Physics Application: Brushes

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Physics Application: Brushes

Postby Tutorial on Sun Mar 06, 2005 11:12 pm

Physics Application – Brushes

This tutorial is going to show you how to apply physics to brushes. Some of you may have seen the "Traptown" HL2 movie where the large container falls from the wooden platform. Well we are going to do something similar to that.

First of you need to have a raised area for your object to fall from, a player spawn and a few lights. As you can see below, I have made a very simple raised area.

Image


Next we need a platform for the object to sit on. Select the texture you would like for your platform, and make a brush similar to the one in the image below with 4 more brushes as the legs of the platform.

Image


You must now decide what direction you would like the object to fall in. Once you know what way you want it to fall, tie the two posts on that side to func_breakable. This is explained in the image below.

Image


For this example, you only have to worry about 2 Keyvalues

Strength: 1 (can make it stronger by increasing number - 1 will do for this example)
Material Type: Wood

Now click on the platform and tie it to "func_physbox" and change the "Material Type" to wood.

We now need something to sit on the platform that will fall when the posts are shot out. In this example, I am going to use the oil drum model. Select your entity tool Image and click somewhere on top of the platform.

Image


While the entity is still highlighted, press alt+enter and the properties box will be displayed. Make the entity a "prop_physics" and browse in the "World Model" field for "oildrum001.mdl" or use this path - models/props_c17/oildrum001.mdl. Now click apply and close the dialog box. You will see that the entity now looks like an oil drum. You can place as many oil drums as can fit on the platform if you wish, but it can slow down slower machines if you use too many. I am going to use 6 barrels.

That’s it! Now you can go in game and test your physics. If you followed the tutorial correctly, the final product should look something like this.


Image


Related:
Example Map


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this is great!

Postby RabidGoat on Mon Mar 21, 2005 3:30 am

such an easy to use tutorial!

fan-tastic! I will play around with this for weeks!!!!

so many cool things can be done!

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Postby slayera on Mon Mar 21, 2005 3:57 am

Maybe I am slow or something but what has Physics Application – Brushes got to do with this tut? I did not understand how you made the brushes physic? All you did make func_breakable with some models.
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Postby RabidGoat on Mon Mar 21, 2005 5:57 pm

"Now click on the platform and tie it to "func_physbox" and change the "Material Type" to wood. "

First make a small brush, a plank looking brush is what I did. Long, skinny, and thin. I believe that is what the tutorial is for. Otherwise if the physics is not applied to the brush it would just float there and not move when you shoot out the support legs.

Right, wrong?

It worked for me.

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Postby Cr4ig on Mon Mar 21, 2005 6:01 pm

What he said ^^ :P
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Postby RabidGoat on Mon Mar 21, 2005 8:46 pm

woo-hoo!!

I got one right!

I'm on my way! ha-ha

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Postby BaRRaKID on Mon Mar 21, 2005 9:36 pm

RabidGoat wrote:Your friendly neiborhood Hammer n00b

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you could get this on your signature.. it saves some work.. change it in your profile ;)
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Postby slayera on Tue Mar 22, 2005 7:13 am

ok, ok, I see what he is doing now. It's just that the platform is way up high, I did not understand. I though he was just rolling the barrels of an angled slope, with the phyics brush just sitting there. You can setup walls like this too and use the constraint entity to hold them till their shot, the walls fall apart, like shooting up a shack. There is tut on the net where some guy has a sample map for hL2 and CS:S. In the HL2 one you can drive into the building and bring it down. The CS one you can only shoot and jump on. The only reason I looked at cause I thought the CS one had a buggy too.
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Postby smeerkat on Sun Apr 03, 2005 6:40 pm

In Unrealed, I can take a solid brush and make it a "Mover." But I dictate the starting point and end point(s) for the mover, called "keyframes." Can this be done in Hammer?
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Postby Blink on Sun Apr 03, 2005 7:13 pm

Yes, you would use the path_corner entity to define something similar to movers in UnrealED. A func_train would act the same as a basic mover in Unreal.
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Postby YamahaAlex37 on Wed Jun 29, 2005 3:40 pm

How can you make the brush light despite it's size? For example, I want a large wall brush to be as light as a small peice of wood
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Postby Rustvaar on Mon Jul 04, 2005 1:47 pm

Hey; nice tutorial - not tried it out yet but it looks easy enough to follow - Just wondering, would it be possible for this to work in CounterStrike Source with a slight variation?

That being; can it be made so a player would stand on a platform; and instead of aiming for the player you shoot out the post on the platform so they fall, or is this too much work for the engine.

It's just I'd like to have an area near a bridge where if the player camps it they can be shot down and dropped to their doom.
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Postby BaRRaKID on Mon Jul 04, 2005 2:15 pm

you could do that in 1.6 i'm sure you can do it in source ;)
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Postby looie on Thu Dec 14, 2006 10:53 am

very well written tutorial. Worked first time, can't wait to muck around with this and implement it in my SP map.

Thankyou

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