Talk:Breakable Glass: Difference between revisions

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: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? ==
== Adding the env_cubemap to a Portal map makes things too complicated for a beginning mapper==


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.[[User:Rockn-Roll|Rockn-Roll]] 09:39, 15 February 2011 (UTC)
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.
:I believe the reason is because I'm making a Portal map...which, if I'm not mistaken, includes a default env_cubemap.  It looks like adding the extra env_cubemap would mean that the mapper will need to build the extra cubemap manually.  Correct me if I'm wrong.[[User:Rockn-Roll|Rockn-Roll]] 09:39, 15 February 2011 (UTC)
 
I believe the reason is because I'm making a Portal map...which, if I'm not mistaken, includes a default env_cubemap.  It looks like adding the extra env_cubemap would mean that the mapper will need to build the extra cubemap manually.  Correct me if I'm wrong.[[User:Rockn-Roll|Rockn-Roll]] 09:39, 15 February 2011 (UTC)

Revision as of 02:42, 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!)

Adding the env_cubemap to a Portal map makes things too complicated for a beginning mapper

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.

I believe the reason is because I'm making a Portal map...which, if I'm not mistaken, includes a default env_cubemap. It looks like adding the extra env_cubemap would mean that the mapper will need to build the extra cubemap manually. Correct me if I'm wrong.Rockn-Roll 09:39, 15 February 2011 (UTC)