Glass

CrAzY_AsS_TaCoCrAzY_AsS_TaCo Join Date: 2004-09-21 Member: 31828Members
<div class="IPBDescription">glass isnt workin =/</div> ive tryed both func_wall and func_breakable, but none of which worked. My glass is as see through as a tar pit and i cant seem to get it opaque.. some 1 pls help. Am starting to think it has something to do with my map. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

Comments

  • CrAzY_AsS_TaCoCrAzY_AsS_TaCo Join Date: 2004-09-21 Member: 31828Members
    rather than posting a new topic ill just ask a question relative to my previouse one, since ive pretty much figured out how to make the glass transparent. I made it additive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> if thats right. Ne wayz my new question would have to be how do you go about making lava enclosed in glass. Func wate/illusionary both leave the lava floating near the top... i would rather have it viewale like a aquarium, only instead of water i would like lava <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> pls help ive just about tryed every additive, solid, normal and texture out there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    first of all you need to read some basic mapping tutorials, then come back and post if you can't figure it out.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Glass should be set to func_breakable (if you don't want it to break set its material type to "unbreakable glass"). Its FX mode should be set to "texture" and its FX amount should be around 15-100 depending on how see through you want it (lower the value the more see-through it will be)

    As for the lava i'm not to sure what you mean, I would guess you should tie it to func_water, make sure the wave hight is set to 0, again this should be set to texture if you want it to be see through, then select your own amount on how see through you want it to be (personally I wouldn't make lava see through, but its your map =])

    And for your information

    <b>Render Mode (rendermode)</b>
    The Render Mode value determines how the object is displayed. There are six render modes:

    <b>Normal (0)</b>
    This is the default rendering mode.

    <b>Color (1)</b>
    When this is selected, the object's textured appearance will be replaced with the color specified in the FX Color field. The amount of translucency can be controlled by the FX Amount value. This is not applicable to model-based point entities (monsters, etc).

    <b>Texture (2)</b>
    This mode allows you to set the translucency of an object. The level of translucency is determined by the FX Amount value.

    <b>Glow (3)</b>
    In conjunction with the env_glow entity, this lets you create the lenticular halos around light effects. The value of the FX Amount determines the translucency of the halo, and the FX Color determines its color.

    <b>Solid (4)</b>
    This render mode is used in conjunction with masked textures ('{FENCE' for example). A func_wall (or other entity) that uses masked textures should have this render mode set, and the FX Amount set to 255.

    <b>Additive (5)</b>
    This is quite similar to the Texture render mode, except that as you are able to see successive layers of the object, they are "added" together, producing more of an opaque and brighter look.
  • CrAzY_AsS_TaCoCrAzY_AsS_TaCo Join Date: 2004-09-21 Member: 31828Members
    edited November 2004
    thx man, c the thing is ive checked out those glass tuts but they have yet to help me... could some 1 please point me in the direction of a good one pls or can u c wuts wrong? oh and thx for all that info kester thats gonna come in handy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    <img src='http://img17.exs.cx/img17/5329/deepdown0004.jpg' border='0' alt='user posted image' />
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    You have two options.

    Set each piece of glass to render to texture, with around 48 as the render amount. This makes them see-through.

    Inside the glass, make another func_wall.

    Either texture it with lava or something, and use texture render mode with a low render amount. Or, pick a lava-like colour and render it to 'colour', again with a low render amount.

    It'll look different with each effect, try them both.

    Bear in mind lava melts glass.
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