Creating Brush Entities: Difference between revisions
Jump to navigation
Jump to search
Brandished (talk | contribs) m (formatting (not sure if better)) |
No edit summary |
||
Line 2: | Line 2: | ||
{| style="float:right" | {| style="float:right" | ||
|- valign="bottom" | |- valign="bottom" | ||
| [[Image:Hammer_primitive_crate.png|thumb|center|Properly-sized cube with 32x32 texture.]] || {{first room menu}} | | [[Image:Hammer_primitive_crate.png|thumb|center|Properly-sized cube with 32x32 texture.]] || {{first room menu:ru}} | ||
|} | |} | ||
In Hammer, a [[Primitives|Primitive]] is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit [http://www.oldmanmurray.com/features/39.html crate]. | In Hammer, a [[Primitives|Primitive]] is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit [http://www.oldmanmurray.com/features/39.html crate]. |
Revision as of 05:00, 13 May 2009
In Hammer, a Primitive is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit crate.
- Select the Block Tool
and create a cube in your map.
- Open the Texture Browser and filter for dev crate. Dev/dev_measurecrate02 should be a 32x32 crate texture.
- Apply the dev/dev_measurecrate02 texture to your cube.
- Resize your cube using the Selection Tool
until the texture fits properly on the cube.
- Select the crate using the Selection Tool.
- Click the toEntity button to tie a function to the primitive. This will bring up the Object Properties dialog box.
- Select func_breakable from the Class: drop-down menu.
- Under Keyvalues, select Name and name your crate something descriptive.
- Under Keyvalues, select Strength. The Strength value specifies how much damage the crate can take before breaking. Set the value to 1.
- Under Keyvalues, select Material Type. The material type specifies the sounds the crate will make and also what type of gibs it will break into. Select Wood from the drop-down menu.
- Under Keyvalues, select Physics Impact Damage Scale. This scales damage energy when the object is hit by a physics object.
Note:A value of 0 means this feature is disabled. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Click Apply and close the Object Properties dialog box.
Crate Texture
Once our crate is correctly sized, we can apply a proper texture to it using the same technique we used previously.
- Open the Texture Browser and filter for crate.
- Select props/woodcrate001a and apply it to your cube. You may have to use the Face Edit Sheet to fit the texture to the cube.
Note:Ensure that the texture is aligned to Face.
External Links
Template:Otherlang:en Template:Otherlang:en:fr Template:Otherlang:en:zh-cn