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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{{ | {{lang|Breakable Glass}} | ||
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[[Image:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]] | [[Image:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]] | ||
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==See Also== | ==See Also== | ||
*[[Glass that starts out broken]] | *[[Glass that starts out broken]] | ||
*[[Hammer Face Edit Dialog]] | *[[Hammer Face Edit Dialog]] |
Revision as of 04:57, 21 May 2021
- 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 "toEntity" 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)