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Building WINDOWS in SDK

Posted: 27 Sep 2012, 23:55
by ShadowRunner
Hi I'm noob.
What are my options for making windows in DX?
What is the best way to make windows?

Using the Add Special and making transparent windows?
Static movers?
Sheets? Why is my sheet not solid even when it's an add or I know I ticked solid and it's not even touching any other brush?
I must admit I have not tried moving the sheet yet or anything else.
Why when you tick solid is the window not solid?
I guess in SP, everything is breakable and it's so easy... and you can have mirror windows...

Re: Building WINDOWS in SDK

Posted: 27 Sep 2012, 23:56
by ~][FGS][Nobody~
Are you stoned? :-s

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 00:00
by Cozmo
The node problem? Might be best to keep the sheet and use an actor's collision to stop people shooting/jumping through it. :oops: I think movers would be ideal if you have the space though.

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 00:08
by ~][FGS][Nobody~
ShadowRunner wrote:Hi I'm noob.
What are my options for making windows in DX?
What is the best way to make windows?

Using the Add Special and making transparent windows?
Static movers?
Sheets? Why is my sheet not solid even when it's an add or I know I ticked solid and it's not even touching any other brush?
I must admit I have not tried moving the sheet yet or anything else.
Why when you tick solid is the window not solid?
I guess in SP, everything is breakable and it's so easy... and you can have mirror windows...
Okay, if that was a serious question..
Windows are created by simple cube brushes with a low width or breadth (approx 4 units).
Breakable windows are movers, made out of that brushes. (Usually the special BreakableGlass sub-class of mover)

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 00:33
by [FGS]Chees
You have now all confuzzled me to the point I'm not mapping anymore till tomorrow! Hopefully what was said will be wiped from my memory and I can carry on :-D ....Where does space end? if a galaxy exists where does that end? if there is a galaxy...whats the galaxy in and whats that in it's self ...and so on, The answer to the galaxy is 42. work the numbers out and 42 makes sense, given the time line between Galaxy's, x + y , z , G = x'' y,' z + volume 42 of the mass = Hope your now as confuzzled as me as to where space ends :bwahaha:

ps. Sorry for spamming :-D My pizza is now here an I got bored waiting for it [-o< Pizza time \:D/

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 01:39
by chin.democ.
For RPG maps windows should be very basic, for Cozmo RPG I made window frames for my windows. So basically i had say a 80 units high brush by 64 wide and 4 depth sitting on my building wall with a subtract brush into it 4 units smaller in height and width. The subtracted brush has a window texture on it some of which were unlit with a light actor nearby to simulate the light being on others were normal texture with no light actor nearby to simulate the light being off.

Some people have different ways to light windows, I don't believe face likes unlit window textures for example, have a play about and see what works best. Of course if your really struggling for nodes you could simply have a 80 high 64 wide subtract brush carved out of your building wall as a window, high up windows could be like this and perhaps lower windows could have frames maybe?

If you are going for an out of bounds room then perhaps it's best to have a sheet brush (maybe translucent? hmm not sure) with a player block (if the window is accessible to the player).

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 02:51
by ShadowRunner
Wow so fast, thanks...
~][FGS][Nobody~ wrote:Windows are created by simple cube brushes with a low width or breadth (approx 4 units).
This is I feel is answer number 1, simple and the point being, just have windows that fit the hole. However I have one or two windows where I think that will be tricky to fit a window exactly the right shape, which leads me to Cozmo's idea of using blocks. I'd probably prefer to see spare movers getting used for cabinets and other stuff to keep players occupied (omg jc a mover!!!) rather than something that doesn't move, but there is probably room for both, not many movers so far...

Maybe Face is right about unlit textures as highlights on building walls, the contrast can be unreal, like a comic strip. If the map textures are more subtle then yes definitely.

If only British Telecom tech support was this good...

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 11:11
by ~][FGS][Nobody~
ShadowRunner wrote:This is I feel is answer number 1, simple and the point being, just have windows that fit the hole. However I have one or two windows where I think that will be tricky to fit a window exactly the right shape, which leads me to Cozmo's idea of using blocks.
Alternatively, you could do the following:
1. Turn the builder brush into the common window shape as described above. (with thickness 4 of course)
2. Ensure that the size of the brush encloses the whole hole
3. Press the deintersect button to make the red builder brush fits perfectly to the edges of the hole.
4. Move the builder brush out of the hole and create an add-brush out of it (with the desired texture)
5. After you're finished with texturing, right click to the add-brush and use the the 'copy polygons -> to brush' menu entry.
6. Select the BreakableGlass class in the classes browser
7. Press the magic mover creation button
8. Move the created BreakableGlass mover back into the hole

That's all I can think of atm. :)

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 12:32
by Mastakilla
If unbreakable use a sheet and an invisible brush ftw

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 13:21
by Magus
Mastakilla wrote:If unbreakable use a sheet and an invisible brush ftw
It would be, but the invisible brush still blocks vision so after a few seconds you can't see actors on the other side...

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 16:33
by ShadowRunner
I'm finding absolutely no difference between making a transparent window and a transparent semi-solid brush so far, all are solid, which I wasn't expecting, I didn't get around to the 2 sheet window yet. Some houses will come with pets and so the cat disappears sometimes even with the brush (but I think the area has deco overload anyway), but otherwise it's fine and you can see the texture of the window well and see inside ok. It's the player blocks that aren't working, so I need to see what's the difference between the working docks ones and a default one. Putting the windows in also seemed to actually reduce stats a bit, but stats are jumping around a bit oddly sometimes. Thanks.

Re: Building WINDOWS in SDK

Posted: 28 Sep 2012, 17:14
by Poor
Yeah, for windows you should always use movers because brushes have a problem where you can't see actors behind them.