setstats

Toolset to Becoming an Environment Artist and Game Level Designer
Main Page Archives Resources Search World of Level Design Forums   World of Level Design Store Contact About

TOP READ ARTICLES

Level Design Workflow Tutorial
UDK Basics Getting Started in 11 Steps
How To Plan Your Next Map
100 Level Design Ideas and Locations
Call of Juarez 2 Level Design Series
11 Day Mapping Challenge: Start to End
How to Get a Job with Epic Games
GDC 2010 Level Design Part 1, 2, 3, 4, 5

 

Left 4 Dead 2 Mapping Tutorials Series
Left 4 Dead Mapping Tutorials Series
Modeling Interior Environments in Maya Part 2/3
Level Designer Chris Kay Interivew
How to Become a Level Designer Part 1 & 2
L4D2 Level Design Tips Part 1 & 2
Level Design Challenges Series
11 Day Level Design Process Overview

3D Environment Design.com

WoLD March Game Env. Challenge:

Free Downloads of Ready-to-Use Game Environments and Models
Jump Over to 3DED

L4D: Creating Breakable Glass in Hammer

June 06, 2009
Category: Left 4 Dead Mapping

<--L4D: Creating Terrain Part 2 Ground Floor

L4D: Creating Rotating Doors-->

Creating breakable glass in L4D tutorial that breaks into pieces upon shooting it.

Additional notes included below.

 

L4D Mapping: Creating Breakable Glass- Video Tutorial

 

 

Notes:

1. Build a space, window frame for your glass.

L4D: Creating Breakable Glass in Hammer

 

2. Create a brush with 'nodraw' texture into the window frame. Make it 2 units in depth.

L4D: Creating Breakable Glass in Hammer

 

3. Pull up the face edit sheet and select 'urban/glass03'

L4D: Creating Breakable Glass in Hammer

 

4. Apply this texture, 'urban/glass03' to a single face.

L4D: Creating Breakable Glass in Hammer

 

5. To receive proper reflections from your environment, place 'env_cubemap' in front of your glass.

L4D: Creating Breakable Glass in Hammer

L4D: Creating Breakable Glass in Hammer

L4D: Creating Breakable Glass in Hammer

 

6. When compiling, make sure you have HDR checked on. Otherwise you will have an error when trying to break the glass.

L4D: Creating Breakable Glass in Hammer

 

Here is what it will look like if you do not compile using HDR.

L4D: Creating Breakable Glass in Hammer

 

7. After compiling and when in game, you must build the cubemaps. Pull up your console and type in 'buildcubemaps' command.

It will run through your textures and kick you out to main screen. Pull up your console again and start your map by typing in 'map yourMapname'

 

 

 

Comments are Closed.

Please Join & Discuss this post in the World of Level Design Forums

Comments

BB
17 Jan 2010, 16:46
If you're using L4D2, it appears that in L4D2 there isn't a regular "materials/glass/offwndwb_break.vtf" texture, only the HDR version. So make sure you compile your map using HDR. Also, you don't need a cubemap for each and every window, just in regular area, and make sure you run the buildcubemaps command.
Nate
09 Jan 2010, 14:21
Hey im just wondering do I need cubemaps infront of every window? Because have multiple windows all over my building.
AlexG
03 Jan 2010, 04:52
I've had similar problems. I haven't found a solution but compiling and running the map works fine. So don't worry about it. If the glass works like it should when you final compile the map then you are good.
Anders
03 Jan 2010, 01:51
I get an "map error" when i do the brush to a (func_breakable_surf).

I can fix the problem with the fix-button, but the error comes back when i save the map. If i fix the problem before running map it works perfectly.

The error says:

" Entity (func_breakable_surf) has unused keyvalue "error""

and in the properties window of the brush some extra Keyvalues have showed up.

Upperright, Upperleft. Lowerright and lowerleft. They seems to be some coordinates of the brush.

These are the keyvalues that pops back on the brush when i save the map after a fix.

What am i doing wrong?
AlexG
08 Nov 2009, 08:11
Thanks for the update Ethan. :) Glad it worked out.
Ethan.S
07 Nov 2009, 23:56
Watrianos,
Sorry for the late reply.
I had the same problem, I had no idea what was causing it. I set the env_cubemap to the entity, and it stilled gave of the Pink and Black squares when shot.
After careful deliberation I found it I needed a light source for the window to work when shot.

Hope this helped.
Brute
26 Oct 2009, 21:29
To get it to work, you need to bind the env_cubemap to your window. Bring up the evn_cubemap's object properties, and one of the options should be 'attached faces' or something along those lines. Click 'Pick' and then click on the glass face of your window, and it should work properly.
Ilizane
25 Oct 2009, 08:00
Hello, i allso follow'ed this article, but ended up when breaking the glass that it come up with the purple and black chessboard texture. could you explain what i do wrong?
Watrianos
01 Sep 2009, 18:33
sorry for the double post internet messed up...
Watrianos
01 Sep 2009, 18:31
I have a problem with this I follow the guide exactly and it still shows up in game as the black and pink blocks I have the HDR checked and the env_cube and it still won't work any suggestions?

 

Receive 2 FREE E-Books

11 Day Level Design: How I Created a Map in 11 Days
Illustrated Guide: Unreal DM-OrionsForest

Level Design 11-Day Mapping E-Book - 2 Ebooks. PDF files.
- Over 80 pages of level design tips, advice and workflow
- You will also receive newsletters with exclusive content
- Check your email for confirmation and a download link.

Your information will never be sold or rented. I respect your privacy and I hate SPAM !

Subscribe to Newsletter:


MOST READ ARTICLES

NEW ARTICLES

Level Design Workflow Tutorial

L4D Mapping Tutorials

L4D2 Mapping Tutorials

How To Plan Your Next Map

100 Level Design Ideas
and Locations

Photoshop Illustrator Paths to Maya Environments

60-60-30 of Level Design Productivity

Call of Juarez 2
Level Design Series

UDK Basics Getting
Started in 11 Steps

Modeling Interior Environments in Maya Part 2/3

Crytek's Level Designer
Chris Kay Interivew

How to get a job with
Epic Games

Game World Creation
with Inception

WoLD Survey: Challenges

WoLD Updates #1

How to Create a Playable Level in 11 Days

11 Day Level Design
Process Overview

UDK 11 Day Level Design

UDK Basics Part 1/3

UDK Basics Part 2/3

UDK Basics Part 3/3

L4D1-2 Campaign Design; Why Less is More

Level Design Gameplay Flow Challenge Results/Winner

Level Design Gameplay and Flow Challenge UPDATE

GDC 2010 Level Design Part 5

GDC 2010 Level Design Part 4

TOPICS

 

3D Environment Modeling

Architecture

Books and DVDs

Career/Getting a Job

Call of Juarez 2

Counter-Strike: Source

Design / Art Tutorials

Far Cry 2

Game Environment Design

Game Worlds

Interviews

Left 4 Dead Mapping

Left 4 Dead 2 Mapping

Level Design Tutorials / Tips

Level Design Challenges

Lighting & Texturing

Maya Level Design

News

Photography / Reference

Productivity & Goal Setting

UDK

Unreal Tournament 3

WoLD Contributors Tutorials

UDK© 11 Day Level Design

29 Ways to Become and Streamlined Level Design

How to Create a Full Playable Map from Beginning to End in 11 Days Using UDK©.

UDK© 11 Day Level Design is a complete level design system that covers the entire process of creating a full playable level using UDK©.

- 13 Ebooks (500+pages)

- 45 videos (3 hours)

 

 

Click Here for More...

World of Level Design Tutorial Series

World of Level Design Twitter

 


Connect with World of Level Design Network

GameLevelDesign World of Level Design RSS

Alex Galuzin LinkedIn

World of Level Design Youtube

World of Level Design Steam