Just a little extra info on this pack.
Each blast simulation has been physically created in the areas they would take place in such as corners, T-junctions etc. The debris is thrown out and bounces off opposite walls or flies out into open areas.
The reason it was designed to use stock textures is so users can get the absolute most out of it, instead of having a few differently shaped and textured models you have a full set which will sit perfectly with existing stock media, thats 72 corridor segments (not all required this such as open 4 corner) and you dont have to worry about matching up surrounding corridors. If you re-textured any existing corridors it would be a simple case of dropping your own texture on to these to match things up.
The meshes for these have been created and uv mapped from scratch and are exactly the same as stock so they fit right in. There are also generic wall entities for use anywhere in the game which have different debris spread widths so you shouldnt have debris flying through walls and disappearing spoiling the effect,these are very simply uv mapped so using your own textures is a breeze.
The pack has been designed to make it easy for new users to simply drop them in and its there, all the fidgeting with placement (these parts have to be matched up perfectly or it doesnt look solid) have been done for you for every single wall you would require, the work has already been done.
It adds a lot to gameplay when you can make the player hunt down hidden areas and they have to find and bring back something explosive to blow the wall out.
Awesome! Its one of those threads.