Breakable Glass: Difference between revisions
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[[Category:Level Design]] | [[Category:Level Design]] | ||
1. Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin. | |||
2. Apply a nice-looking glass texture to one face. (Not on both sides!) | |||
3. Select the brush and click the "To Entity" button in the lower right. Choose func_breakable in the drop-down list. (If you want the glass to completely shatter, choose func_breakable_surf instead.) | |||
4. Go to the Material Type key value and select Glass. | |||
5. Add an env_cubemap to the surface of the glass texture. (Put it right on there.) |
Revision as of 10:49, 29 June 2005
1. Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin.
2. Apply a nice-looking glass texture to one face. (Not on both sides!)
3. Select the brush and click the "To Entity" button in the lower right. Choose func_breakable in the drop-down list. (If you want the glass to completely shatter, choose func_breakable_surf instead.)
4. Go to the Material Type key value and select Glass.
5. Add an env_cubemap to the surface of the glass texture. (Put it right on there.)