Select brushes and make individually func_breakable
5 replies, posted
Is it possible to select many brushes and make them all func_breakable (individually not all linked together). When you select a large amount and do CTRL + T and set func_breakable, they all break if one is hit. What's the best way to do this? Just to avoid having to do each one individually and doing CTRL + T and choosing breakable.
I just created one small brick then copied and pasted
[QUOTE=Semajnad;45488586]Is it possible to select many brushes and make them all func_breakable (individually not all linked together). When you select a large amount and do CTRL + T and set func_breakable, they all break if one is hit. What's the best way to do this? Just to avoid having to do each one individually and doing CTRL + T and choosing breakable.[/QUOTE]
You can't as far as I know, other than copying and pasting from one entity.
However, you can make it easier on yourself by making one and configuring all your settings, then under where the classname is listed there should be two little copy/paste buttons. Click copy, and then ctrl+t your next object and just hit the paste button. It will paste over all of the settings from that first entity and makes the process much easier.
CTRL+T each individual brush to tie it to an entity (by default, probably func_detail), but don't adjust it's settings, just leave it. Do this for each brush.
Once you're done, [i]then[/i] select all the brushes, press ALT+ENTER to open their properties box, and turn them into func_breakables from there.
This way, instead of telling Hammer, "tie all of these brushes to this entity," you tell it, "change all of these entities to match these properties."
[QUOTE=Crypt19;45490161]CTRL+T each individual brush to tie it to an entity (by default, probably func_detail), but don't adjust it's settings, just leave it. Do this for each brush.
Once you're done, [i]then[/i] select all the brushes, press ALT+ENTER to open their properties box, and turn them into func_breakables from there.
This way, instead of telling Hammer, "tie all of these brushes to this entity," you tell it, "change all of these entities to match these properties."[/QUOTE]
Thank you, this is what I went with in the end. Last question i'll ask here as well as my other thread, and idea on how to cut up a wall, so when you shoot it, it looks kinda realistic as though your breaking it up lol. I tried triangles but it looked bad. :P
You could try displacements, or models.
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