherwise, the game does not know what texture to display when the glass is broken.
Re: Shattering glass
Posted by IrishGuinea on
Fri Dec 3rd 2004 at 10:52pm
Posted
2004-12-03 10:52pm
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Nov 14th 2004
Occupation: Production Manager
Location: USA
yup, wrong glass texture.... :rolleyes:
thanks...
Re: Shattering glass
Posted by morgan on
Fri Dec 10th 2004 at 11:33pm
Posted
2004-12-10 11:33pm
1 post
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Registered:
Dec 10th 2004
Hey this may sound stupid, but i cant figure outt how to put different
textures on different sides, so i cant get this nodraw and glass to
work, dont hurt me..... :sad:
Re: Shattering glass
Posted by ReNo on
Fri Dec 10th 2004 at 11:37pm
Posted
2004-12-10 11:37pm
ReNo
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Use the "face edit sheet" tool as it appears to be now known - more
frequently referred to as the surface properties tool or texture
application tool. Bring this up by pressing shift-a or the sidebar
button with the multi-coloured box icon. Now you can select a single
face and choose a texture for it.