Lots of windows, how should I make it?

Lots of windows, how should I make it?

Re: Lots of windows, how should I make it? Posted by CPS on Tue Dec 7th 2004 at 5:04am
CPS
60 posts
Posted 2004-12-07 5:04am
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
I need to make alot of windows, and I am wondering what is the least system taxing way to do it?

I am doing the windows like these : http://img7.exs.cx/my.php?loc=img7&image=l4xp1010015.jpg

And this is what I did with world brushes : http://img68.exs.cx/my.php?loc=img68&image=m7qnewwestcampushmm3.jpg

Should they be modeled in XSI or made in to func_details or left as is? Also that glass texture is horrible, am I suppose to be doing anything special to it like the transparency stuff in HL1? Thank you for any help.
Re: Lots of windows, how should I make it? Posted by omegaslayer on Tue Dec 7th 2004 at 5:30am
omegaslayer
2481 posts
Posted 2004-12-07 5:30am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Let me guess a school map, check the tutorial here:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=107

The least taxing glass is a simple breakable:

"To make glass that simply breaks when you do enough damage, like in Half-Life 1, turn it into a func_breakable entity. Material type should be set to glass, and prop data to Glass.Window, and set any other parameters you want, e.g. strength." quote from the tutorial.

And you can change the ammount (I believe) by changing the render mode to texture and setting an fx ammount to your likeing.

And modeling is a waste of time just for he specific window in this case.
Re: Lots of windows, how should I make it? Posted by CPS on Tue Dec 7th 2004 at 6:35am
CPS
60 posts
Posted 2004-12-07 6:35am
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
Thank you for that info, I will do that. And yes it is a school map, actually a project for a class, but it will make a pretty nice CSS/HL2 level when it is done, although it will be kind of big.

One other thing, should the brushes between these windows be func_detail? Thanks.
Re: Lots of windows, how should I make it? Posted by Nanodeath on Tue Dec 7th 2004 at 4:15pm
Nanodeath
356 posts
Posted 2004-12-07 4:15pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
"In a nutshell, if the func_wall doesn't have a name or any kind of special rendering property, just convert it to a func_detail. The func_detail entity is new in Source. It is basically a func_wall which has no special render properties or any other properties. Like any brush entity, they do not block visibility. There is one exception about func_detail and render modes. If you are using a Half-Life 1 rendermode SOLID (an old "{" texture) then go ahead and convert the brush to a func_detail. It will automatically be rendered as it should be."

I thought they were just entities that faded out in the distance...like grass. Though technically that could be any entity, so. I think you want either plain ol' brushes or func_brush, since you DO want them to block visibility.
Re: Lots of windows, how should I make it? Posted by JFry on Tue Dec 7th 2004 at 8:35pm
JFry
369 posts
Posted 2004-12-07 8:35pm
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I don't think having them as world brushes would be worth it really, they wouldn't do much vis-blocking. I think the best thing to do would be to turn them into func_detail, so they don't split faces.