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Properly-sized cube with 32x32 texture. |
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Dans Hammer, un Primitif
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est tout simplement un Brush (un objet solide). Les Primitifs peuvent être en "world geometry" (Assimilez ça à l'ossature du niveau) ou en entités interactives pouvant être sujette à la physique et aux dommages. Dans cet exemple, nous allons créer un primitif interactif, sujet à la physique & aux dommages dans la map, plus particulièrement, une caisse
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de 32 unités (32 inchs) .
- Selectionnez le Block Tool
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et créez un cube dans votre map.
- Ouvrez le Texture Browser
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et filtrer les textures pour trouver "dev crate". Dev/dev_measurecrate02
devrait être une texture de caisse de 32*32.
- Appliquez la texture
dev/dev_measurecrate02
à votre cube.
Note:Si la grille 2D est trop grosse pour descendre à 32 inchs, pressez sur la touche [
ou cliquez sur le boutton Smaller Grid
pour créer des objets plus petit sur votre grille.
- Redimensionnez votre cube en utilisant le Selection Tool
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jusqu'à ce que la texture aille bien au cube.
Note:A ce point là, créer des primitifs pour le World Geometry et des objets interactifs est la même chose. Dans le but de spécifier la nature de notre caisse, c'est à dire, un bloc en world geometry ou un objet interactif, il faut le sélectionner et le changer de groupe, soit toWorld ou toEntity
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.
- Sélectionnez votre caisse avec le Selection Tool(en).
func_breakable object properties
- cliquez sur le bouton toEntity pour donner une fonction function
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à votre primitif. Ce qui se résultera par l'apparition d'une boîte de dialogue Object Properties
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vous permettant de choisir la fonction de votre bloc.
- Selectionnez func_breakable depuis le menu déroulant Class:.
- Dans Keyvalues, selectionnez Name et donnez un nom qui décrit bien votre objet. Par exemple "Breakable_crate"
- Dans Keyvalues, selectionnez Strength. La valeur "Strength" va spécifier combien de dommages la caisse va t-elle pouvoir encaisser avant de se briser. Mettez 1.
- Dans Keyvalues, selectionnez Material Type. Le "material type" va spécifier la matière de votre brush, et donc les que la caisse produira mais aussi le genre des débris qui seront générés lors de la casse. Slectionnez Wood (bois) Depuis le menu déroulant.
- Dans Keyvalues, selectionnez Physics Impact Damage Scale. Cette valeur va être un facteur de damage quand l'objet sera percuté par un autre.
Note:Une valeur de 0 signifie que cette fonctionnalité est désactivée . Mettez le à 1.0 pour des matériaux aussi résistant que la chaire, les petits nombres indiquent que l'objet est résistant.
- Cliquez sur Apply Et fermez la boîte de dialogue des propriétés de l'objet.
Texture de la caisse
Textured functional crate
Une fois que votre caisse est correctement dimensionnée, nous pouvons lui appliquer proprement une texture en utilisant la même technique que précédemment.
- Ouvrez le Texture Browser
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et filtrez
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les textures à la recherche d'une texture de crate (de caisse donc).
- Selectionnez props/woodcrate001a et appliquez la à votre cube. Vous devrez utiliser le "Face Edit Sheet" pour faire coïncider correctement la texture au cube.
Note:Assurez vous que la texture est bien alignée aux Faces.
Liens externes
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