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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==See Also== | ==See Also== | ||
*[[Glass_that_starts_out_broken]] | |||
*[[Hammer Face Edit Dialog]] | *[[Hammer Face Edit Dialog]] | ||
[[Category:Level Design]] | [[Category:Level Design]] | ||
{{otherlang:en}} | {{otherlang:en}} | ||
{{otherlang:en:jp|Breakable Glass:jp}} | {{otherlang:en:ru|Breakable Glass:ru}}, {{otherlang:en:jp|Breakable Glass:jp}} |
Revision as of 11:40, 13 July 2009
- 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 curcumstances).
- 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).

See Also
Template:Otherlang:en Template:Otherlang:en:ru, Template:Otherlang:en:jp