Zh/Creating Brush Entities: Difference between revisions
< Zh
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
# 打开[[Hammer_Texture_Browser|Texture Browser]] 和 [[Hammer_Texture_Browser#Filter|filter]] for '''dev crate'''. '''Dev/dev_measurecrate02''' 应当是一个 32x32 板条箱纹理.[[Image:Hammer_primitive_crate.png|thumb|left|Properly-sized cube with 32x32 texture.]] | # 打开[[Hammer_Texture_Browser|Texture Browser]] 和 [[Hammer_Texture_Browser#Filter|filter]] for '''dev crate'''. '''Dev/dev_measurecrate02''' 应当是一个 32x32 板条箱纹理.[[Image:Hammer_primitive_crate.png|thumb|left|Properly-sized cube with 32x32 texture.]] | ||
# 应用'''dev/dev_measurecrate02''' 纹理到你的立方体. {{Note|如果在你的二维视图中格网大于32个图形单位, 按下<code>[</code> 键或者点击 '''Smaller Grid''' 按钮 [[Image:Hammer_SmallerGrid.png]] 在格网上创建一个小的对象.}} | # 应用'''dev/dev_measurecrate02''' 纹理到你的立方体. {{Note|如果在你的二维视图中格网大于32个图形单位, 按下<code>[</code> 键或者点击 '''Smaller Grid''' 按钮 [[Image:Hammer_SmallerGrid.png]] 在格网上创建一个小的对象.}} | ||
# | # 使用[[Hammer Selection Tool|Selection Tool]] [[Image:hammer_select.png|28px]] 调节你的立方体的尺寸直到纹理被正确匹配到立方体上. {{Note|从这一点来讲, 创建静态几何体和创建动态几何体是一样的. In order to specify whether our crate is, indeed, world geometry or an interactive object, we must select it and move it either [[Hammer_New_Objects_Toolbar#toWorld_.3CCtrl.2BShift.2BW.3E|toWorld]] or [[Hammer_New_Objects_Toolbar#toEntity_.3CCtrl.2BT.3E|toEntity]].}}[[Image:hammer_toEntityButton.png|right|thumb|150px|'''toEntity''' button ('''Ctrl+T''')]] | ||
# Select the crate using the [[Hammer Selection Tool|Selection Tool]]. | # Select the crate using the [[Hammer Selection Tool|Selection Tool]]. | ||
# Click the [[Hammer_New_Objects_Toolbar#toEntity_.3CCtrl.2BT.3E|toEntity]] button to tie a [[List_of_entities#Function_.28brush.29_entities|function]] to the primitive. This will bring up the [[Hammer_Object_Properties_Dialog|Object Properties]] dialog box. | # Click the [[Hammer_New_Objects_Toolbar#toEntity_.3CCtrl.2BT.3E|toEntity]] button to tie a [[List_of_entities#Function_.28brush.29_entities|function]] to the primitive. This will bring up the [[Hammer_Object_Properties_Dialog|Object Properties]] dialog box. |
Revision as of 23:27, 13 April 2008
在HAMMER编辑器里, Primitive(物件)是一个相当简单的笔刷对象. Primitives 物件可能是静态世界几何体或者可以被物理损坏的动态实体. 在这个例子里,我们创建一个可以受物理损害的动态物件:一个32个图形单位的箱子crate.
- 选择Block Tool
并且在地图里创建一个立方体.
- 打开Texture Browser 和 filter for dev crate. Dev/dev_measurecrate02 应当是一个 32x32 板条箱纹理.
- 应用dev/dev_measurecrate02 纹理到你的立方体.
- 使用Selection Tool
调节你的立方体的尺寸直到纹理被正确匹配到立方体上.
- Select the crate using the Selection Tool.
- Click the toEntity button to tie a function to the primitive. This will bring up the Object Properties dialog box.
- Select func_breakable from the Class: drop-down menu.
- Under Keyvalues, select Name and name your crate something descriptive.
- Under Keyvalues, select Strength. The Strength value specifies how much damage the crate can take before breaking. Set the value to 1.
- Under Keyvalues, select Material Type. The material type specifies the sounds the crate will make and also what type of gibs it will break into. Select Wood from the drop-down menu.
- Under Keyvalues, select Physics Impact Damage Scale. This scales damage energy when the object is hit by a physics object.
注意:A value of 0 means this feature is disabled. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Click Apply and close the Object Properties dialog box.
Crate Texture
Once our crate is correctly sized, we can apply a proper texture to it using the same technique we used previously.
- Open the Texture Browser and filter for crate.
- Select props/woodcrate001a and apply it to your cube. You may have to use the Face Edit Sheet to fit the texture to the cube.
注意:Ensure that the texture is aligned to Face.