Breakable Glass: Difference between revisions
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# 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. | |||
# 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 should be textured with <code>tools/toolsnodraw</code>. | |||
# Select the brush and click the "to[[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. | |||
# Add an [[env_cubemap]] to the surface of the glass texture (put it right on there). | |||
[[Category:Level Design]] | [[Category:Level Design]] | ||
{{otherlang:en}} {{otherlang:en:jp|Breakable Glass:jp}} | {{otherlang:en}} | ||
{{otherlang:en:jp|Breakable Glass:jp}} |
Revision as of 05:15, 5 May 2006
- Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin.
- 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).