WiseDoorBreak: Breakable Door

In this project we are going to create a door that will function they way you would expect and can be destroyed. The first thing is to determine the size of the door you need. With Prop doors, (Model doors), I place the door …

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CS:GO SDK Tutorial

There are 4 ways to create glass windows in Hammer Source for CS:GO SDK. First three methods will use BSP brushes and fourth will use a prop entity. In the following tutorial we'll …

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Making breakable objects [Source Engine] [Tutorials]

A simple, clear tutorial of how to create breakable objects in Valve's Hammer Editor.... A Source Engine (SOURCE) Tutorial in the Mapping category, submitted by monkey877.

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func_breakable

func_breakable is a brush entity available in all Source games. This entity can take damage and break apart, optionally producing gibs.

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CS:GO SDK Tutorial

There are 4 ways to create glass windows in Hammer Source for CS:GO SDK. First three methods will use BSP brushes and fourth will use a prop entity. In the following tutorial we'll cover how to create: Fully breakable glass windows; …

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prop_physics

prop_physics is a model entity available in all Source games. It is used to add rigid, VPhysics-simulated models to the world. The only value required for prop_physics to …

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WiseDoorBreak: Breakable Door

In this project we are going to create a door that will function they way you would expect and can be destroyed. The first thing is to determine the size of the door you need. …

WhatsApp: +86 18221755073

Breakable Prop_Static

It's impossible to have a prop_static that will break. It needs to be prop physics or dynamic. Once you pick the animation or a prop that is breakable, you just check the correct …

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L4D: Creating Breakable Walls

Creating breakable wall in Left 4 Dead requires two things. One: prop_static that is a model of a broken through wall. Two: a brush tied to an entity as func_breakable. 2. Position the …

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How can I make a prop breakable?

A breakable prop needs to have the prop itself plus the broken parts to actually work. At least that is my understanding. What you could do is have an invisible brush that is …

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prop_dynamic

A prop_dynamic can be configured to break apart after receiving damage or on cue by using the Break input. Note: Health set inside the model will intentionally override …

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prop_data

Gives the model a predefined prop_data type, providing in one motion all the data the engine needs to make the model both physical and breakable. Most other commands in a …

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func_breakable

Breakable (brush):Only Break on Trigger : Break on Touch : Break on Pressure : Break immediately on Physics : Don't take physics damage : [1024] Don't allow bullet penetration : [2048]

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