Difference between revisions of "Breakable Glass"

From Valve Developer Community
Jump to: navigation, search
m (Changed 1 inch to 1 unit, Normal curcomstances)
m
Line 8: Line 8:
  
 
==See Also==
 
==See Also==
 +
*[[Glass_that_starts_out_broken]]
 
*[[Hammer Face Edit Dialog]]
 
*[[Hammer Face Edit Dialog]]
 
[[Category:Level Design]]
 
[[Category:Level Design]]
  
 
{{otherlang:en}}
 
{{otherlang:en}}
{{otherlang:en:jp|Breakable Glass:jp}}
+
{{otherlang:en:ru|Breakable Glass:ru}}, {{otherlang:en:jp|Breakable Glass:jp}}

Revision as of 18:40, 13 July 2009

  1. Create a brush where you want the glass to be, using the nodraw texture. Like real glass, it should be very thin (No more than 3 units thick under normal curcumstances).
  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:You can apply your texture to just one side of the brush entity by opening the Hammer Face Edit Dialog, ensuring the Mode is set to Select or Lift + Select, and clicking once in the 3D view on the face you want to apply the texture to. Then, select a material with either the drop down box or the browse button, and click apply.

See Also

Template:Otherlang:en:ru, Template:Otherlang:en:jp