FX Amount should be anywhere from 90 to about 120.
If the glass is unbreakable, make it a func_wall (unless you want to break it with a trigger, in which case, leave it as a func_breakable, change the Material Type to Glass, and check the box on the next tab that says "Trigger Only".) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> actually it shud be set to texture, i usually use somint nice and low like 30 as fxamount (as glass is pretty much see thru)
and the glass shud still be, func_breakable set to unbreakable, otherwise it doesnt make the nice glass being shot sound when u shoot it, it just has regular ricochet noises
and there wud be no need to have it func_wall rather anyhoo, as its still only 1 entity
I'd recommend posting shots ingame rather than hammer. Considering most of the walls / ceiling in that image are glass, it's impossible to have a good idea what it'll look like ingame from the hammer 3d view.
Comments
FX Amount should be anywhere from 90 to about 120.
If the glass is unbreakable, make it a func_wall (unless you want to break it with a trigger, in which case, leave it as a func_breakable, change the Material Type to Glass, and check the box on the next tab that says "Trigger Only".) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
actually it shud be set to texture, i usually use somint nice and low like 30 as fxamount (as glass is pretty much see thru)
and the glass shud still be, func_breakable set to unbreakable, otherwise it doesnt make the nice glass being shot sound when u shoot it, it just has regular ricochet noises
and there wud be no need to have it func_wall rather anyhoo, as its still only 1 entity
P.S. Sorry for not posting IN GAME shots.... i need ideas NOW. and when i finish with the ideas, ill post in game shots.