One side see-through glass. Created 14 years ago2010-05-14 04:09:09 UTC by TheAngel TheAngel

Created 14 years ago2010-05-14 04:09:09 UTC by TheAngel TheAngel

Posted 14 years ago2010-05-14 04:09:09 UTC Post #281246
Hi, I'm new here. My question is: How do I make glass, but which you can see through only from one side?
Posted 14 years ago2010-05-14 06:35:39 UTC Post #281247
You need two brushes- Make one transparent, and the other opaque (which requires no work on your part).
Make the inside of the opaque brush have the null texture, so it's invisible.

If you want it breakable, you'll need a multi_manager and to have both the brushes separate func_breakables.
Make them trigger the multi_manager on break, and make it break both of them. You can't do it directly between the breakables because you'll cause an infinite loop of one triggering the other.

Welcome to TWHL.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-14 11:13:59 UTC Post #281254
Thanks, but I'm pretty confused. When I'm on the side of the null textured brush I don't see anything. It's like I see through the map.
Posted 14 years ago2010-05-14 13:26:28 UTC Post #281256
That's because the null texture stops the face from being rendered.

Here's a picture of how to do it.
User posted image
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-05-14 14:32:52 UTC Post #281257
Posted 14 years ago2010-05-14 15:30:07 UTC Post #281258
One of the two brushes wasn't tied to an entity. To fix it, all you need to do is make both brushes into entities, or to make sure that the non-entity brush isn't touching the walls.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-05-14 16:00:06 UTC Post #281259
Thanks a lot, I finally got it to work.

Edit: Now I want to make the glass breakable. But, as JeffMOD said, it will cause a loop. How do I make it so it doesn't make a loop, or make it stop somehow?
Posted 14 years ago2010-05-14 16:06:40 UTC Post #281260
Like I said, make both of them trigger a multi_manager that triggers both of them- that should prevent a loop from occurring.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-14 16:07:53 UTC Post #281261
Use a trigger_relay to kill both func_breakables after they've been triggered.
Posted 14 years ago2010-05-14 16:09:18 UTC Post #281262
Whenever I've tried that, it makes a loop. :|
Edit your post when I'm writing! :pwned:

Either way, you'll want the func_breakable that you can't see through to have higher health, like 100 if the transparent one is 25.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-14 17:03:52 UTC Post #281263
Why exactly?
Posted 14 years ago2010-05-14 21:11:10 UTC Post #281264
Because it's supposed to be reinforced (in Real life), and you don't want players to accidentally break open a window they don't know is there without at least some firepower behind them.

Realism and a bit of balance, bscly.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-15 09:35:31 UTC Post #281267
surround both of the windows with another invisible breakable. when that is destroyed, it targets the other two and destroys them as well without looping or any other entities.
Rimrook RimrookSince 2003
Posted 14 years ago2010-05-15 10:46:11 UTC Post #281268
I was thinking to do that, thanks again :)
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