Yes, (parm)glass does take on impacts, sounds, shining glare and maybe bullet hole differences.
You could do the clips, or create the elevators with health set at 9999999999999999999.
Or even add these Surfaceparams…
noimpact - <<<I think this one should work by itself but place it after the surfaceparm glass, but you may try a combination of 2 of the 3
nomarks - (almost like a repel action)
ricochet - (I don’t think this is ET…but it sounds cool. It only ricochet’s certain projectiles)
q3map_bounceScale N.N
Use a number between 0 and 1.0 (or higher), to scale the amount of light reflected in radiosity passes. You can oversaturate it by using a number higher than 1.0, but this can lead to excessive compile times. Using 90 would probably make things positively glacial. 1.0 is a default, fudged number that looked OK with the maps that were tested. Tweaking it to 1.5 or 2.0 won’t hurt anything, per se, but it does give you finer control over how each shader re-emits light. The poorly worded q3map_bounce has been renamed to q3map_bounceScale. While its use has been deprecated, q3map_bounce still works.
I hope some of this helps. :chef: