• Double Sided Breakable Windows
    14 replies, posted
I've searched far and wide even on facepunch (the search system goes XXXXXXXXXXXXXX) and I have not found a solution to my problem. I am trying to make a doublesided window that is breakable, but func_breakable only lets you have one face with the window texture. I tried simply just making two func breakables facing each other, but the problem is that when they are actually broken, sometimes one will stay intact, which isn't really realistic. If you need a reference to go after here's a picture: [IMG]http://puu.sh/ewvjZ/1056f92a3c.png[/IMG]
-snip- I had a stupid question :suicide:
It's been over 5 years since I touched Hammer but I'm pretty sure there's a logic entity/object you can configure to cause both to break when either is broken. Edit Or maybe you can configure each breakable to fire a OnBreak command and break the other. Something of that nature.
Use a Logic_Auto, set an output with Onbreak when 1 side is broken to break the other.
[QUOTE=Enitoni;46934116]...but func_breakable only lets you have one face with the window texture.[/QUOTE] Are you sure this is the case? As far as I know, this restriction only applies to [URL="https://developer.valvesoftware.com/wiki/Func_breakable_surf"]func_breakable_surf[/URL], not func_breakable. If I'm mistaken, I recommend editing the material and adding the [URL="https://developer.valvesoftware.com/wiki/$nocull"]$nocull[/URL] parameter. That will make those faces visible from both sides. Much easier than adding additional entities and IO for every window.
Maybe you need $nocull in the vmt?
[QUOTE=03C0;46938108]Are you sure this is the case? As far as I know, this restriction only applies to [URL="https://developer.valvesoftware.com/wiki/Func_breakable_surf"]func_breakable_surf[/URL], not func_breakable. If I'm mistaken, I recommend editing the material and adding the [URL="https://developer.valvesoftware.com/wiki/$nocull"]$nocull[/URL] parameter. That will make those faces visible from both sides. Much easier than adding additional entities and IO for every window.[/QUOTE] How would I go about this, because I really do not know where the "stock" materials are or how I am supposed to edit them. I know how to add custom materials and how to make textures.
I'm still not able to find the materials, I really cannot find the vmt's for the materials that are already in the game.
Half-Life 2 content is usually in common\Half-Life 2\hl2\. Use GCFScape to extract the VPKs - [B]hl2_misc_dir.vpk[/B] has materials, models and stuff, [B]hl2_sound_misc_dir.vpk[/B] for sounds and [B]hl2_textures_dir.vpk[/B] to get VTFs.
[QUOTE=TFlippy;46953052]Half-Life 2 content is usually in common\Half-Life 2\hl2\. Use GCFScape to extract the VPKs - [B]hl2_misc_dir.vpk[/B] has materials, models and stuff, [B]hl2_sound_misc_dir.vpk[/B] for sounds and [B]hl2_textures_dir.vpk[/B] to get VTFs.[/QUOTE] Where can I find GFX Scape? I googled it and nothing came up.
[QUOTE=Enitoni;46956483]Where can I find GFX Scape? I googled it and nothing came up.[/QUOTE] It's "GCF" Scape not "GFX"
[QUOTE=SimplePlanz69;46938374]Maybe you need $nocull in the vmt?[/QUOTE] $nocull does not work on brush entities.
[QUOTE=Satin Storm;46957181]$nocull does not work on brush entities.[/QUOTE] What? It works on func_illusionary from my experience. You just don't get bump maps, detail textures, or any other effects like that
03C0 is right, its func_breakable_surf that can have only one face textured to work correctly (the rest nodraw) func_breakable can have all sides textured
[QUOTE=03C0;46938108]Are you sure this is the case? As far as I know, this restriction only applies to [URL="https://developer.valvesoftware.com/wiki/Func_breakable_surf"]func_breakable_surf[/URL], not func_breakable.[/QUOTE] I second this.
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