Window textures and help

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
007craft
Corporal
Posts: 49
Joined: Mon Jul 14, 2003 1:39 am

Window textures and help

Post by 007craft »

ok. im making my first map.. Ive made the windows i can see threw and the windows i can shoot and break. now i need to make a window that has a frame (wooden) and maybe some broken bits of glass all around the frame (like a broken window) but so i can jump threw the center of it. So far if i select the tecture that says broken window it just gives me a broken window with bars across it and i cant jump thre or anything How do i do this? is it a texture i need and if so which 1? Or is there no such way to do what im asking (im using the texture "window_2 i think its called and it has a bown frame)

Thanks in advanced
User avatar
Alcoholic
General
Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:

Post by Alcoholic »

func_windows have the option of being passable when they break.
User avatar
Sonsai
Colonel
Posts: 438
Joined: Mon Feb 17, 2003 1:40 pm
Location: Wisconsin
Contact:

Post by Sonsai »

or you could make the brush passable... i forgot how
Image
007craft
Corporal
Posts: 49
Joined: Mon Jul 14, 2003 1:39 am

Post by 007craft »

thanks for the tip.. but now it looks kinda silly seeing as i walk threw bars that go across my window. maybe i should just make a frame out of brushs?
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Think about making the script_object which is the broken version of the window out of more than one brush. U could still give those brushes the texture of a broken window and u would have the desired hole in the middle. Else, u could still make ur own texture for the broken version where the bars are erased...
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

broken

Post by tltrude »

The broken window does not have to be just one brush, but it does have to be one entity. Highlight all the brushes of the broken window and make them a single script object. Then checkmark the nonsolid check box.
Tom Trude,

Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

That's what I wanted to say :wink: :oops:
007craft
Corporal
Posts: 49
Joined: Mon Jul 14, 2003 1:39 am

Re: broken

Post by 007craft »

tltrude wrote:The broken window does not have to be just one brush, but it does have to be one entity. Highlight all the brushes of the broken window and make them a single script object. Then checkmark the nonsolid check box.

this worked TY.. unfortunatly it did not turn out like i had invisioned it so i just scraped the ida and put up a frame lol
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

the broken textures look different in the game than in the editor . I'd try a few out or maybe make some yourself , copy the shader for a window and use a graphics program and design your own .
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Tutorial map

Post by tltrude »

My Explodingdoor tutroial map has a window you can jump through to break it. The broken window is made of 4 brushes, too.

http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip

Image
Tom Trude,

Image
Post Reply