glass looks like nodraw Created 18 years ago2006-03-26 15:51:45 UTC by the Arcan the Arcan

Created 18 years ago2006-03-26 15:51:45 UTC by the Arcan the Arcan

Posted 18 years ago2006-03-26 15:51:45 UTC Post #171043
i have a problem that some of my glass looks like a nodraw. Im hammer its glass and ingame its also glass. I mean if you shoot it it shows the same effect as any other glass. You just can't see it. This is only with certain parts of the glass in the map. I'm think it has something to do with my lighting. Is there a certain angle light isnt aloud to hit it with so it actually shows up?
heres a pic:

http://x10.putfile.com/3/8413172319.jpg
Posted 18 years ago2006-03-26 19:42:14 UTC Post #171072
There a number of reasons for this. Is it a func_breakable surf? If so only use the special func surf texture. Glass break A or somethin. You might be using a prop texture. remember glass only has to be textured on ONE side. The others are NODRAW. Does that help? Im not sure I understand your problem..

BTW you should use displacement on those hill things. :)
Posted 18 years ago2006-03-26 19:52:06 UTC Post #171073
well its not breakable. Its just a brush with a glass texture on one side.
the other side of the brush is a concrete texture while the sides/top and bottem are nodraw.
the reason i think it has sometihng to do with lighting is because some glass shows up correclty although its actually the same thing

i was planning on useing displacement on the hills as a last step for the map since im not sure if ill be changing somthing aoround them just yet.
Posted 18 years ago2006-03-26 20:34:37 UTC Post #171074
glass will NOT render correctly with anything but NODRAW on all sides. In other words, one brush with glass must only have one face with a glass texture applied. All other faces MUST be a NODRAW. Put another brush behind it if you want concrete.
Posted 18 years ago2006-03-26 21:13:00 UTC Post #171078
but it does render correctly sometimes! you can see that in the picture!
Posted 18 years ago2006-03-26 21:28:07 UTC Post #171079
Have you considered cubemaps in all of this?
I wouldnt put glass and concrete on the same brush. It's illogical anyway.
Try turning the glass brushes into func_walls and changing the render values. It's not the best solution (func_walls are rather obsolete) but you might get better results.
Posted 18 years ago2006-03-26 21:28:41 UTC Post #171080
I cant even tell what the hell that picture is. Anyway, like you said, it SOMETIMES renders. Glass has to be on ONE face. The others NEED to be NODRAW. Thats the only way. :)
Posted 18 years ago2006-03-26 22:20:57 UTC Post #171081
He's told you its a glass brush, not a breakable glass. A glass brush can have every face with a glass texture, just like every window does in my Source maps.
Posted 18 years ago2006-03-26 22:28:34 UTC Post #171082
glass will NOT render correctly with anything but NODRAW on all sides. In other words, one brush with glass must only have one face with a glass texture applied. All other faces MUST be a NODRAW. Put another brush behind it if you want concrete.
This is only func_breakable_surf.

It might because there's concrete and glass on the same brush. Try texturing all the non-visible sides NODRAW or INVISIBLE.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-26 23:27:01 UTC Post #171084
Isnt that what I said?
Posted 18 years ago2006-03-27 12:17:03 UTC Post #171142
Just a thought but maybe your map is the problem...It looks poorly made and badly optimized. Did you run this in fast mode or something?
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-27 19:40:09 UTC Post #171211
You asked if it was func_breakable_surf but he said it wasn't breakable at all.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-27 20:22:18 UTC Post #171217
i havnt had time to 100% optimize it. might be poorly made although that is a fast conclusion from just seeing a slope of a 45% finished map :/
i ran it in normal mode, but plz tell me how i could counter this "poorly" made map effect?
Posted 18 years ago2006-03-28 08:53:59 UTC Post #171296
I dont know if you are aware of the scale of the map. Have you seen other players or non playable characters inside it? By looking at the textures I'd say it's too big. The texture patterns look repetitive, which was normal in HL but shouldnt really happen with the Source engine...
About optimizing, it's not something you do after the map is done. It is part of the planning and the process of a map...
Posted 18 years ago2006-03-29 18:32:06 UTC Post #171521
ah kk, well learn everything new everyday.
Btw i took about most of my light sources and then ran up tho the glass with a flashlight. it looked normal :/
so its lighting. ill experiment with different shades of light

hm how would you texture a map that is that big then?
Posted 18 years ago2006-03-29 18:43:22 UTC Post #171522
Make the map smaller or use bigger texture scale values for X and Y in those faces.
Posted 18 years ago2006-03-29 18:50:27 UTC Post #171523
You know I've always wanted to make a surf map..I think i'll make one that has a load of detail cause most of them are full bright and blocky.

Sorry for being off topic ;)

If i'm right your glass looks like nodraw cause your map is fullbright? Meh just guessing.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-29 18:53:22 UTC Post #171526
no, i dont even no what that is:/, btw my map isnt a surf map, its my first attempt at a recration of a map i did for a diff game.
thx for that tip K

UPDATE: i'm gonna try lighting the rooms with glass walls from the inside and putting the outside light sources at places where they dont directly hit the concrete side of the glass walls this afternoon.

what i did yesterday was: took out all light sources except one and put that close to one wall. the concrete wall it was shining on, that glass looked like nodraw. however on the other side of the "room" i had the same except wothout the light. here the concrete outside was not hit by light, and the glass looked fine.

(light)--> C l G-----> G l C <-- (no light)

C is concreteside,
G is glassside,
l is wall

right side glass was ok, left side wasnt
Posted 18 years ago2006-03-31 13:04:49 UTC Post #171734
the concrete side of the glass walls
There shouldnt be ANY concrete side in a glass brush, even if its not a breakable glass.
Posted 18 years ago2006-03-31 20:57:00 UTC Post #171799
i made a nodraw with on side glass then had another brush hug with nodraw everyone except the opposite to the glass, this was concrete. basicly like a concrete and glass wall i described except in two different brushes.

NO difference
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