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Window question
Posted: Fri Aug 26, 2005 3:07 pm
by Indianajones
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.

Re: Window question
Posted: Fri Aug 26, 2005 5:10 pm
by PKM
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.
Posted: Fri Aug 26, 2005 5:16 pm
by hogleg
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.
Posted: Fri Aug 26, 2005 8:34 pm
by Indianajones
The walls disapear when in the game. So its because it not on a grid line exactly. If so didnt know objects had to be on a grid line.
Posted: Fri Aug 26, 2005 9:17 pm
by panTera
If so didnt know objects had to be on a grid line.
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.
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
Posted: Fri Aug 26, 2005 9:32 pm
by tltrude
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!
Posted: Fri Aug 26, 2005 9:43 pm
by diego
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=
Posted: Sat Aug 27, 2005 11:35 am
by Indianajones
when I make a window all I do is make a window shape then select the texture and crtl+F. Ile post a pic of what it looks like with the problem.
The walls look fine inside.
Can I put a pic on here off my computer?? I dont have a web site.[/img]
Posted: Sat Aug 27, 2005 1:27 pm
by panTera
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.)
Posted: Sat Aug 27, 2005 1:46 pm
by Indianajones
thanks
Posted: Sat Aug 27, 2005 1:54 pm
by Indianajones
This is what I mean by the walls disapearing the other building you can see has no problems.

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vis
Posted: Sat Aug 27, 2005 3:52 pm
by tltrude
Looks like a vis problem. As a test, try removing one of the windows or doors (in the back) and compile it again.
Posted: Sat Aug 27, 2005 3:59 pm
by diego
Indianajones wrote:This is what I mean by the walls disapearing the other building you can see has no problems.
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.
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.
Posted: Sat Aug 27, 2005 7:51 pm
by Indianajones
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.
Posted: Sun Aug 28, 2005 12:09 am
by panTera
Looks like there's no interior walls behind the windows. If this is a building you can NOT enter you need to use a non-seethrough window texture.