Call of Duty 4: Breakable Brushes: Difference between revisions
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(New page: {{warning_forpro}} Image:Nutshell.png Here's how to create breakable brushes These can be things such as windows, wooden planks and roofing. Here's an easy way to make a wall, window...) |
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{{ | [[Category:Call of Duty 4]] | ||
[[Category:Modtools]] | |||
[[Category:Radiant]] | |||
[[Category:Advanced Editing]] | |||
{{warning_radiant}} | |||
''By Marshall'' | |||
[[Image:Nutshell.png]] Here's how to create breakable brushes | [[Image:Nutshell.png]] Here's how to create breakable brushes | ||
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Value: 30 | Value: 30 | ||
''The value can be any number, just make when you do this to the next part of the tutorial, they are the same number, this is so they are connected in some way'' | |||
*Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool... | *Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool... |
Latest revision as of 23:34, 17 October 2008
This tutorial assumes that you are already familiar with Radiant, Triggers and Entities
By Marshall
Here's how to create breakable brushes
These can be things such as windows, wooden planks and roofing.
Here's an easy way to make a wall, window or a series of brushes to break whilst triggered will be shown below:
In Radiant
- Create the wall (before its been destroyed)...
- Select the brushes used for the wall...
- Right click on the brushes (whilst selected) and convert them to a scriptBrushModel (Script>Brushmodel)...
Next whilst having the brushmodel selected, Press n to bring down the console, then type in the following entities (Keys & Values)...
Key: script_exploder Value: 30
The value can be any number, just make when you do this to the next part of the tutorial, they are the same number, this is so they are connected in some way
- Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool...
- Once you have made the broken part of the wall, select all the brushes and Convert it to a scriptBrushModel (Script>Brushmodel)...
- Then type in the entities below (Keys & Values)...
Key: targetname Value: exploder
Key: script_exploder Value: 30
- Then slide your new brushmodel over the old wall...
- Once you have done all of that, you need to create a trigger...
- For this I will use a damage trigger...
- So create a brush covering the wall about 8 units over by every axis..
- Next texture your trigger with a texture in ---> usage>tools>trigger
- After you have done that right click the trigger and convert it to triggerdamage (Trigger>Damage)..
Then type in the entities below:
Key: script_exploder Value: 30
That should do the trick!
--Zeroy. 22:36, 16 October 2008 (UTC)