Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him.

Report article Creating basic destroyed walls

A pretty basic tutorial on how to make wrecked walls in Hammer that you see so much of in HL2 and mods.

Posted by dafatcat on Mar 22nd, 2009 digg this super bookmark
Basic Mapping/Technical.


One of the most common design elements in Half-Life 2 maps is destruction. I've noticed that many level designers do not succeed in creating believable destroyed environments. It is actually quite simple to create broken walls and collapsed ceilings. All it takes is a bit of time. With this guide, you will learn to blast holes the simple brick wall and other types of walls as well as learning how to add more feeling to the destruction.


One of the biggest mistakes made is not the actually brushwork. You need to know which texture you are going to use for the wall first. If you have a brick wall, it is imperative that the "bricks" that you will create with brushes match the texture. Bricks and blocks almost never break in half. They break apart at the weakest point, where they meet each other.


To make the actual wall segment, you need to cut out a rectangle where the break will be. Now select this rectangle and start cutting it up. Use the clipping tool to cut horizontal slices in the wall. Use the camera view to make sure these slices are on the meeting places of the bricks. Now simply cut up the layers vertically using the clipping tool. Be sure to give the lengths of these segments some variety. Here you can see a broken wall aligned with the texture. You should tie the debris to a func_detail to maximize performance.

Not all walls are made of bricks though. For your generic concrete wall, displacements are the way to go. This time you will need to cut up your rectangle into equally sized squares first. In the example picture below, I used 48x48x16, but any size will do. You need to place them in a grid pattern, but delete the ones in the middles. This is where your hole will be. Select all of the visible faces of the squares and turn them into displacements. Mine are at a power of 2. The power you use depends on the block size. Before you start manipulating, you must sew them together! This is very important- you don't want leaks between your displacements. Now just use the paint geometry tool to add some noise to the blocks. And voila!

For metal walls, use a technique similar to the brick wall method, but with bigger chunks. The vertex tool should be used to add depth, to make it look like the metal exploded and bent outward or inward.

You aren't done with just a wall. Add props to make it look like something really exploded, hurling debris everywhere. Pipes and rebar in the wall can add to the effect as well. For broken pipes, you can use env_steam for a nice touch.

Behold my crappy writing in awe!

Comments
:SysOp:
:SysOp: Mar 23 2009, 8:55am says:

Great work!

Even though displacements only must have visible faces. I mean, you are using a displacement bigger than needed. Obiously, isn't all visible because it's inside your brush, covered, but it is still rendered.

+2 votes     reply to comment
dafatcat
dafatcat Mar 23 2009, 5:55pm replied: Online

If you only select one face and turn it into a displacement, it only renders one face. Only one face exists in-game. That's why I said select visible faces- not the ones you don't need to render.

+3 votes     reply to comment
ajhallmon
ajhallmon Mar 23 2009, 9:36pm says:

O.o! Thank you for posting this. The question is...how did you?

+1 vote     reply to comment
dafatcat
dafatcat Mar 24 2009, 6:30pm replied: Online

I posted it by viewing my profile, clicking tutorials, clicking add a tutorial, and writing one.
I linked it to related groups through the posting process as well (it's ovoious when you post one).

+3 votes     reply to comment
Vengful_Soldier
Vengful_Soldier May 27 2009, 9:52pm says:

I run into a lot of problems but mainly because I'm new at this so the sewing thing dosen't really work out for me...and the hole is part of the ceiling and sidewall.

+1 vote     reply to comment
dafatcat
dafatcat May 30 2009, 11:21am replied: Online

To sew, you select the all of faces you want to sew together and press the sew button before manipulating them.

+2 votes     reply to comment
pivvott
pivvott Jun 20 2009, 1:55pm says:

nice tut

+1 vote     reply to comment
macic666
macic666 Jul 7 2009, 1:14pm says:

Great work man! But i dont know why: i can make only walls that is rectangled (big) I want'em smaller... If there would only be some kind of a mode... Anyway add me to Steam: macic666 and contact me with explanation... Imma making a mod and we currently need some skinners, if you are interested, contact me.

+1 vote     reply to comment
macic666
macic666 Jul 8 2009, 12:56pm says:

Imma gonna do the brick thing for ma mod. Its easier xD

+1 vote     reply to comment
Maggot4ever
Maggot4ever Jul 12 2009, 4:46pm says:

i do not agree with what u said about what to do with metal walls. it depends, if u want a melted wall u should use displacement or if u want to emule a hited wall u also need displacement because metal dont break in little pieces, its flexible.

+2 votes     reply to comment
dafatcat
dafatcat Jul 13 2009, 10:02am replied: Online

True, I was just thinking about exploded walls, not melted ones. Most metal walls aren't one solid piece, so they would bend in different sections.

Thanks for pointing that out! :D

+1 vote     reply to comment
Afnopo
Afnopo Sep 14 2009, 7:44pm says: Online

Good.

+1 vote     reply to comment
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