Counter-Strike 2 Workshop Tools/BreakableWindows: Difference between revisions
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Note:This tutorial assumes a basic familiarity with ModelDoc Editor.
Bug:func_breakable does not spawn gibs on break in
Counter-Strike 2. It's recommended to use prop_dynamic instead [todo tested in ?]
Important:Glass material should have dynamic expressions configured, otherwise there would be no break pieces.
Tip:it is not needed to have custom model file since primitive shapes are created inside of ModelDoc
Important:Glass model should be facing forward in
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[[File:Cs2 br glass mdoc hierarchy.png|thumb|right|250|model doc outliner setup for breakable glass]] | [[File:Cs2 br glass mdoc hierarchy.png|thumb|right|250|model doc outliner setup for breakable glass]] | ||
== Making base window model == | |||
{{tip|it is not needed to have custom model file since primitive shapes are created inside of ModelDoc}} | |||
=== Adding a root node === | |||
RenderMeshFile: | * add '''RenderMeshFile''' to model, cancel the file selection and press '''Keep''' on popup , It should appear as empty node, change '''RenderMeshFile''' Name to something like "window". This would be used as root node to add modifiers as child later. It should have the following parameters in inspector: | ||
{{ | |||
====RenderMeshFile==== | |||
{{KV|intn=name|Name|string|Name of the node}} = "window" | |||
{{KV|intn=filename|Source file|string|Model to render}} = <empty> | |||
=== Adding box primitive === | |||
#add '''Mesh Operation Stack''' node as parent of '''RenderMeshFile''' | |||
#add [[Box Primitive]] as child of [[Mesh Operation Stack]] , set desired `Box dimensions` (x-thickness,y-width,z-height), but keep `Position` at [0,0,0], for this example, use {{path|workshop/content_examples/breakable_glass/breakable_glass_01|vmat}} material | |||
{{important|Glass model should be facing forward in {{code|X+}} direction.}} | |||
#add [[UV map planar custom]] stretch it so only single part of window texture fills model (you need to unselect this node and compile to preview how uv will look) | |||
*add PhysicsHullFromRender with following properties: | *add PhysicsHullFromRender with following properties: | ||
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todo | todo | ||
== Creating custom glass material == | == Creating custom glass material == | ||
Revision as of 06:20, 3 October 2024
example model can be found in ![]()
Counter-Strike Global Offensive\content\csgo\workshop\content_examples\breakable_glass\breakable_glass_01.vmdl
Making base window model
Adding a root node
- add RenderMeshFile to model, cancel the file selection and press Keep on popup , It should appear as empty node, change RenderMeshFile Name to something like "window". This would be used as root node to add modifiers as child later. It should have the following parameters in inspector:
RenderMeshFile
- Name (name) <string>
- Name of the node = "window"
- Source file (filename) <string>
- Model to render = <empty>
Adding box primitive
- add Mesh Operation Stack node as parent of RenderMeshFile
- add Box Primitive as child of Mesh Operation Stack , set desired `Box dimensions` (x-thickness,y-width,z-height), but keep `Position` at [0,0,0], for this example, use

workshop/content_examples/breakable_glass/breakable_glass_01.vmatmaterial
X+ direction.- add UV map planar custom stretch it so only single part of window texture fills model (you need to unselect this node and compile to preview how uv will look)
- add PhysicsHullFromRender with following properties:
- Surface Property: glass
- Collision Property: window
- add prop_data with following properties:
- Base Prop: Glass.Window
- Allow as static prop: true
- Health: 1
Adding Break pieces to model
todo