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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: breakable wall
[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 06:44 pm
hey peeps im trying to make a wall that is destructable alot like the glass with func_breakable_sure but the problem im having is when i set it up in the editor to where it seems like it should look like stone when it breaks... ok in game i walk up to it and shoot it the whole walls texture resizes to something way larger if i continue to shoot at it parts will come out of the wall but instead of odd jagged pieces im gettin jus squares the gibs that fall off also still look like glass.... if anyone knows how to set this up plz help [2guns]
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 07:48 pm
Bring up the properties on your func_breakable and your gonna wanna play around with these 2 settings. (glass is the default settings thats why its messing up in your map.)

(choose what material type your func_breakable is)
http://img214.imageshack.us/img214/5958/23ws.jpg

(prop data is where you choose the size and material of the gibs it makes when it breaks.)
http://img214.imageshack.us/img214/5204/14xw.jpg

You can also set up some env_explosions to explode on break and if you want a cool little rumble type effect you can trigger an env_shake to go off onbreak also. You dont even need a trigger for any of it. All the options are in the input/output of the func_breakable. [rocking]

edit: If you dont want the game to make those gibs that shoot out then disappear, its gonna get a little trickier. You would have to make the broken bits physboxes.

edited on Jul. 5, 2005 02:50 pm by Eat_Lead
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 08:26 pm
thanks for the help but im not trying to use a func_breakable im trying to use a func_breakable_surface[2guns]
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 08:33 pm
hahah oops! Well ive never tried to use that entity before so im totally clueless. What would be the difference between that and regular func_breakable?
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 08:46 pm
Wont let me edit my post ^^^

Anyway heres the tutorial where I learned how to use func_breakable and triggering other entities to react to it. Just in case you were curious about any of it. This site is great the guy does really good tutorials.

http://www.akilling.org/akg/tutorials/wiseCollapse.asp
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Tuesday, Jul. 5, 2005 09:19 pm
[STK]Ran[)omHomicide that site that EAT_LEAD posted is a very good site to look at it has a lot of VMF’S on there as well for you to study just go to the files for them it is funny I just put this test room together to show you what EAT_LEAD was saying LOL if you want to have a look it is Here
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Wednesday, Jul. 6, 2005 03:30 pm
thank you both for spending the time to help. i like j4swampy's method the best its the closest to what i was trying to do...[2guns]
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