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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{{otherlang2|ru=Breakable Glass:ru|pl=Breakable Glass:pl|jp=Breakable Glass:jp}} | {{otherlang2|ru=Breakable Glass:ru|pl=Breakable Glass:pl|jp=Breakable Glass:jp}} | ||
[[Image:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]] | |||
# Create a [[brush]] where you want the glass to be, using the [[tool textures#nodraw|nodraw]] [[texture]]. Like real glass, it should be very thin (No more than 3 units thick under normal curcumstances). | # Create a [[brush]] where you want the glass to be, using the [[tool textures#nodraw|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 <code>glass/glasswindowbreak070a</code>. Don’t use <code>glass/glasswindowbreak070b</code>. ALL OTHER FACES MUST BE <code>tools/toolsnodraw</code>! IF NOT, IT WILL NOT BE SPAWNED IN-GAME! | # Apply a nice-looking glass texture to one face (not on both sides). Make sure you use <code>glass/glasswindowbreak070a</code>. Don’t use <code>glass/glasswindowbreak070b</code>. ALL OTHER FACES MUST BE <code>tools/toolsnodraw</code>! IF NOT, IT WILL NOT BE SPAWNED IN-GAME! | ||
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# Optional: Add an [[env_cubemap]] to the surface of the glass texture. | # Optional: Add an [[env_cubemap]] to the surface of the glass texture. | ||
{{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.}} | {{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.}} | ||
[[func_breakable]] | |||
Has the effect of partially breaking the glass (see picture) | |||
[[func_breakable_surf]] | |||
Has the effect of breaking all the glass (see picture) | |||
<gallery> | |||
Image:Func_breakable.jpg|Func_breakable effect | |||
Image:Func_breakable_surf.jpg|Func_breakable_surf effect | |||
</gallery> | |||
==See Also== | ==See Also== | ||
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*[[Glass that starts out broken]] | *[[Glass that starts out broken]] | ||
*[[Hammer Face Edit Dialog]] | *[[Hammer Face Edit Dialog]] | ||
*[[Cubemaps]] | |||
[[Category:Level Design]] | [[Category:Level Design]] |
Revision as of 12:42, 8 June 2011
- 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 MUST BEtools/toolsnodraw
! IF NOT, IT WILL NOT BE SPAWNED IN-GAME! - Select the brush and click the "Entity" 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.
- Optional: Add an env_cubemap to the surface of the glass texture.

func_breakable Has the effect of partially breaking the glass (see picture)
func_breakable_surf Has the effect of breaking all the glass (see picture)