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How to Make Multiple Brushes Separate func_breakable Entities in NetRadiant Custom? #212
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I can try to implement this function and submit a pull request and make it as a command in shortcuts |
and I also want to add Quake Sandbox gamepack |
Select only the ones which are to be each separate entity. If they are already part of 1 single entity you must ungroup them, see shortcuts list for entity ungroup (move back to worldspawn) |
then it revert to worldspawn not func_breakable |
There is no way to create multiple entities at once from existing brushes, i also think that it's not frequent usecase to handle. Quake Sandbox gamepack would be welcome! |
The thing is, Quake Sandbox allows all sorts of interesting things like this, and I think I've implemented that feature. Thanks! |
maybe i make pull request for this, and yes, quake sandbox have big limits |
I desided to make my own NRC fork for QS with all new features for MiTech engine |
Hey Noire, my func_breakable is 3 separate entities all with the same name. It did not require any special map compiler or anything, just 2 patches for the rounded top and 1 brush for the lock square. https://www.quaketastic.com/files/screen_shots/breakable_lock2.gif There are origin brushes in the middle of each piece. Within a few days I will be releasing a sample map with map source and QuakeC source. So in that pic, the lock is 3 separate entities. When one piece of the lock breaks, it signals the other pieces to be broken too. For completion, I did that experiment on this page: |
Hello,
I'm currently working in NetRadiant Custom and encountered an issue. I want to select multiple brushes and make each one a separate func_breakable entity. However, when I select all the brushes and convert them to func_breakable, they are grouped together and break as a single unit. Is there a way to automatically convert each selected brush into an individual func_breakable entity without having to do it manually for each brush?
Thank you for your assistance!
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