Breakable Glass: Difference between revisions

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[[Category:Level Design]]
[[Category:Level Design]]
{{hl2}}<br/>
#Create a [[brush]] where you want the glass to be, using the [[tool textures|nodraw]] [[texture]]. Like real glass, it should be very thin.
1. 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!)<br />Make sure you use <code>glass/glasswindowbreak070a</code><br />(Don’t use <code>glass/glasswindowbreak070b</code>)
 
#Select the [[brush]] and click the "to[[Entity]]" button in the object toolbar.  Choose [[func_breakable]] in the drop-down list. (If you want the glass to completely shatter, choose [[func_breakable_surf]] instead.)
2. Apply a nice-looking glass texture to one face. (Not on both sides!)
#Go to the [[Material]] Type [[keyvalue]] and select Glass.
Make sure you use: glass/glasswindowbreak070a
#Add an [[env_cubemap]] to the surface of the glass [[texture]]. (Put it right on there.)
(Don’t use glass/glasswindowbreak070b)  
 
3. Select the brush and click the "To Entity" button in the lower right.  Choose func_breakable in the drop-down list. (If you want the glass to completely shatter, choose func_breakable_surf instead.)
 
4. Go to the Material Type [[keyvalue]] and select Glass.
 
5. Add an env_cubemap to the surface of the glass texture. (Put it right on there.)

Revision as of 20:49, 9 September 2005

  1. Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin.
  2. Apply a nice-looking glass texture to one face. (Not on both sides!)
    Make sure you use glass/glasswindowbreak070a
    (Don’t use glass/glasswindowbreak070b)
  3. Select the brush and click the "toEntity" button in the object toolbar. Choose func_breakable in the drop-down list. (If you want the glass to completely shatter, choose func_breakable_surf instead.)
  4. Go to the Material Type keyvalue and select Glass.
  5. Add an env_cubemap to the surface of the glass texture. (Put it right on there.)