Talk:Breakable Glass: Difference between revisions

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The entire note is extraneous, you don't have to deselect with brush entities or fiddle at all with the displacement tab, so I changed it.-[[User:Mrhappy|Mrhappy]] 00:25, 14 Mar 2007 (PDT)
The entire note is extraneous, you don't have to deselect with brush entities or fiddle at all with the displacement tab, so I changed it.-[[User:Mrhappy|Mrhappy]] 00:25, 14 Mar 2007 (PDT)
:I agree with you, there is no reason to go to the displacement tab. Also added to the note to make sure that you're in either Select or Lift+Select mode (just in case!)
:I agree with you, there is no reason to go to the displacement tab. Also added to the note to make sure that you're in either Select or Lift+Select mode (just in case!)
== What's the point of the env_cubemap? ==
I spent two hours trying to figure out why my glass had that purple (missing texture) checkerboard.  The glass would break and everything, but even the shards were purple.  I finally deleted the env_cubmap and if fixed it.  I'm making the env_cubemap option for now...if someone can point out why it's needed then please indicate the requirement and describe how to prevent it from causing the texture to appear as missing.

Revision as of 02:27, 15 February 2011

The toolbar with toEntity can not be assumed as of position...it is movable -ts2do

How the hell do you texture ONE SIDE of a brush? Needs a bit more added to the tutorial - Jamesmaul

Maby you can get a vmf of a working brakeable glass?

Addition of "See Also"

I was trying out this tutorial and I also had the issue with "apply it to one face". I didn't modify any of the tutorial's content, just thought I'd add a link to "Hammer Face Edit Dialog" which explains how to apply textures to only one face. --Reindeer 20:38, 13 Dec 2006 (PST)

The note

The entire note is extraneous, you don't have to deselect with brush entities or fiddle at all with the displacement tab, so I changed it.-Mrhappy 00:25, 14 Mar 2007 (PDT)

I agree with you, there is no reason to go to the displacement tab. Also added to the note to make sure that you're in either Select or Lift+Select mode (just in case!)

What's the point of the env_cubemap?

I spent two hours trying to figure out why my glass had that purple (missing texture) checkerboard. The glass would break and everything, but even the shards were purple. I finally deleted the env_cubmap and if fixed it. I'm making the env_cubemap option for now...if someone can point out why it's needed then please indicate the requirement and describe how to prevent it from causing the texture to appear as missing.