meshcarver 12 Posted November 17, 2012 Hey up, I've done a building, it's got not Alphas on it's texture sheet which is 1024*2048. I need to do a glass window, so is it best to do a separate one on a texture image, say 256*256..? Is that how it's normally done, with a separate texture yes..? Cheers guys, Marc Share this post Link to post Share on other sites
max power 21 Posted November 17, 2012 At least on vehicles, usually it's done with a separate material. There's a 2 pass glass shader, or you can use the super shader (or another shader with fewer passes with diffuse, smdi, reflection map, and fresnel passes). Sometimes it benefits the look to have separate glass textures for indoors and outdoors because of the different lighting conditions. The supershader is handy because you can use the _dt and _mc maps for damage levels of the glass itself, but I don't know if this is possible in buildings. Share this post Link to post Share on other sites
drunken officer 18 Posted December 23, 2012 @Mean Search inside the forum. There is a post with a download file. A good thing, with a glas texture and the rvmat. You can set the glas.paa and rvmat to your windows selection inside your model. When you look through the windows and everything is grey / milky, open O2 >> select window selection >> alt + x >> alt+c ! Done ;) @Max By a building, you can show broken glas. But you have to do it by an animation. You have to hide / unhide some *_ca.paa files by a damage value. Share this post Link to post Share on other sites
max power 21 Posted December 24, 2012 Ah, much like vehicles then if you were to do it manually. Good to know! Share this post Link to post Share on other sites