Creating Brush Entities: Difference between revisions
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In Hammer, a [[Primitives|Primitive]] is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit [http://www.oldmanmurray.com/features/39.html crate]. | In Hammer, a [[Primitives|Primitive]] is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit [http://www.oldmanmurray.com/features/39.html crate]. | ||
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# Select the [[Hammer Block Tool|Block Tool]] [[Image:hammer_block.png|28px]] and create a cube in your map. | # Select the [[Hammer Block Tool|Block Tool]] [[Image:hammer_block.png|28px]] and create a cube in your map. | ||
# Open the [[Hammer_Texture_Browser|Texture Browser]] and [[Hammer_Texture_Browser#Filter|filter]] for '''dev crate'''. '''Dev/dev_measurecrate02''' should be a 32x32 crate texture.[[Image:Hammer_primitive_crate.png|thumb|left|Properly-sized cube with 32x32 texture.]] | # Open the [[Hammer_Texture_Browser|Texture Browser]] and [[Hammer_Texture_Browser#Filter|filter]] for '''dev crate'''. '''Dev/dev_measurecrate02''' should be a 32x32 crate texture.[[Image:Hammer_primitive_crate.png|thumb|left|Properly-sized cube with 32x32 texture.]] |
Revision as of 03:13, 5 April 2008
In Hammer, a Primitive is a relatively simple brush object. Primitives can be world geometry or interactive entities subject to physics & damage. In this example, we will create an interactive primitive, subject to physics & damage in the map: specifically, a 32 unit crate.
- Select the Block Tool
and create a cube in your map.
- Open the Texture Browser and filter for dev crate. Dev/dev_measurecrate02 should be a 32x32 crate texture.
- Apply the dev/dev_measurecrate02 texture to your cube.
- Resize your cube using the Selection Tool
until the texture fits properly on the cube.
- 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.
Note: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.
Note:Ensure that the texture is aligned to Face.