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window
Posted: Wed Mar 03, 2004 2:49 pm
by chorizo
i am making a church and i wanna add breakable church windows....u know the ones with lots of color....well.....wot do i do if there isn't a "borken" texture for that window??
can i still do it?
and make it break and disapear

Posted: Wed Mar 03, 2004 3:49 pm
by bighoss
I think you or someone might have to take one of the moh textures that you wanna use, make a copy of it and edit the copy so that it looks like a broken version of the stock one. At least that is what I think, other than that I dont have an answer for you. Maybe someone can help you if I didnt. Also if you do make a broken texture of the window you wanna use, yoo'll need to make the brush withe the broken texture a script object and have it target the normal window.
Posted: Thu Mar 04, 2004 12:52 am
by K.I.A.
I haven't tried this yet, but
tltrude told me this will work. (or at least this is what i understood from it).
Make the window just like you would any other breakable window. Insteaed of using a broken window texture on the broken window brush, use the same texture as the unbroken window. Then, cut up this brush into pieces and delete some chunks, so that all you have left is some shards around the frame (or whatever looks best). Then select all the pieces that make up the broken window and make them all a script_object all with the same targetname (matching the target in the corresponding func_window brush)
Basically its the same as doing a regular breakable window except instead of having a single brush for the script_object (broken element), you use a number of brushes, leaving out the peices you want to be broken away.
I hope this works for you, because I am planning to use this technique on my map. Please post and let me know if it works.

Posted: Thu Mar 04, 2004 1:07 am
by omniscient
that method does work btw.
Posted: Sat Mar 06, 2004 11:17 am
by K.I.A.
I have now tried it put for myself. Worked like a charm.
Thanks tltrude

another
Posted: Sat Mar 06, 2004 12:01 pm
by tltrude
Here is another way to do it.
If you make the window broken to start with, you only need to fill in the broken out parts with func_window. That way, you don't even need a script_object. So, as you can see, a func_window can be made of more than one brush too.
Note: If you try that on a see-through window, be sure to use nodraw texture on the edges of each piece.