Breakable Glass: Difference between revisions

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{{otherlang2
{{lang|Breakable Glass}}
|pl=Breakable Glass:pl
|pt-br=Breakable_Glass:pt-br
|ru=Breakable Glass:ru
|jp=Breakable Glass:jp
|zh-cn=Breakable_Glass:zh-cn
}}


[[Image:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]]
[[Image:Breakable_glass_hammer.jpg|thumb|right|300px|breakable glass samples in the hammer]]
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==See Also==
==See Also==
*[[Glass that starts out broken]]
*[[Glass that starts out broken]]
*[[Hammer Face Edit Dialog]]
*[[Hammer Face Edit Dialog]]

Revision as of 04:57, 21 May 2021

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breakable glass samples in the hammer
  1. 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 circumstances).
  2. Apply a nice-looking glass texture to one face (not on both sides). Make sure you use glass/glasswindowbreak070a. Don’t use glass/glasswindowbreak070b. ALL OTHER FACES MUST BE tools/toolsnodraw! IF NOT, IT WILL NOT BE SPAWNED IN-GAME!
  3. 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.)
  4. Go to the Material Type keyvalue and select Glass.
  5. Optional: Add an env_cubemap to the surface of the glass texture.
Note.pngNote: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 breaking all the glass (see picture)

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

See Also