Re: How should I be making windows (properly)?
Posted by wil5on on
Thu Feb 24th 2005 at 11:12am
Posted
2005-02-24 11:12am
wil5on
member
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Dec 12th 2003
Occupation: Mapper
Location: Adelaide
If it aint broke, dont fix it.
Re: How should I be making windows (properly)?
Posted by French Toast on
Thu Feb 24th 2005 at 2:24pm
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Occupation: Kicking Ass
Location: Canada
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.
Re: How should I be making windows (properly)?
Posted by SaintGreg on
Thu Feb 24th 2005 at 2:53pm
212 posts
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Registered:
Dec 3rd 2004
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.