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How to Make Multiple Brushes Separate func_breakable Entities in NetRadiant Custom? #212

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noire-dev opened this issue Aug 22, 2024 · 9 comments

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@noire-dev
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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!

@noire-dev
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I can try to implement this function and submit a pull request and make it as a command in shortcuts

@noire-dev
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and I also want to add Quake Sandbox gamepack

@ensiform
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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)

@noire-dev
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then it revert to worldspawn not func_breakable

@Garux
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Garux commented Aug 22, 2024

There is no way to create multiple entities at once from existing brushes, i also think that it's not frequent usecase to handle.
After all in idtech games submodel entity limit is quite low.

Quake Sandbox gamepack would be welcome!

@noire-dev
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The thing is, Quake Sandbox allows all sorts of interesting things like this, and I think I've implemented that feature. Thanks!

@noire-dev
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maybe i make pull request for this, and yes, quake sandbox have big limits

@noire-dev
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I desided to make my own NRC fork for QS with all new features for MiTech engine

@Baker7
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Baker7 commented Sep 6, 2024

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:

https://www.moddb.com/mods/zircon-engine

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