<div class="IPBDescription">Search Results Were Too Complicated...</div> I'v tried and tried and tried, but I just cant get glass to work properly. Same goes for gratings and ladders.
this is quite simple. make teh object in question a func_wall then you can set the render mode. (solid is teh best choice for grates railings etc) then set the render ammount. (0 is transparent completely and 255 is completely opaque.)
render modes determine how the engine treats teh poly setting it to solid will drop teh parts of teh face that are true blue(0,0,255) by contrast teh additive sets the black transparent and will only render full bright, changing the ammount will change the over all transparency.
Glass- for unbreakable glass, make it a func_wall with render mode "texture" and render amt. 96(ish, depends on how transparent you want it; higher numbers = more opaque). Breakable glass is the same, except that you should use func_breakable.
Ladders/Grates-use a texture with the "{" prefix. Make it a func_wall, set render mode to "solid", and render amt. to 255. Note that for a ladder to work, you need a separate, invisible entity called "func_ladder". Put this right in front of the visible ladder.
I like using a func_breakable as unbreakable glass better, because it gives the glass decals and bullets hitting glass noises (just set the material to unbreakable glass).
The problem is, texture is fullbright. Depending on the circumstances a slight glow from additive may be less noticable than the brightness of texture.
Comments
make teh object in question a func_wall
then you can set the render mode.
(solid is teh best choice for grates railings etc)
then set the render ammount.
(0 is transparent completely and 255 is completely opaque.)
render modes determine how the engine treats teh poly setting it to solid will drop teh parts of teh face that are true blue(0,0,255)
by contrast teh additive sets the black transparent and will only render full bright, changing the ammount will change the over all transparency.
questions?
Ladders/Grates-use a texture with the "{" prefix. Make it a func_wall, set render mode to "solid", and render amt. to 255. Note that for a ladder to work, you need a separate, invisible entity called "func_ladder". Put this right in front of the visible ladder.