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also what folder should i look in for the glass shards?
And, I just noticed the windows in 2fort are actually "other entities", not terrain geometry. This is both a good and a bad thing. Good, because unless you turn their rendering on in Draw Game Entities, they won't show up. Bad, because this render setting cannot be controlled by an animation set, and other ents do not have their own .mdl files that you can import and control in the scene. The only way yo make them disappear as the glass breaks would be to render the scene as an image sequence, half the shot with other ents turned on, the other half with them turned off. This however also causes a few issues, mostly because of those binders on the table next to the window. They're also other ents, so they'll disappear along with the glass.
What would work pretty well though is if you can get your hands on a large glass pane model that you could swap for the glass shards at the right time, as long as you keep other entities off it'll do just fine.
Oh, and there's a few glass shards in the tf2\gibs folder, named glass_shard.mdl to glass_shard06.mdl. They're a bit opaque and heavily cubemapped, so they look more like metal than glass, but that'd be hard to tell if they just fly off quickly enough. As for particle systems, tf\particles\impact_fx.pcf > impact_glass would do the trick, if you put a bunch of them, maybe increase their size a bit, etc.
thanks for all the help, and i think i can rework the scene so i can hide the glass not being broken with smoke from an explosion.