Talk:Func breakable surf

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Revision as of 16:15, 12 April 2006 by Hurricaaane (talk | contribs)
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Theoretically, tile/tilebreak001c is also appropriate, with surfacetype set to "Tile". But it just complains about not being able to find the model, and doesn't break correctly.

Also, does anyone know whether there are other breakable textures? I only checked HL2 single-player, and only by searching for "break" in the Texture Browser.

Maven (talk) 20:33, 22 Sep 2005 (PDT)

are you trying to say the break for tiles is broken? sry ...couldnt resist—Ts2do 20:38, 22 Sep 2005 (PDT)

Heheh! —Maven (talk)

!!Needs choices to be added in—Ts2do 06:26, 23 Sep 2005 (PDT)

What? —Maven (talk) 12:32, 23 Sep 2005 (PDT)

was a note for my latest edit—Ts2do 13:50, 23 Sep 2005 (PDT)

Here's what Glass/glasswindowbreak070a.vmt looks like:

"LightmappedGeneric"
{
	"$basetexture" "Glass/glasswindowbreak070a"
	"$envmap" "env_cubemap"
	"$surfaceprop" "glass"
	"%keywords" "c17industrial"
	"$envmapmask" "glass/glasswindowbreak070a_mask"
	"$translucent" 1
	"$multipass" 1
	"$nocull" 1
	"$crackmaterial" "glass/glasswindowbreak070b"

	"LightmappedGeneric_dx6"
	{
		// This takes into account the alpha channel of the basetexture
		// which we can't modulate against under dx7 since envmap
		// happens in a separate pass
		"$envmaptint" "[0.5 0.5 0.5]"
	}
}

Here's what tile/tilebreak001c.vmt looks like:

"LightmappedGeneric"
{
	// Original shader: BaseTimesLightmap
	"$basetexture" "Tile/tilebreak001c"
	"$surfaceprop" "tile"
	"%keywords" "c17downtown"
}

The $crackmaterial is missing... of course I don't think it would create a desired effect anyways, try it though—Ts2do 13:54, 23 Sep 2005 (PDT)

Can someone confirm that anytime you turn a unbroken glass broken, the sounds is emitted at the origin od the map? (Coordinates 0)--Hurricaaane 16:15, 12 Apr 2006 (PDT)