the other question is how do I make some windows so there just show and cant be seen through, do I just select a texture with curtains or blinds or somthing.
Window question
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- Indianajones
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Window question
I have made a two buildings both with lots of windows but the first building when looking in the windows the inside walls disapear and I can see straight throught them why is this and can it be fixed??
the other question is how do I make some windows so there just show and cant be seen through, do I just select a texture with curtains or blinds or somthing.
the other question is how do I make some windows so there just show and cant be seen through, do I just select a texture with curtains or blinds or somthing.
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PKM
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Re: Window question
Indianajones wrote:I have made a two buildings both with lots of windows but the first building when looking in the windows the inside walls disapear and I can see straight throught them why is this and can it be fixed??
the other question is how do I make some windows so there just show and cant be seen through, do I just select a texture with curtains or blinds or somthing.
i take it the first question happens when you're still in radient. dont' freak, it'll all pan out when you compile and go in the map.
second one is yes, if you want a window that's not see through get one allready made from mohaa/textures or make a custom window texture.
i'm not f****** angry, i'm from philadelphia .


There are several possibilitys, are you sure you used caulk and not blank_lightmap. It might be off the grid slightly, use ctrl-G to snap to grid, if that doesn't work delete it and rebuild the wall.
Choose a opaque window texture.
Choose a opaque window texture.
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- Indianajones
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panTera
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well, it depends on the grid setting you're using. When you build brushes with the grid set to 8 and later on change the grid to 32 it may look like things are not on the grid but they still are.If so didnt know objects had to be on a grid line.
I think the problem with the windows you describe has to do with the nodraw texture. Some window textures require the nodraw texture on the opposite side and the invisible sides. Other window textures must be applied to both the front and the back. What texture are you using?
lines
They don't have to be on the grid lines. Sometimes, a face will fall on a line and that will be where the compiler splits the vis, and cause it to vanish in the game. So, moving the brush face slightly will fix it--if that was the problem.
But, your problem is with func_windows, right? It may be you are not doing them right.
1. Create a brush and texture it with a window texture that ends with the word "frame".
2. Do not apply nodraw or caulk to the brush, but do hit Ctrl F to make the texture fit the brush.
3. Now hit key N and make it a func_window. Give it a target (key: target Value: win1_broke).
4. Now create another brush the same size and make it a script_object with the targetname win1_broke (key N again). Use the same named texture, but one that ends with the word "broken". Don't forget to fit the texture with Ctrl F.
5. Now there should be a blue line showing that the script_object brush is targeted by the func_window brush. You can overlap the two brushes or place the script_object brush outside the building where it will get light during the compile.
The script_object brush will be hidden until the func_window brush is distroyed. Then it will pop into the spot where the func_window was.
Hope that helps!
But, your problem is with func_windows, right? It may be you are not doing them right.
1. Create a brush and texture it with a window texture that ends with the word "frame".
2. Do not apply nodraw or caulk to the brush, but do hit Ctrl F to make the texture fit the brush.
3. Now hit key N and make it a func_window. Give it a target (key: target Value: win1_broke).
4. Now create another brush the same size and make it a script_object with the targetname win1_broke (key N again). Use the same named texture, but one that ends with the word "broken". Don't forget to fit the texture with Ctrl F.
5. Now there should be a blue line showing that the script_object brush is targeted by the func_window brush. You can overlap the two brushes or place the script_object brush outside the building where it will get light during the compile.
The script_object brush will be hidden until the func_window brush is distroyed. Then it will pop into the spot where the func_window was.
Hope that helps!
It sounds to me like it may be more of a shader thing. That was one of many problems I encountered working on my window shaders.
If none of the other suggestions help. Look at this post to see if you find anything similar.
http://dynamic.gamespy.com/%7Emap/mohaa ... highlight=
If none of the other suggestions help. Look at this post to see if you find anything similar.
http://dynamic.gamespy.com/%7Emap/mohaa ... highlight=
Diego
- Indianajones
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panTera
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free hosting site-> http://www.imageshack.us/
(Just browse for the picture on your PC and click upload, you will get a couple of code-links to your image which you can use. Not all codes work on this forum so just test them to see which work and wich don't.)
(Just browse for the picture on your PC and click upload, you will get a couple of code-links to your image which you can use. Not all codes work on this forum so just test them to see which work and wich don't.)
- Indianajones
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vis
Looks like a vis problem. As a test, try removing one of the windows or doors (in the back) and compile it again.
Actually, Your are wrong. Your other building does have the same problem. Look carefully inside the window below the Compass. You will see that the wall on the top floor of you second building is Not drawing.Indianajones wrote:This is what I mean by the walls disapearing the other building you can see has no problems.
Are you using area portals? Perhaps the doors and windows to these buildings are structural --- (ie. Not set up as Function_rotating_door)
Also, back to my original shader suggestion. I noticed that the lower window on you rear building is using a different window texture than the top floor. And the Bottom floor walls draw fine. Your top floor texture appears to be the same one on your front building that is really messed up.
Try applying the lower window texture from the back building to all of your windows and see what happens.
Diego
- Indianajones
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Diego Wrote:
Actually, Your are wrong. Your other building does have the same problem. Look carefully inside the window below the Compass. You will see that the wall on the top floor of you second building is Not drawing.
The second building I havent finished yet there are walls missing on the top floor plus the windows you say are different there ment to be that way want different windows on all floors.
Actually, Your are wrong. Your other building does have the same problem. Look carefully inside the window below the Compass. You will see that the wall on the top floor of you second building is Not drawing.
The second building I havent finished yet there are walls missing on the top floor plus the windows you say are different there ment to be that way want different windows on all floors.

