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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: func_glass ???
ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Friday, Sep. 13, 2002 08:39 am
I am trying to put the sample helicopter in my map but i don't have a func glass in my editor... is this normal?? Also I am trying to get the glass like in hos3 where just small pieces break off and it takes a while to shoot all of the glass out..... if you can help or know how to do what i'm trying to do please help me... thnx
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Friday, Sep. 13, 2002 11:27 pm
A different entity was used for glass in singleplayer if I recall correctly. I know the code sure is different  :)
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Saturday, Sep. 14, 2002 03:16 am
I changed all of the func_glass to func_breakable_brush and this worked for the helicopter. But the type of glass i want is the glass that you have to shoot a bunch of times and little pieces dissapear until you are able to fit through the window....  I tried changing the material key/value but I cannot seem to find the material that does that cool thing with the glass.... some help please...
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Saturday, Sep. 14, 2002 03:53 pm
It was my understanding that func_glass was automatically of the type you describe in Single Player, and was of the "all break at once" type when in Multiplayer.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Saturday, Sep. 14, 2002 09:43 pm
Quote (ReverendTed @ Sep. 14 2002, 10:53 am)
It was my understanding that func_glass was automatically of the type you describe in Single Player, and was of the "all break at once" type when in Multiplayer.

Can you elaborate on this a bit more.... what are the different types and how do I set them.... the only way i can get func_glass to show in my editor is if i copy the command from the multiplayer definition into my sp.def. But it does not load any glass or anything in the game. I used func_breakable_brush and I can see glass but I can't get the right material type to make the glass break into little pieces while you shoot... so that it all just doesn't explode and dissapear I want to be able to take a while to shoot the glass out. What are the key values fo func_glass? Or do i even need to use it in single player sdk????
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Max Death~rb
General Member
Since: Dec 23, 2006
Posts: 25
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 01:41 am
You don't need to have a funtion glass to do what you want in SP. just look for the texture "glass1" . Sorry but I don't remember the texture folder right off the top of my head. Use it in a thin brush, this will break up into small pieces when shot or you can use the secondary fire on the pistol to break out the whole pane. I hope this is what you are looking for.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 02:28 am
Quote (Max Death @ Sep. 14 2002, 8:41 pm)
You don't need to have a funtion glass to do what you want in SP. just look for the texture "glass1" . Sorry but I don't remember the texture folder right off the top of my head. Use it in a thin brush, this will break up into small pieces when shot or you can use the secondary fire on the pistol to break out the whole pane. I hope this is what you are looking for.

Thanks for your reply, I will try it out and let you know if it's what I'm looking for.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 08:41 am
O.K. I got it working for the most part... glass_spread in the common folder was the one i was looking for. It works fine except when I put the window in the spot I cut out of my wall, it does not show up in the game until i shoot it and then it looks like there is a leak or something going on... but there is no leak in my map I only get this when I put the window in it's "frame"... I tried caulking the brush and putting the texture on both sides but that did not work either... oh i'm so close here but still having trouble....
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 05:00 pm
If it looks like there's a leak, then the vis doesn't think you should be able to see through it.  Sounds like you haven't made it func_glass, so the engine thinks the brush should block the vis, and when you shoot the texture so you can see through it, the engine isn't drawing whatever's on the other side.
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Max Death~rb
General Member
Since: Dec 23, 2006
Posts: 25
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 06:13 pm
Had same problem with that same texture. Not sure of the reaon. Tried all kinds of things. finally got home and had a look at the texture folders. Try glass1 in the shop texure folders. This works without hassels. Just build your brush with this texture and your done.
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