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:Model should be facing forward in X+ direction.
Line 36: | Line 36: | ||
*add '''PhysicsHullFromRender''' with following properties: | *add '''PhysicsHullFromRender''' with following properties: | ||
====PhysicsHullFromRender==== | ====PhysicsHullFromRender==== | ||
{ | ::{| class=standard-table | ||
! Property Name || Value | |||
|- | |||
| Surface Property || glass | |||
|- | |||
| Collision Property|| window | |||
|} | |||
*add '''prop_data''' with following properties: | *add '''prop_data''' with following properties: | ||
====prop_data==== | ====prop_data==== | ||
{{KV|intn=base|Base Prop|string|Base Prop}} = Glass.Window | {{KV|intn=base|Base Prop|string|Base Prop}} = Glass.Window |
Revision as of 09:53, 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
Property Name Value Name window Source file <none>
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.vmat
material - 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)

Adding physic properties
- add PhysicsHullFromRender with following properties:
PhysicsHullFromRender
Property Name Value Surface Property glass Collision Property window
- add prop_data with following properties:
prop_data
- Base Prop (base) <string>
- Base Prop = Glass.Window
- Allow As Static Prop (allowstatic) <boolean>
- Allow As Static Prop = true
- Health (health) <float>
- Health = 1
This will make sure that the prop can be used as prop_physics
Adding Break pieces to model
todo