This article was converted from a previous version of TWHL and may need to be reviewed
- The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
- Some information may be out of date
- After the article is re-formatted and updated, remove this notice and the Review Required category.
- Some older tutorials are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Glass is a pretty fundamental part of first-person shooters these days. It's taken for granted most of the time, but it adds greatly to the general realism. And it's fun to shoot, too.
Make some Glass
For this tutorial I built a glass house thing, kind of like the one that is included with Red Faction. Half-Life's glass is not as satisfying to destroy as Red Faction's, but it's still a pretty fun way to pass time... if you're bored.
There's nothing particularly special about Half-Life's glass, apart from its unique bullet marks. If you create a slab of glass in WorldCraft (i.e. any brush with one of the 'glass' textures covering it), it will just look like any other object. Only when it's an entity can it be translucent and breakable, and it's not difficult to set up.
First you need your brush. Click
Browse on the texture panel in WorldCraft, and type 'glass' into the Filter box. A group of glass textures should appear. I used 'glass_med' for my example map. Double-click the texture you want, and create a simple cube somewhere.
Breakablility
Once you've created your brush, right-click it and select
Tie to Entity. Choose
func_breakable from the entity list that pops up. Obviously if you'd prefer indestructible glass you'll have to use something different - try
func_wall. If you are using the
func_breakable, set
Gibs Direction to
Relative to Attack (looks a bit cooler this way).
Material Type should already be
Glass, and everything else can stay as it is. Simple!
Translucency
You will find that almost all of the brush-based entities you can create in WorldCraft have these basic properties:
Render FXRender ModeFX AmountFX ColorTo make your glass translucent, open your new brush's property sheet (right-click it), set
Render Mode to
Texture, and type some numerical value between
1 and
255 in
FX Amount.
255 is fully opaque, and
1 is transparent. A value of about
100 generally works for glass, but you can experiment and choose something that suits you.
That's about all there is to it. Fire up the example map, pick up one of the weapons, and blow away some windows!
This is just asking for death