How Do U Make Glass Seethrow

unreal-xunreal-x Join Date: 2004-06-13 Member: 29287Members
<div class="IPBDescription">im new to maping</div> <span style='color:orange'> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> is it u just make the texcher setherow to players(o not 255) ...?? <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> </span>

Comments

  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    1) Work on spelling

    2) Take a glass texutre, apply it to a brush

    3) Hit Ctrl-T which will make the brush into an entity.

    4) Go to "Texture Mode" and change it to "Texture"

    5) Go to "Render Amount" and punch in a number, 0 being see-through and 255 being solid and unvisible.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited June 2004
    Right-click on the brush, and click on "Tie to entity..."

    You should be on the tab "Class Info". Make the class "func_seethrough" using the dropdown box.

    In the attributes list, select "alpha for players" and set it to how thick you want it rendered. If you want it to look like it's not even there, set it to zero (and do the same with "alpha for commander"). If you want it to look like a window, but you can still see through it, apply your window texture to the brush and then set the alpha stuff to somewhere in between 0-255. Experiment with the numbers to see what you like.

    If you want to, you can always set the commander and player alpha variables differently, so the commander might be able to see through it, but the players see just a wall.

    *EDIT* aww, Recoup beat me to it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Yes, and made it much easier...
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Render amount ~70-150 is pretty good for glass, but it depends on the texture. Just work out what works best for you.

    Incidentally, this should have been posted <a href='http://www.unknownworlds.com/forums/index.php?showforum=34' target='_blank'>here</a>.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    It doesn't have to be a glass texture used: it can also be infestation, or anything else.

    Glass just looks better. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    You should probably put it at like, 30 or 40 because people will just b!tch you into submission if you dont make it lighter... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-Recoup+Jun 14 2004, 05:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Jun 14 2004, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You should probably put it at like, 30 or 40 because people will just b!tch you into submission if you dont make it lighter... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well it does look more like glass when using the ns glass textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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