Breakable Glass: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[Category:Level Design]] | [[Category:Level Design]] | ||
#Create a [[brush]] where you want the glass to be, using the [[tool textures|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.) | |||
#Go to the [[Material]] Type [[keyvalue]] and select Glass. | |||
Make sure you use | #Add an [[env_cubemap]] to the surface of the glass [[texture]]. (Put it right on there.) | ||
(Don’t use glass/glasswindowbreak070b) | |||
Revision as of 20:49, 9 September 2005
- 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 useglass/glasswindowbreak070a
(Don’t useglass/glasswindowbreak070b
) - 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.)
- 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.)