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Glass creation (GoldSrc)

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GoldSrc (Half-Life SDK) Level Design
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This article or section needs to be cleaned up to conform to a higher standard of quality because:
Need to cover the following topics:
  • Invincible glass.
  • Additive translucency is the most common transparency method for glass, but changing renderamt can also work.
  • Rendermodes "texture" and "additive" always render the brush entity as fullbright, which the non-FGD ZHLT/VHLT KV zhlt_embedlightmap can be used to work around.
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This article will walk you through the process of creating a simple glass in the Valve Hammer Editor for the GoldSrc (Half-Life) engine.

Instructions

  1. Create a small brush (small thickness, no more than 16), and open the texture browser.
  2. Type the word glass into the search box and choose a glass texture that best suits your needs (usually they only differ in opacity).
  3. Make the brush an entity with the (to Entity) button and select func_breakable.
  4. In the "Render Mode" field, select Additive.
  5. In the "Material Type" field, select Glass.
  6. Glass is ready!

External links

Twhl hammer emote.png Glass and Transparency (originally posted on the VERC; mirrored from the original on the TWHL Wiki)