Shattering glass

Shattering glass

Re: Shattering glass Posted by Leperous on Sun Nov 7th 2004 at 12:34am
Leperous
3382 posts
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 Spartan on Sun Nov 7th 2004 at 1:36am
Spartan
1204 posts
Posted 2004-11-07 1:36am
Spartan
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1204 posts 409 snarkmarks Registered: Apr 28th 2004
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

You mean like this.

User posted image
Re: Shattering glass Posted by ReNo on Sun Nov 7th 2004 at 5:16am
ReNo
5457 posts
Posted 2004-11-07 5:16am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
Leperous
3382 posts
Posted 2004-11-07 11:27am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Thanks, tutorial up for it :smile:
Re: Shattering glass Posted by kingtoke on Thu Nov 25th 2004 at 9:06pm
kingtoke
56 posts
Posted 2004-11-25 9:06pm
kingtoke
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56 posts 26 snarkmarks Registered: 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 Junkyard God on Thu Nov 25th 2004 at 9:19pm
Junkyard God
654 posts
Posted 2004-11-25 9:19pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Thanks, tutorial up for it :smile:
nice :smile:

when i get XP i'll make some tutorials on these kind of things, with images :smile:
Re: Shattering glass Posted by IrishGuinea on Fri Dec 3rd 2004 at 7:57am
IrishGuinea
51 posts
Posted 2004-12-03 7:57am
51 posts 5 snarkmarks Registered: Nov 14th 2004 Occupation: Production Manager Location: USA
some noob questions...

I followed the glass tutorial. I opened the lockdown map to see there glass. evrything is the same in my map that I can see.... and I get this...

User posted image

go around the other side and I get this...

User posted image

All sides are covered in nodraw except 1 with glass texture. I've made it 1 unit and up to 8 units thick. I have env_cubemaps placed on both sides. The tutorial said prop_data should be set to glass.window, the lockdown map has it set to none, I've tried both and still not workin :sad: What am I missin here...

2nd noob question...

I loaded the sdk and hammer after the full release... why dont I have prefabs? I only get a "box" prefab listed. Arent barrells and stuff prefabs? or models? how do I load both?

Thanks for any help!
Re: Shattering glass Posted by ReNo on Fri Dec 3rd 2004 at 8:26am
ReNo
5457 posts
Posted 2004-12-03 8:26am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
3382 posts
Posted 2004-12-03 9:39am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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
diablobasher
143 posts
Posted 2004-12-03 9:45am
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
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
IrishGuinea
51 posts
Posted 2004-12-03 10:52pm
51 posts 5 snarkmarks Registered: 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
morgan
1 post
Posted 2004-12-10 11:33pm
morgan
member
1 post 0 snarkmarks 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
ReNo
5457 posts
Posted 2004-12-10 11:37pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.