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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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TheWolf wrote:What's the proper way to add unbreakable windows on doors without the weird invisible spot where the brush meets the door frame itself? I remember someone telling me there was an effect that fixed it.
I took the liberty of re-posting the question here, as I rarely make them in movers. I would use transparent window from add special and I don't know of any effect which fixes "bsp" like issues.
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Alvind
Principality/2C
Posts: 144 Joined: 19 Jan 2013, 21:04
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Make it semi solid if its just a little window.
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~][FGS][Nobody~
Illuminated
Posts: 5359 Joined: 26 Oct 2005, 16:59 Location: Schland! Nationality:
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ShadowRunner wrote:TheWolf wrote:What's the proper way to add unbreakable windows on doors without the weird invisible spot where the brush meets the door frame itself? I remember someone telling me there was an effect that fixed it.
I took the liberty of re-posting the question here, as I rarely make them in movers. I would use transparent window from add special and I don't know of any effect which fixes "bsp" like issues.
You're referring of a window for transparency only or is it required to be breakable too?
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atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
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If ya wanna use some fancy sauce, you can have a door with a square hole in the top middle, then make a seperate glass mover, put it in the space, and set its attach tag to the door's tag. That way it will be more realistic for breaking-and-entering maps, break the door-window and unlock the door, know what I'm saying?
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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Alvind wrote:Make it semi solid if its just a little window.
In a mover?
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Alvind
Principality/2C
Posts: 144 Joined: 19 Jan 2013, 21:04
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Yeah just make the window a semi solid and a door a solid before you intersect it all. Then create mover etc
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Alvind
Principality/2C
Posts: 144 Joined: 19 Jan 2013, 21:04
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That would also work, done that before not great if its a dark coloured glass tex
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synthetic
Seraphic/8X
Posts: 1321 Joined: 27 Apr 2007, 15:29
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Magus wrote:My method of preference (because I'm a nub) was to shrink the 'window' part of the door brush by a unit so the edges of it don't touch the frame...
And that allows one to surprise players with funky snipes ;D I also found a way other than crosshair colour to scan for that opening: Light augmentation, it passes through the small hole if your crosshair is in the right position.
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atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
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ShadowRunner wrote:not possible to have breakable window inside unbreakable door, if it swings I guess, but you could have actual glass in some types of door/portal I guess.
It's not inside, when you make the door, you leave a square hole in the top half, that's where the window goes.
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Magus
THIS IS SPARTAAA!!!
Posts: 345 Joined: 27 Aug 2005, 15:41 Location: Manchester, England Nationality:
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synthetic wrote:Magus wrote:My method of preference (because I'm a nub) was to shrink the 'window' part of the door brush by a unit so the edges of it don't touch the frame...
And that allows one to surprise players with funky snipes ;D I also found a way other than crosshair colour to scan for that opening: Light augmentation, it passes through the small hole if your crosshair is in the right position.
Hey, if you can aim through a half unit gap to pick someone off through a door, more power to you. The majority wouldn't be able to do that, though That said, one could easily make a recess such that the window brush could fill the whole frame without 'glitching' and without being able to shoot through it...
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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Whiplash
Principality/2C
Posts: 180 Joined: 16 Oct 2012, 02:02 Location: Smugglers Warehouse, Hells Kitchen Nationality:
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Magus wrote:My method of preference (because I'm a nub) was to shrink the 'window' part of the door brush by a unit so the edges of it don't touch the frame...
True, but then as said you risk creating sniping holes, but there are ways around it, if you're perpared to use multiple brushes and work at 1 Grid Level, but my solution is difficult to explain.
Set Yo Ass On FIRE
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