
sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Sep 16, 2009 02:16 PM
Msg. 1 of 5
Is there a better way to model polys that are glass than to detach and move the verts just slightly away from the rest of the geometry...e.g., a window pane being barely smaller than the window frame?
Which shader is best to use with a crappy video card: transparent_glass or transparent_chicago?
I tried _glass but it comes out completely clear although i may have screwed up the alpha mask...still learning to do this with gimp.
tried _chicago, no transparency at all :/ Edited by sleepy1212 on Sep 16, 2009 at 05:41 PM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 16, 2009 05:23 PM
Msg. 2 of 5
If this is for a map, make it double sided. (Leave it attached) Edited by chrisk123999 on Sep 16, 2009 at 05:23 PM
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Sep 16, 2009 05:41 PM
Msg. 3 of 5
Quote: --- Original message by: chrisk123999
If this is for a map, make it double sided. (Leave it attached) Edited by chrisk123999 on Sep 16, 2009 at 05:23 PM in the tag or in max? will this get rid of those update edge errors?
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 16, 2009 05:48 PM
Msg. 4 of 5
Make it double sided in Max. By using % at the end of the material name.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Sep 16, 2009 10:42 PM
Msg. 5 of 5
ok that worked thanks....saves me a lot of trouble with the extra polys.
is there a way to make the damage effects show up on it?
also, i broke down and dled a trial of PSPX2 to make the texture...couldn't get it to go with GIMP.
and if anyone has a fail gfx like me..use the transparent_chicago.
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