How do you create Glass on certain polygons/faces
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How do you create Glass on certain polygons/faces
Does anyone know how to create glass texture so it is clear and able to see through to other polygons,textures, and models. I havent found anyone that know how to create a glass shader for just certain faces of a model..If anyone knows please tell me
- MasterNeoChief
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- Posts: 10
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- Location: TN
well there is still a bitmap to go along with the shader. i forgot how to do this, i had to figure this out for someone else a while ago. i know that you will use the two sided thing for this and the cryoglass bitmap. i think you will also need to in geurilla, set it up with a cubemap. you know what, i think that i will go ahead and actually solve this once and for all.
here is what i did:
1. in max i made a box and called it "glassbox" and its material "glass" and made my frame and linked the glassbox to it.
2. then i went into the data folder and created a scenery folder and within it were models, and a physics folders.
3. then in the tags directory i went under scenery i created a new folder glassbox and within it was the folder shaders.
4. now i used the fighterbombers glass shader for this so go under tags\vehicles\fighterbomber\shaders and get the fb_glass shader and copy it over to your glassbox's shader folder.
5. now you rename it to glass instead of fb_glass.
6. back in max you export the scene to the models directory
7. now go into the materials dialog and change the "glassbox" material to "collision geometry" and export to the physics folder.
8. now run these through the tool.
9 in geurilla, create a new peice of scenery and link in the glass models and collision models in it and change the bounding radius to 20 at the top.
10. save this to the glassbox's root folder in the tags directory and name it glassbox.
11. now place this piece of scenery in in sapien.
12. rebuild and there you have it, 2 sided, seethrough glass.
now if you want this on only 1 face then apply it to only on face. you dont need to assign any bitmap in max. this should work. also to make the other faces visiable that arent glass when you look through the glass you will need to add the "%" sign to the end of it for two sided. and now you should have glass that is see-through and you will be able to see geometry behind it.
1. in max i made a box and called it "glassbox" and its material "glass" and made my frame and linked the glassbox to it.
2. then i went into the data folder and created a scenery folder and within it were models, and a physics folders.
3. then in the tags directory i went under scenery i created a new folder glassbox and within it was the folder shaders.
4. now i used the fighterbombers glass shader for this so go under tags\vehicles\fighterbomber\shaders and get the fb_glass shader and copy it over to your glassbox's shader folder.
5. now you rename it to glass instead of fb_glass.
6. back in max you export the scene to the models directory
7. now go into the materials dialog and change the "glassbox" material to "collision geometry" and export to the physics folder.
8. now run these through the tool.
9 in geurilla, create a new peice of scenery and link in the glass models and collision models in it and change the bounding radius to 20 at the top.
10. save this to the glassbox's root folder in the tags directory and name it glassbox.
11. now place this piece of scenery in in sapien.
12. rebuild and there you have it, 2 sided, seethrough glass.
now if you want this on only 1 face then apply it to only on face. you dont need to assign any bitmap in max. this should work. also to make the other faces visiable that arent glass when you look through the glass you will need to add the "%" sign to the end of it for two sided. and now you should have glass that is see-through and you will be able to see geometry behind it.
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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- Posts: 10
- Joined: Thu May 20, 2004 9:42 pm
- Location: TN