- May 18, 2010
- 230
- 55
First of all, I guess the most of you have heard of DMM (Digital Molecular Matter).
It is used in many video games to simulate objects that can be destroyed realistically.
In TF2 there is only an option called func_breakable, which doesnt look realistically though, however you can sort of "fake it" using func_physboxes. Take a look!
Step 1:
Create a brush, in my example I created a window. (Pic 1)
Step2:
Use the "clipping" tool and cut your brush into realistic looking pieces. (Pic 2)
Once you are done it should look similar to this (Pic 3)
Step 3:
Select the individual pieces and press ctrl+t to make them func_brushes, do not select them all together, select every one individually. (Pic 4)
Step 4:
When you are done with that, select all, double click on them and make them a func_physbox. (Pic 5)
Step 5:
Now you can change the
Material Type to glass or wood or whatever,
the Strength (damage you need to inflict in order to destroy the brush) to maybe 75, depends on your material,
the Health Level to Override Motion to 1
and the Physics Impact Force to Override Motion to something like 200. (It determines if the object brakes when you walk over it, high amount -> doenst brake of walking/touching)
Hope this helped!
I appreciate positive and negative feedback in order to improve my tutorial skillz
It is used in many video games to simulate objects that can be destroyed realistically.
In TF2 there is only an option called func_breakable, which doesnt look realistically though, however you can sort of "fake it" using func_physboxes. Take a look!
Step 1:
Create a brush, in my example I created a window. (Pic 1)

Step2:
Use the "clipping" tool and cut your brush into realistic looking pieces. (Pic 2)

Once you are done it should look similar to this (Pic 3)

Step 3:
Select the individual pieces and press ctrl+t to make them func_brushes, do not select them all together, select every one individually. (Pic 4)

Step 4:
When you are done with that, select all, double click on them and make them a func_physbox. (Pic 5)

Step 5:
Now you can change the
Material Type to glass or wood or whatever,
the Strength (damage you need to inflict in order to destroy the brush) to maybe 75, depends on your material,
the Health Level to Override Motion to 1
and the Physics Impact Force to Override Motion to something like 200. (It determines if the object brakes when you walk over it, high amount -> doenst brake of walking/touching)
Hope this helped!
I appreciate positive and negative feedback in order to improve my tutorial skillz
Last edited: