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- RealGlass - from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- NONE - The Windex company would be proud. :)
-
- ENTITIES:
-
- TRIGGER_ONCE or TRIGGER_MULTIPLE - it probably doesn't matter, the
- only difference between the two is that TRIGGER_ONCE is a
- TRIGGER_MULTIPLE with a fixed 'WAIT' value of '-1'. You also should
- have a 'dummy' entity for this trigger to target. (All triggers
- should have a target; otherwise QBSP will give you a WARNING...oooo,
- scary...) Use a LIGHT for the 'dummy' target.
-
- WHAT TO DO:
-
- Make a brush - any brush - or any joined combinations of brushes.
- This is to be the window. Designate the brush(es) to be
- TRIGGER_YOURCHOICE (you choose which one...:)) Give this window a
- 'HEALTH' of '9999999999999....etc." so that there is no way it will
- vanish - you'd use up a lot of ammo before destroying the window -
- unless you want the window to vanish after X number of hits. That's
- all there is to it. Read the Options below for extra pointers.
-
- OPTIONS:
-
- You can make a weapons-fire penetrable window (what the hell kind
- of window is that, anyway?) by making a brush and texturing it with
- the CLIP texture. You won't be able to walk through it though.
- RealGlass can neither be walked through nor shot through - it
- behaves like a transparent brush. However, a word of caution:
- Rockets/Grenades have splash damage - their effects will propagate
- through the window to the extent of their blast radii. You can
- offset this by making an extremely thick window, but it would have
- to be very thick (the window in the ZIP file is already quite thick,
- in my opinion. Gibs will go flying through the window, but they
- vanish in about ten seconds - don't worry about them. After all,
- this whole RealGlass thing was a serendipitous discovery made while
- I was designing explodable walls - I had previously given up after
- the CLIP texture business had gotten my hopes up.
-