Glass Question Created 18 years ago2006-05-04 08:45:34 UTC by inuendocrash inuendocrash

Created 18 years ago2006-05-04 08:45:34 UTC by inuendocrash inuendocrash

Posted 18 years ago2006-05-04 08:45:34 UTC Post #178358
I got Lots of nice glass in my level, with nice windows, but when i make 1 big glass entity into 3 smaller ones, each covering a diffrent section of the window (so it leaves a few small shards when it breaks), you can clearly see the sections when playing the map, as blue lines going through the glass. You can't see them straight on, but at an angle they look awful. can anyone help?
Posted 18 years ago2006-05-04 09:05:37 UTC Post #178360
Do this:

1. Tie the windows to a func_breakable
2. Render Mode: Addictive
3. FX Ammount: 40
4. Now, the sides of the glass where you can see the cracks, texture the sides black.

You see since the window Render Mode is addictive, then the black sided textures will be invisible.
:)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-05-04 11:29:50 UTC Post #178384
i love you....

now, if i wanted to make it so if 1 piece breaks, another one breaks also. I want to do this to prevent glass from 'floating' and make more logical breaks.
Posted 18 years ago2006-05-04 11:52:58 UTC Post #178389
yep, this can be accomplished using the "Target on Break" field.. just put the name of the func_breakable in there.. then when 'a' breaks so will 'b'
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-05-04 11:54:39 UTC Post #178390
just tie two brushes to the same func_breakable, or if you want to get complicated, name each fragment and fill in the "target on break" field
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 11:58:07 UTC Post #178391
Sweet, i gots tons of questions, and i dont have a list, i keep thinking of new ones... Can i put multiple things in the target on break field?
Posted 18 years ago2006-05-04 12:33:03 UTC Post #178399
yes.. but to do this you need a new entity!
the multi_manager..
set it up like so:
Glass 1:
Target on Break: mm1(multi-managers name)

Multi_manager
Name: mm1
Now, click Smart Edit.
This will bring you to another dialog where you can put in new functions.

Click Add.
type in the name of glass2(ex.) and then below the name, type in the number of seconds you'd like it to be triggered in.. ex. '0.5', or '3'

Now what we did here.. is When we shoot 'glass1' the 'target on break' field triggers 'mm1', or, the multi_manager.. Which then triggers 'glass2' in 0.5 secs... (or whatever amount of seconds you put)
There you have it!

You can only have up to 16 targets in the multi_manager list.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-05-04 13:40:49 UTC Post #178415
Thank you very much
Posted 18 years ago2006-05-04 14:22:09 UTC Post #178417
another way to hide cracks is to just apply the null texture to the seams you see.
Tetsu0 Tetsu0Positive Chaos
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