[Solved] Glass on glass - textures are weird

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Konke
161 Posts
Posted Mar 04, 2014
I have a piston moving, with a glass platform on it. When I watch it move while I'm standing behind a glass window, the textures on the glass platform are acting weird. My glass window is a func_detail. Actually two, func_details but ingame they look as one. However, it's where the window is cut in the editor that the problem occours ingame.

Are you with me? Glitchy glass textures when looking through a glass windows. Hope you understand and thanks in advance!

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iWork925
1,080 Posts
Posted Mar 04, 2014
Replied 9 hours later
I was able to reproduce this small graphical error. I think it might be because of the number of translucent textures messing up the renderer. I don't know if there is much you can do to fix this. Maybe someone smarter then me can help...?
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Konke
161 Posts
Posted Mar 05, 2014
Replied 4 hours later
Could be. A fix for this would be wonderful, but in the worst case maybe I'll just have to live with it.
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srs bsnss
552 Posts
Posted Mar 05, 2014
Replied 11 minutes later
Could you show a picture? That might help in identifying what's causing the issue.
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Konke
161 Posts
Posted Mar 05, 2014
Replied 16 minutes later

srs bsnss wrote:
Could you show a picture? That might help in identifying what's causing the issue.

Absolutely! Just tell me how to show it on this forum and I'll upload it!

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iWork925
1,080 Posts
Posted Mar 05, 2014
Replied 2 hours later

Konke wrote:
srs bsnss wrote:

Could you show a picture? That might help in identifying what's causing the issue.

Absolutely! Just tell me how to show it on this forum and I'll upload it!

Like this:

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Konke
161 Posts
Posted Mar 05, 2014
Replied 1 hour later

iWork925 wrote:
Konke wrote:

srs bsnss wrote:

Could you show a picture? That might help in identifying what's causing the issue.

Absolutely! Just tell me how to show it on this forum and I'll upload it!

Like this:

Yes, like that. Thanks iWork925!

If I'd like to show a screenshot of my own in the future, how do I do it?

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CamBen
973 Posts
Posted Mar 05, 2014
Replied 1 hour later
Set the file as an attachment where it says "upload attachment" near the bottom.

EDIT: Or upload it to imgur and use the image tag and link.

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Konke
161 Posts
Posted Mar 05, 2014
Replied 1 hour later
Thanks for the tip! If there's no workaround to fix this then all I can do is to hope the player won't notice it once the map gets released.
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Skotty
671 Posts
Posted Mar 05, 2014
Replied 1 hour later
This is absolutely an renderer bug. Sometimes it helped to seperate the VIS leaf both objects are probably sharing. But it's no 100% solution!
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User
630 Posts
Posted Mar 06, 2014
Replied 15 hours later
Or how about using a glass model, didnt tested that,
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Konke
161 Posts
Posted Mar 06, 2014
Replied 4 hours later

TheTobbell wrote:
Or how about using a glass model, didnt tested that,

What do you mean?

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reepblue
894 Posts
Posted Mar 06, 2014
Replied 5 minutes later

Konke wrote:
TheTobbell wrote:

Or how about using a glass model, didnt tested that,

What do you mean?

There are models in Portal 2 as a replacement for a brush with a glass texture. These models are mostly used for a breaking animation, but you can see if using one of these models 'fix' your issue.

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Konke
161 Posts
Posted Mar 06, 2014
Replied 2 hours later
Good idea but from what I've seen it doesn't solve the problem. Thanks though.
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greykarel
225 Posts
Posted Mar 07, 2014
Replied 1 day later
I also had this issue before only with cube dropper and turning glass into a func_brush fixed that.
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Konke
161 Posts
Posted Mar 08, 2014
Replied 15 hours later

greykarel wrote:
I also had this issue before only with cube dropper and turning glass into a func_brush fixed that.

func_brush, yes! It works much better now, thank you! Still, perhaps I should only use func_brush where I really need it. Guess it's more expensive than func_detail.

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Dafflewoctor
415 Posts
Posted Mar 08, 2014
Replied 1 hour later

Konke wrote:
greykarel wrote:

I also had this issue before only with cube dropper and turning glass into a func_brush fixed that.

func_brush, yes! It works much better now, thank you! Still, perhaps I should only use func_brush where I really need it. Guess it's more expensive than func_detail.

Not really. Of course you should make most brushes that aren't sealing your map a func_detail, but a func_brush isn't expensive at all.