
Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Mar 16, 2013 06:12 PM
Msg. 1 of 7
Hi, howdy, hello!
I have a few projects I am working on but have hit a stump in ALL of them. I want to add glass to them, not breakable glass. I want to add glass so you can see through a piece of floor and also walk on it. Like the hexagonal floor pieces in the centre of Haven, from halo 4. (Just an example, I never said I was working on it...)
How would I go about modeling this?
I have an extrusion and then deleted and re-faced the other side, welded and its just a hole now.
Soo.... Yerr... The only way I can think of involves overlapping edges, which can be bad. :/
Any ideas?
EDIT - Just by the way... I already know how to texture this with ye ol' "glass#"
EDIT2d2 - I also googled! I found some threads but it was all just the shaders. :/
Edited by hobbet360 on Mar 16, 2013 at 06:14 PM Edited by hobbet360 on Mar 16, 2013 at 06:16 PM
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 16, 2013 06:28 PM
Msg. 2 of 7
just have it so that the collision geometry doesn't have holes, and the model itself does (at least that's what you do for vehicles)
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 16, 2013 06:30 PM
Msg. 3 of 7
pretty sure its glass%# if my memory serves me correct. lets take a look! http://hce.halomaps.org/hek/ Take a look there under material overview and you will see that 'glass#%' would be correct. % - two sided. # - transparent.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 16, 2013 09:44 PM
Msg. 4 of 7
just make a plane and add your texture and as you know # goes at the end of the name. make a shader_transparent_chicago. (number 4 when tool asks for a shader). i have never needed the % for 2 sided, as the shader has a setting for that anyway. the same shader and # is added when you want the lights from a texture to show up, and hides the black. Edited by ally on Mar 16, 2013 at 09:45 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 17, 2013 01:51 AM
Msg. 5 of 7
basically outline your glass area in the actual mesh, then make the polygon outline an invisible collidable material (I think the symbol for this is @, not sure, check the official HEK documentation), then duplicate that plane by shift dragging it. Drag it just a little bit lower/higher and make this plane a noncollidable material (I think the symbol for this is !, again, not sure) So in the material editor, your invisible collision material could be named basically anything, "collision@" would work. Then the actual glass plane should be like "YOURGLASSSHADER!"
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Mar 17, 2013 04:03 AM
Msg. 6 of 7
Thanks everybody for your donations of information that will help my cause.
I got it working now and it looks as shiny as glass!
- Thanks!@%#- <---- That is an odd shader. (Shader_odd_chicago)
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 18, 2013 06:44 PM
Msg. 7 of 7
That's odd, I've never used the method above. I usually extrude the face toward the other side of the wall ( since usually a window is like, two glasses) and then delete the inside faces, re attach every thing but detach the "square windows faces" and name that glass%
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