Breakable Glass: Difference between revisions
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Note:You can apply your texture to just one side of the brush entity by opening the Hammer Face Edit Dialog, ensuring the Mode is set to Select or Lift + Select, and clicking once in the 3D view on the face you want to apply the texture to. Then, select a material with either the drop down box or the browse button, and click apply.
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==See | |||
[[File:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]] | |||
# Create a [[brush]] where you want the glass to be, using the [[tool textures#nodraw|nodraw]] [[texture]]. Like real glass, it should be very thin (No more than 3 units thick under normal circumstances). | |||
# Apply a nice-looking glass texture to one face (not on both sides). Make sure you use <code>glass/glasswindowbreak070a</code>. Don’t use <code>glass/glasswindowbreak070b</code>. ALL OTHER FACES MUST BE <code>tools/toolsnodraw</code>! IF NOT, IT WILL NOT BE SPAWNED IN-GAME! | |||
# Select the brush and click the "Tie to [[Entity]]" button in the object toolbar. Choose [[func_breakable_surf]] in the drop-down list. (If you want the glass to completely shatter all at once, choose [[func_breakable]] instead.) | |||
# Go to the '''[[Material]] Type''' [[keyvalue]] and select ''Glass''. | |||
# Optional: Add an [[env_cubemap]] to the surface of the glass texture. | |||
{{note|You can apply your texture to just one side of the brush entity by opening the [[Hammer Face Edit Dialog]], ensuring the '''Mode''' is set to ''Select'' or ''Lift + Select'', and clicking once in the 3D view on the face you want to apply the texture to. Then, select a material with either the drop down box or the browse button, and click apply.}} | |||
[[func_breakable]] | |||
Has the effect of breaking all the glass (see picture) | |||
[[func_breakable_surf]] | |||
Has the effect of partially breaking the glass (see picture) | |||
<gallery> | |||
Image:Func_breakable.jpg|Func_breakable effect | |||
Image:Func_breakable_surf.jpg|Func_breakable_surf effect | |||
</gallery> | |||
==See also== | |||
*[[Glass that starts out broken]] | |||
*[[Hammer Face Edit Dialog]] | *[[Hammer Face Edit Dialog]] | ||
*[[Cubemaps]] | |||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Tutorials]] | |||
Latest revision as of 05:17, 12 July 2024
- Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin (No more than 3 units thick under normal circumstances).
- Apply a nice-looking glass texture to one face (not on both sides). Make sure you use
glass/glasswindowbreak070a
. Don’t useglass/glasswindowbreak070b
. ALL OTHER FACES MUST BEtools/toolsnodraw
! IF NOT, IT WILL NOT BE SPAWNED IN-GAME! - Select the brush and click the "Tie to Entity" button in the object toolbar. Choose func_breakable_surf in the drop-down list. (If you want the glass to completely shatter all at once, choose func_breakable instead.)
- Go to the Material Type keyvalue and select Glass.
- Optional: Add an env_cubemap to the surface of the glass texture.

func_breakable Has the effect of breaking all the glass (see picture)
func_breakable_surf Has the effect of partially breaking the glass (see picture)