Breakable glass
1.Firstly, create a good
sized room (300x300x300) and place your info_player_start and a light in there.
2.In this example, we'll make
two windows, one breakable and one not. Create a wall, with two openings for windows.
3.Make 2 window brushes that
fit your openings. Use the brwind5_2 texture for the cracked glass.
4.Each editor will handle
this step differently (consult your editor's help or manual for specifics). You now need
to change the surface attribute for the window brushes. You can set it to trans33 or trans66 (more transparent). i.e. in Qoole, you would
select the window brush, bring up the Tex Properties dialogue, and tick the transXX box,
then Apply All. Do this to both windows.
5.For the breakable window,
apply the func_explosive entitiy. to it. Give the
func_explosive a
"target"
"glass1" 6. Add a target_speaker entity and place it close to the
breakable window. Give it the 7.Compile your map and check
out your windows. One should break when shot, the other will just sit there, blocking
everything you blast at it with.
Here's
a sample map showing this example.
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