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- 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 is a DeepL translation of Glass creation (GoldSrc)/ru
with some lingual cleanup. It is not completely formatted, and may have some errors.
This article will walk you through the process of creating a simple glass in the Valve Hammer Editor for the GoldSrc (Half-Life) engine.
- Create a small brush (small thickness, no more than 16), and open the texture browser.
- Type the word glass into the search box and choose a glass texture that best suits your needs (usually they only differ in opacity).
- Make the brush an entity with the (to Entity) button and select func_breakable.
- In the "Render Mode" field, select Additive.
- In the "Material Type" field, select Glass.
- Glass is ready!
Glass and Transparency (originally posted on the VERC; mirrored from the original on the TWHL Wiki)