Welcome to the glass tutorial - this one's gonna be pretty brief and assume a lot about what you already know; but its scope is pretty limited. As always, feel free to email me (link at the bottom of the page) with any questions or comments. Don't be shy if something confuses you or raises any questions you want answered right away. Blue statements are the functions I want you to perform. NOTE: I AM going to assume that by now you've mastered how to perform the functions we've done in previous tutorials here at Wavelength.
You came here for this tutorial -so without further ado, why don't you load up Worldcraft now. All tutorials are going to assume you have the latest version, and use the default setup with a 2-button mouse - you should also have all of the proper directories and tools configured before using this tutorial. Refer to the documentation, my WC Setup Doc, and my Compile FAQ for details.
Once Worldcraft has been loaded, go up to the "File" menu item and click on "new".
Okay, first on the list is to create a room for our glass to exist in. So, pick a texture in the texture browser for our room and create a brush that is 256 units on all sides (make it a perfect cube). Now, select it and hollow it with a wall width of 16. Switch your grid spacing to 8, and zoom in a bit on your room. Switch to the brush creation tool and create a new brush with "glass" in the texture name. Make it in the middle of the room - and have it be 8 units thick (north to south), 64 units wide, and 64 units tall. Once the brush is created, select it and press the "To Entity" button. When the dialog box comes up; switch the entity type to "func_wall". Then, change the "rendermode" key to "texture" - this will make all of the texture transparent. You also need to set the "FX amount" ("renderamt" if you are NOT in SmartEdit mode) to a number between "1" and "255". The higher the number, the mode "solid" the glass will be (i.e. the less transparent it is). Also, switch to entity mode and add a player start point. Voila! Compile and test, and you should be handsomely rewarded with some glass. For a real treat, change the "func_wall" to "func_breakable" and put a "weapon_crowbar" in the map. You will need to select the "func_breakable" at least once and check on its keys/values (ALT-ENTER) to ensure that it is created properly.... good luck!!
Here are some screenshots to help you understand things:
This is the room with the brush.
This is the glass as a func_wall.
Here it is in the game.
As always, feel free to email me any comments, questions, or problems!
HellBringer's E-mail address is: noelwade@hotmail.com