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Broken Windows - i know a combination, you have more ?
Posted: Tue Apr 26, 2005 12:41 pm
by mcunha98
Hi people,
I read a tutorial (if i dont forget, in MiraCasta) about i make broken windows. In this tutorial it show broken windows using a mix of two textures (see in image in bottom), but i try another combinations of window textures, but dont have sucess.
If you make broken windows, tell me the name of textures like "algiers/window1a" (some example).

Posted: Tue Apr 26, 2005 3:18 pm
by Bjarne BZR
What are you asking for? Texture pairs to use for broken windows, or how to get them to work?
Posted: Tue Apr 26, 2005 3:58 pm
by wacko
There are some window textures with two versions, a good one and a broken one. These window textures all have names like something_frame and something_broken.
Use the something_frame version for the window and the something_broken for the script_object
Posted: Tue Apr 26, 2005 7:56 pm
by mcunha98
Bjarne BZR wrote:What are you asking for? Texture pairs to use for broken windows, or how to get them to work?
Exactly this !
Texture pairs to use for broken windows
For example...
Code: Select all
dasboot/window <-- normal
dasboot/windowa <-- broken
Posted: Tue Apr 26, 2005 7:57 pm
by mcunha98
wacko wrote:There are some window textures with two versions, a good one and a broken one. These window textures all have names like something_frame and something_broken.
Use the something_frame version for the window and the something_broken for the script_object
Wacko,
I undersand and respect your reply, but in many test i created, i dont have sucess....
Posted: Tue Apr 26, 2005 8:05 pm
by wacko
mcunha98 wrote:I undersand and respect your reply, but in many test i created, i dont have sucess....
I don't know the tutorial u mentioned so I can't say where ur exact problem is.
Maybe download at the mohaa recyclingbin a map with breakable windows and study the way it's done there. I am not sure about the exact content of all maps, but "dorf" got lots of these windows.
In general, u need a func_window (with key/value:target/win#) and a script_object (with targetname/win#). Once u've "killled" the func_window, it will vanish and the script_object will appear.
Working texture pairs ought to be:
general_structure/natestahwin1_broken
general_structure/window32_broken
general_structure/window4_broken
general_structure/window725_broken and their corrsponding _frame version
Posted: Tue Apr 26, 2005 9:15 pm
by mcunha98
Wacko,
Is this, i know the "teory" of process to make broken window. But i always use a specific pair of textures.
You tell:
general_structure/natestahwin1_broken
general_structure/window32_broken
general_structure/window4_broken
general_structure/window725_broken and their corrsponding _frame version
Starting of this indication, i presume the natestahwin1_broken have a pair like natestahwin1_frame (or natestahwin1_window or natestahwin1).
How i tell, the teory i know, i dont know the names of textures to make another windows.
Posted: Wed Apr 27, 2005 1:04 am
by lizardkid
it's that simple, i think your problem is yoy haven't fit the windows to the texture. so make your window, then select a face of it and hit ctrl-F. on both of the windows. all window pairs have a "_frame" and a "_broken" texture, so a window named
my_frame
will have a broken version named
my_broken
Posted: Fri Jul 29, 2005 6:36 am
by RamSes
lizardkid wrote:it's that simple, i think your problem is yoy haven't fit the windows to the texture. so make your window, then select a face of it and hit ctrl-F. on both of the windows. all window pairs have a "_frame" and a "_broken" texture, so a window named
my_frame
will have a broken version named
my_broken
I also follewed the tutorial to make a breakable window,
and it works, but 1 problem, that is :when the window is not broken, i can see the broken texture in the frame texture...
is this normal? or have done something wrong?
problably the second, i guess...
Posted: Fri Jul 29, 2005 9:07 am
by lizardkid
means you havent separated the broken window from the broken one, put the unbroken underneath the map somewhere

Posted: Fri Jul 29, 2005 1:09 pm
by ganjanoof
McCunha :
You can make your own broken textures from any (normal) window texture. Actually the difference between the broken and the normal one for a particular window only resides in the alpha channel.
Open a broken window texture in photoshop and look for the alpha channel. You'll see that only the wooden frame and the some pieces of broken glass are white. Everything else is black.
Using the blend function in your shader allows you to define the broken texture as follows :
Blend between
1) the normal window : it is semi-transparent itself because of its own alpha channel
2) the alpha mask of the "broken" texture : through another alpha channel, everything that is designed in black becomes 100% transparent this time.
So if you know how to design rectangles and triangles in photoshop, you're able to make custom broken window for every stock or even custom window texture. It might be worth trying if you can't find the broken version for the window you want (and maybe it just don't exists).
Cheers