Ru/Creating Brush Entities: Difference between revisions
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| | [[Image:Hammer_primitive_crate.png|thumb|center| | | [[Image:Hammer_primitive_crate.png|thumb|center|Правильно масштабированный куб с размерами 32х32.]] || {{first room menu:ru}} | ||
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| 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]. | ||
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| # 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 '''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.}} | # 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.}} | ||
| #  | # Нажмите кнопку '''Apply''', чтобы подтвердить изменения и закрыть текущее окно. | ||
| <br style="clear:both"> | <br style="clear:both"> | ||
Revision as of 11:02, 26 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. 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. 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.  Примечание:A value of 0 means this feature is disabled. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials. Примечание:A value of 0 means this feature is disabled. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Нажмите кнопку Apply, чтобы подтвердить изменения и закрыть текущее окно.
Текстуры ящика
Как только нашему ящику задали правильные размеры, тем же способом применим к нему подходящую текстуру.
- Откройте Texture Browser(браузер текстур) и введите в поле filter(Фильтр) слово crate(ящик).
- Выберите текстуру props/woodcrate001a и примените её к нашему кубу. Также можно подогнать размеры текстуры с помощью окна Face Edit Sheet(Вызывается с помощью Shift+A или выбором инструмента Toggle Texture Application).
External Links
Template:Otherlang:ru Template:Otherlang:ru:en, Template:Otherlang:ru:fr, Template:Otherlang:ru:zh-cn




