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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Glass texture bug
Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Mar. 2, 2011 05:10 pm
Hello all [wave]

Does somebody know if there is a way to avoid this bug of the glass texture?



(You should be able to see the walls inside the room.)

Greetings,

Leal
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play4fun
General Member
Since: Jul 9, 2011
Posts: 3
Last: Jan 21, 2012
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Level 0
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 12:19 pm
How did you make holes in glass texture when player shoot at glass?
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 01:04 pm
This texture comes with the game. I think I used "mtl_caen_window_white_1" and scaled it so the white part of the window doesn't appear.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 07:07 pm
play4fun writes...
Quote:
How did you make holes in glass texture when player shoot at glass?

impact marks are built-in, you can replace the texture though. Depending on the material type (e.g. glass, wood, concrete...) the game engine will draw such a mark where a bullet or missile hit.

@Leal: i recommend you to create a custom texture. i did that years ago and also made the impact marks appear on both sides of my texture:
http://modsonline.com/Forums-top-61777-0.html%23584973

also see this:
http://modsonline.com/Forums-top-100546-0.html
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 07:41 pm
Oh interesting thing. What did you exactly do to create the texture? I mean you created a texture with the alpha channel complety white, but what in the RGB channels? And then to get these bullet marks on both sides, what did you do? I read you recompiled "gfx_bullethit_glass", but with what changes?
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 09:56 pm
well, quite some time ago but i try to remember as good as i can:

the alpha channel is almost white, but not entirely! Fully white would turn the texture invisible.

as for RGB channels, i decided to use a solid color. It's white with a touch of a light blue. That gave me a quite realistic looking glass texture.

i recompiled the stock texture with the name "gfx_bullethit_glass", which is the impact mark texture. The only change i intended to do, was setting the cullFace to none (default is back). I might have changed something else, but i actually did not want to. As i had to re-create this material not knowing what the original settings were, i had to guess what the original material had.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 10:01 pm
attachment: image(12.0Kb)
attached a screenshot how it should roughly look like in asset manager

materialType: impact mark
sort: decal - weapon impact
surfaceType: glass
blendFunc: Blend
cullFace: None
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 10:10 pm
Recompiling "gfx_bullethit_glass" with other properties is how you got the mark on both sides? Just changing cullFace?
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 10:17 pm
just that!

culling is responsible for when to draw or not draw a surface.

Patches in radiant are single-sided and with a texture applied, it will be visible from one side, but completely invisible from the other (This behaviour is intended). The game engine doesn't need to calculate or draw anything when the player looks at back side of that patch, as there's nothing visible for him. So the engine can save render time by skipping that surface.

With cullFace set to None, it will always draw the texture, no matter if the player is in front or behind the visible surface. The surface will look like it had 0-depth, which is ok for glass panes for instance.
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 19, 2011 02:42 pm
Thanks for the information!

And maybe coming back to the thread's topic, is there a way to avoid what is shown in my first screenshot? Or is the only way to avoid that separing the glass brush from the frame/wall?
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