OK, here it is:
In this tutorial you are going to learn how to make/place breakable
Windows.
[ATTENTION: The described way may not be the easiest, it's just the
one I FOUND while testing how to make windows...but IT WORKS and
isn't too difficult.]
Ok, let's go!
(I expect you already have your level with holes and so on for the
windows, otherwise please finish this first and/or change it if the
stuff doesn't fit
__
Ok, let's see...I expect the hole for your window is 512 (height),
24 (width) and 256 (breadth). We now need a StaticMesh fitting in
this hole. First choose a texture you want for your window (I don't
know WHERE those textures are at the moment, if you dont want to
search for them now choose a Cat-Texture or something
look very good, but's ok for now). If you selected your Tex in the
TextureBrowser add a Cube of 512x24x256 (the hole's size, you
remember?!) best into the hole, but you can add the cube into any
substracted room/place too of course and then select the cube in any
of the 2dviewports. You cannot select it in the 3dviewport because
you would just click on one of it's surfaces not on the cube itself,
so choose the blue cube in one of the 2ds. Because your cube is BSP
you need to convert it into a SM, do this by opening the
StaticMesh-Browser->Edit->Create from Selection, remember that your
cube MUST be selected to do this correctly. Now you will get a
message with the following empty fields
-Package (the StaticMesh-Package the Ed will save your new SM in)
-Group (the group in the package your SM will be placed in)
-Name (your SM's Name)
Enter as shown:
Package:MyLevel
Group:
Name:Window
MyLevel means, that your SM will be saved within the map, so if you
save the map your SM will be saved with it and you dont need to save
it for it own. You CAN put it into a group if you want, but it does
only make sense if your created different SMs and you want to keep
them in some kind of order. Also you can change the name, but why
don't call it 'Window' if it is a Window?!
Ok, done this you click on OK and choose the "MyLevel"-Package from
the list in the SM-Browser. Select your Window-SM and minimize the
Browser. Now open the
ActorClassBrowser->Actor->Prop->PropBreakable->Window (click on it
once so its marked blue/grey, whatever). Minimize the ACB and then
rightclick near the spot you want the window to be placed and choose
"Add Window here". A small dinosaur(or such)-head will appear,
that's normal and does show that an actor is located here, in our
case a "window-actor". This head is your Window! You just need to
configure it, to show YOUR window-SM. Do as the following to make it
show the SM: doubleclick on the "dinosaur"head" and extend
"Display". Set "DrawType" from the standard "DT_Sprite" to
"DT_StaticMesh", otherwise your StaticMesh won't be shown later. To
tell the engine which SM is about to be used you need to click on
the "StaticMesh"field and then on use (expl.: by clicking on "use"
the selected sm-info is "pasted" into the field). When you have done
this you will see your window-sm in the level, move it around so it
fits into the hole you made for the window....ok, that's it! That
the glass breakes and the sound for it is already implemented in
window actor, as you can see in the window's
properties->PropBreakable and if you want you can change the stuff
in there, but this wouldnt make sense since there is already a
breakglass-graphicseffect and-sound.
So then, don't forget to BUILD ALL before testing your map!
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