Breakable Glass

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Revision as of 12:21, 12 March 2007 by Canardpond (talk | contribs)
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  1. Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin (1 inch thick).
  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. All other faces should be textured with tools/toolsnodraw.
  3. Select the brush and click the "toEntity" button in the object toolbar. Choose func_breakable_surf in the drop-down list. (If you want the glass to completely shatter all at once, choose func_breakable 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).

Note: My procedure for applying a texture to just one face: first deselect all entities (do this by hitting the ESCAPE key). Then select the TOGGLE TEXTURE APPLICATION tool. Click on the DISPLACEMENT Tab and ensure the SELECT tool is pressed. Now you click on the surface of the Brush that you want to apply a new texture to (in 3D view). Then go through the process of selcting the material you want to apply to that surface via the tool's MATERIAL tab. Make sure you hit the APPLY button when you have found the material you want to apply.

See Also

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