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Glass and Smash

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I have a huge glass physbox that is set to shatter, but the effect is very cheap and anti-climactic for it's size and purpose. Is it in any way possible to set it up with large broken glass gibs or something?

Just when I think I understand the system, it changes on me.

Have you tried the func_breakable brush entity or better the func_breakable_surf? they work great and you can make them the desired size...

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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pie1.jpg
?????????????????????????????TWP Releases | My Workshop

Mel... :-? ?? I had to hold my mouse pointer over the drawing to know that's a cake (it looked like an empty nest to me, sry :lol: maybe because of the nest prop in Portal2??? :D)... What do you mean by that post?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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If it needs physics, try uing Propper to make an enormous quantity of glass gibs come out of the model when broken. It'll also look more realistic.

Falsi sumus crusto!

Use the model "models/props_destruction/glass_break_192x128_b.mdl". It has a semi-realistic breaking animation.

Place a trigger_once over the glass model and have it change the model's animation when triggered.
Since the model has no collision, add a nodraw brush over the glass model and disable it when the trigger_once is triggered.
The model has no sound, use a ambient_generic to play the breaking sound once it has been triggered.

Also, PIE.

ChickenMobile wrote:
pie1.jpg

Are you saying that its as simple as pie?

Habzs wrote:
Also, PIE

[OFF-TOPIC] Pan Island Expressway? O_O

Damnit, now I want pie

Just when I think I understand the system, it changes on me.

do the shards of glass function like normal prop_dynamics or is there any physics applied to them?

Just when I think I understand the system, it changes on me.

They pop up and disappear shortly after just like any gibs: http://www.youtube.com/watch?v=nut9edTwVC8#t=01m50s

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