Talk:Func breakable surf

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Alternative breakable textures

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)


I know these are super old questions... but for future reference... I got breakable tiles to work fine. With texture files from the beta and some VMT tweaks: http://www.interlopers.net/forum/viewtopic.php?f=4&t=3153&p=425369#p425294

When I end up doing this again for my mod, I'll release the source files. Because I can't remember how to fix the textures at the moment.. Gary 09:46, 13 April 2012 (PDT)


Sound origin

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

According to this entity's code. The sound is emitted from the origin of the entity. Gary 09:46, 13 April 2012 (PDT)

CS:S + func_rotating_door + func+breakable+surf = broken

Rotating breakable_surf doors is stuffed in CS:S at the moment it seems. The doors will jam up and not move properly until you smash the child glass panes. Opening the same map in HL2 works fine. As does using regular breakables in the doors on CS:S. I'm quite sure this used to work back a few months, as I remember testing some doors and showing them off to a friend. Supertin 03:55, 29 Jun 2008 (PDT)