How should I be making windows (properly)?

How should I be making windows (properly)?

Re: How should I be making windows (properly)? Posted by beguiledfoil on Thu Feb 24th 2005 at 8:10am
beguiledfoil
59 posts
Posted 2005-02-24 8:10am
59 posts 6 snarkmarks Registered: Nov 7th 2004 Location: Canaedia
Ok, this is the setup I have for my windows:

Two prop_dynamics (/props_wasteland/plasterwall029c_window01a_bars.mdl and /props_wasteland/plasterwall029c_window01a.mdl)
  • No special flags, except that the "bars" are set to break when my func_breakable breaks
One func_breakable, just a brush with glasswindow017a on all sides

One func_areaportalwindow (this is where I'm not sure I'm doing everything right) all it's tied to is the func_breakable, and seems to satisfactoraly (sp? It's late, sorry) fade the window in and out (from opaque to transparent). Is this all I need? Anything I'm missing?

I feel like I should have a func_illusionary or something, but if noone else is/thinks I should be using one, I'll just stick with my current setup

Anyway, thanks for the help!

Beguiledfoil
Re: How should I be making windows (properly)? Posted by wil5on on Thu Feb 24th 2005 at 11:12am
wil5on
1733 posts
Posted 2005-02-24 11:12am
wil5on
member
1733 posts 570 snarkmarks Registered: 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
French Toast
3043 posts
Posted 2005-02-24 2:24pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 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
SaintGreg
212 posts
Posted 2005-02-24 2:53pm
212 posts 51 snarkmarks 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.
Re: How should I be making windows (properly)? Posted by RaPtoR on Thu Feb 24th 2005 at 3:47pm
RaPtoR
212 posts
Posted 2005-02-24 3:47pm
RaPtoR
member
212 posts 61 snarkmarks Registered: Jan 1st 2005 Location: Sweden
Ok, this is the setup I have for my windows:
Two prop_dynamics (/props_wasteland/plasterwall029c_window01a_bars.mdl and /props_wasteland/plasterwall029c_window01a.mdl)
  • No special flags, except that the "bars" are set to break when my func_breakable breaks
One func_breakable, just a brush with glasswindow017a on all sides

One func_areaportalwindow (this is where I'm not sure I'm doing
everything right) all it's tied to is the func_breakable, and seems
to satisfactoraly (sp? It's late, sorry) fade the window in and out
(from opaque to transparent). Is this all I need? Anything I'm missing?

I feel like I should have a func_illusionary or something, but if
noone else is/thinks I should be using one, I'll just stick with my
current setup

Anyway, thanks for the help!

Beguiledfoil
Good work, i can't tell that anything is wrong, but i have some suggestions for you:

Never use func_illusionary, they are old prefabs and only used as HL1 support, use func_brush instead.

The func_areaportalwindow is only usable when you want to seal of an
area of your map (your outside areas from your inside one's etc). You
don't have to use them if you don't want to, but they are good for your
render budget. If you use them, make sure, youv'e sealed of the entire
area with areaportals.
Read
this tutorial for more information about them!


And i agree with SaintGreg. French, you mixed his func_breakable window up with a func_breakable_surf window.