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Posted: Sat Feb 01, 2003 9:01 am
by wacko
Finally a broken window tut on .map
But I am missing several infos in it that were discussed in this post.
You should make it a little longer and tell people about e.g. copying windows.
Why do you write health (
100-150)? I'm almost always using a health-value of 1, because I want to shoot people through intact windows not having to shoot the window first and draw all attention on the breaking window (and me behind it)
Posted: Sat Feb 01, 2003 9:03 am
by mohaa_rox
I mean 100-150 if you want your window to be shot more than normal times.
Posted: Sat Feb 01, 2003 9:12 am
by wacko
yeah, that's right. It just looked as if lower values wouldn't be accepted by the engine.
Posted: Sat Feb 01, 2003 9:20 am
by mohaa_rox
Yeah, but I stated this in the tut. Anyway, you want to me to write that duplicating the windows will work? Ok.....
Posted: Sat Feb 01, 2003 10:41 am
by wacko
Which tells me that my English is still worse than I thought...
About copying, I just think, someone who needs this tut will be glad to read that copying func_window/scriptobject-pairs makes the key target(name) count up automatically from t01, t02 up. This seemed to be unfamiliar to some in the post and saves much time.
Something else which was a little confusing for me (and my English knowledge) was about selecting textures: Beginning mapping I had some trouble with these breakable windows, because I didn't know that I MUST use textures with the SAME name but which MUST end with _frame and _broken. Maybe too obvious now...
Sometimes when copying windows the textures don't stay where they belong, so after having put those copies to their new place, one should always press CTRL+F to make them fit again. Isn't much work and there isn't this frustration after having compiled the map and find them wrong...
Posted: Sat Feb 01, 2003 12:28 pm
by mohaa_rox
Ok, cool. I'll post a link to this page from the tut site.
See Through
Posted: Sat Feb 08, 2003 9:20 am
by ButtChew
Ok ... I am a mapping noob for sure, but I still got the whole window breaking thing to work.
How do I make the glas transparent though? It breaks and all that good stuff but it always black and opaque.
Posted: Sat Feb 08, 2003 9:42 am
by mohaa_rox
Maybe use the correct textures. Make sure the shader file is not corrupted.
Posted: Sat Feb 08, 2003 9:47 am
by jv_map
Also make sure you use the common/nodraw texture on all except for two sides.
Posted: Sat Feb 08, 2003 9:50 am
by mohaa_rox
But I didn't use the nodraw in my tut and it worked fine.
Posted: Sat Feb 08, 2003 9:52 am
by ButtChew
Ok .. Here was the main prob, the textures I was using didn't allow for transparencies or whatever.
I put some new window textures on, and I was able to see through them (nothing behind, just a test room). Funny thing was that I somehow saw a reflectiong of freaking pine trees and stuff.
This has something to do with shaders I know (Im a noob), but I guess my question is how do I just make a normal transparent window. No reflections, just being able to see through it.
Posted: Sat Feb 08, 2003 9:55 am
by wacko
theses pines are on one window-texture, others are different. try using other window-textures, but remember they must end with _frame and _broken. if you didn' find any that you like (wrong reflection + good frames or vice versa) you must write a new shader for new windows and mix up the things you like!
Posted: Sat Feb 08, 2003 9:58 am
by ButtChew
mmm ... sounds like fun!
Where can I find such a tut?
Posted: Sat Feb 08, 2003 10:01 am
by mohaa_rox
In the tutorial page.
Posted: Sat Feb 08, 2003 10:06 am
by ButtChew
I dont see where though ... nothing about creating/editing shaders, not even in advanced texturing.