WRECKINGCREW Posted January 2, 2003 Share Posted January 2, 2003 hey guys iam trying to add 1 wat glass to map and everytime it doesnt work plz help thnx Link to comment Share on other sites More sharing options...
Altus_Thrawn Posted January 2, 2003 Share Posted January 2, 2003 I have never tried it, but the ways I would try to do it are 1: make your glass brush, and in front of it, make a brush that is caulked on one side but not the other because you can see through caulk. 2) Make a curve that only curves 1 grid measurement, and cover it with glass. make another curve directly inside it and texture it with a solid color on the other side. remember that textures on curves will only appear on one side. Link to comment Share on other sites More sharing options...
WRECKINGCREW Posted January 2, 2003 Author Share Posted January 2, 2003 i ust tryed that no good all it does is show half of the glass:( Link to comment Share on other sites More sharing options...
Emon Posted January 2, 2003 Share Posted January 2, 2003 Try making normal glass, then next to it make an 8 unit thick brush of the same width and height as the glass and texture it with clip (to block just players and NPCs) or physics_clip (to also block bullets). Link to comment Share on other sites More sharing options...
Johnny-Rico Posted January 2, 2003 Share Posted January 2, 2003 k first create a brush regular brush and put it where u want the 1 side glass will be than put a caulk brush on the side u want that it will be glass. thatsa all it will be like invisibe where the caulk is and form the other side it will look like a wall brush. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted January 2, 2003 Share Posted January 2, 2003 See one way but not another? I believe all you have to do is texture the side you want to see out of with glass, and the side you don't want to see through with something else. I did it this way on a not-yet-released prefab and it works fine. Link to comment Share on other sites More sharing options...
Father Torque Posted January 2, 2003 Share Posted January 2, 2003 Wes sent you PM look at it WRECKINGCREW i dont know much about RAdiant and other mapping software but i do know that you texture one side glass and the other side lets say bespin/base or whatever you will hopefully have one way glass i hope that helps Link to comment Share on other sites More sharing options...
Emon Posted January 2, 2003 Share Posted January 2, 2003 Oh, you mean see through one side and not on the other? In that case, make one side of the brush glass, one side the standard wall, and the rest of it caulk (if that causes problems, use nodraw). Link to comment Share on other sites More sharing options...
WRECKINGCREW Posted January 2, 2003 Author Share Posted January 2, 2003 yea see through will thnx man i appreciate all the help u guys are giving me Link to comment Share on other sites More sharing options...
tarafudge Posted January 4, 2003 Share Posted January 4, 2003 It was easy i did it on accident. 1)Create "one" brush full caulk. 2)Texture the side that will not be seen as a window, and simply leave all of the other sides caulk. *Simple* Because when the user looks through the caulked sid of the brush he sees da other room, as of when hee looks through the textured side he sees only the texture displayed. (Note: Even though one side is textured while looking through the caulked side the caulk properties allow you to see whats on the other side of the texture. -Easy, Mike Link to comment Share on other sites More sharing options...
Suicide20 Posted January 9, 2003 Share Posted January 9, 2003 Theres no way to do this with brushes. Disclaimer :: This is how it would be done in Q3. The best way to do it, is to create a portal on one side one the class surface, and a camera on the other. This way one side is opaque and the other has the portal surface, showing you whats on the other side... Now since JK editing is kinda new to me, I'm not sure that they even have these entities that you can do this... But thats the ONLY way you could do this... Brush work or texturing isn't going to do it... Link to comment Share on other sites More sharing options...
tarafudge Posted January 9, 2003 Share Posted January 9, 2003 You gotta be kidding its not that hard to do it. Just follow the instruction i made. Its really ez, the way your doing it is that you want the window to display a room thats no next to it. Link to comment Share on other sites More sharing options...
Emon Posted January 9, 2003 Share Posted January 9, 2003 Er, texturing it properly will work. Link to comment Share on other sites More sharing options...
DX_Nadun_Hagar Posted January 10, 2003 Share Posted January 10, 2003 Sup Wreck you crazy mofo! Rember wickeds map? i remeber we talked about how to do it once. Im pretty sure all he did was Create a brush with chaulk, then added glass to one side and the wall texture to the other. It couldnt have been anything vary complicated because it was his first map Link to comment Share on other sites More sharing options...
Suicide20 Posted January 10, 2003 Share Posted January 10, 2003 Unless they have made changes to q3map2 that I'm unaware of, a cualked surface isn't calculated, while compiling. Aka it isn't there. So in effect what you would have would be a HOM effect. Sure your way might work, but that doesn't mean its the recommended way, or the correct way... | <-- Wall X <-- Portal Surface C <--- Camera | | | | X |C ---- TP <--- Target position | | | | Their, if you want an example of portal Surfaces and camera, please see Q3demo_7 what ever the map name. The portal with the mega help has a camera portal system on it... Caulking a brush isn't the way you want to do it... Link to comment Share on other sites More sharing options...
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