Fr/Creating Brush Entities: Difference between revisions
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{{otherlang:fr}} | {{otherlang:fr}} | ||
{{otherlang:fr:en|Creating Primitives | {{otherlang:fr:en|Creating Primitives}}, | ||
{{otherlang:fr:ru|Creating Primitives:ru}}, | {{otherlang:fr:ru|Creating Primitives:ru}}, | ||
{{otherlang:fr:zh-cn|Creating Primitives:zh-cn}} | {{otherlang:fr:zh-cn|Creating Primitives:zh-cn}} | ||
[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]] |
Revision as of 19:26, 25 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:fr Template:Otherlang:fr:en, Template:Otherlang:fr:ru, Template:Otherlang:fr:zh-cn