Difference between revisions of "Breakable Glass"
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# Add an [[env_cubemap]] to the surface of the glass texture (put it right on there). | # Add an [[env_cubemap]] to the surface of the glass texture (put it right on there). | ||
− | {{note|You can | + | {{note|You can apply your texture to just one side of the brush entity by opening the [[Hammer Face Edit Dialog]] 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== | ==See Also== |
Revision as of 07:29, 14 March 2007
- 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).
- Apply a nice-looking glass texture to one face (not on both sides). Make sure you use
glass/glasswindowbreak070a
. Don’t useglass/glasswindowbreak070b
. All other faces should be textured withtools/toolsnodraw
. - 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.)
- Go to the Material Type keyvalue and select Glass.
- Add an env_cubemap to the surface of the glass texture (put it right on there).
