Breakable Glass: Difference between revisions
Jump to navigation
Jump to search
m (linked to anchor & removed excess links) |
m ("See Also" link to Hammer Face Edit Dialog) |
||
Line 5: | Line 5: | ||
# Add an [[env_cubemap]] to the surface of the glass texture (put it right on there). | # Add an [[env_cubemap]] to the surface of the glass texture (put it right on there). | ||
==See Also== | |||
*[[Hammer Face Edit Dialog]] | |||
[[Category:Level Design]] | [[Category:Level Design]] | ||
{{otherlang:en}} | {{otherlang:en}} | ||
{{otherlang:en:jp|Breakable Glass:jp}} | {{otherlang:en:jp|Breakable Glass:jp}} |
Revision as of 21:36, 13 December 2006
- Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin.
- 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 should be textured withtools/toolsnodraw
. - 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.
- Add an env_cubemap to the surface of the glass texture (put it right on there).