Make a new brush that will fit in the window hole, texture it with a broken window texture (window textures usual come with one ordinary and one broken). Select the new brush, right click and make it a scritpt object.
When it's selected hit "N" and give it "targetname" "broken1" (without quotes).
After that select the brush that has "func_window", hit "N" and give it "target" "broken1", fit both brushes in the window hole (should overlap each other). The script_object brush will spawn when the other one is destroyed.
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Thnx Storm, but i already did all that, they doo break now... but the texture stays the same when broken, i think i didnt give the scrpit_objecy a "broken" texture
OK, the texture im using is called "window32_frame" and the broken one next to it called "window32_broken" isnt the same texture.... its one of those blue and black textures
ok, i textured the func_window with the unbroken window texture, then I texture the script_object with the broken window texture. Now when i compile and play, the wondow breaks, but the broken window texture is way up in scale.
I did fit the broken window texture to the window, along with the unbroken texture. But in the texture viewer, the unbroken texture is all blurry black and blue and smaller in size (but is the right texture ingame)... why is that? and is that why the broken texture isnt aligned in the game?