Tool textures

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(Redirected from Npc clip)

The tools textures can easily be found in Hammer by running "tools" as a filter word in the texture browser. These textures have extra attributes that most textures do not.

Image:note.png Note: WiseClipped - tutorial on using many of the Source Tool textures shown below
Image Name Special attributes
Image:Toolsareaportal.gif Areaportal Use with areaportals (func_areaportals and func_areaportalwindows).
Image:Toolsblack.gif Black Black texture, unaffected by light.
Image:Toolsblocklos.gif Block LOS Blocks the line-of-sight of NPCs and bots. Also casts shadows, so may need to be used in conjunction with func_brushes to avoid cosmetic glitches.
Image:Toolsblockbullets.gif Block bullets Solid to bullets but not light or other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets.
Image:Toolsblocklight.gif Block light Invisible; casts shadow like standard materials, Does not only block light, also blocks NPC LOS and cuts world brushes. It is better to use a Simple brush covered in nodraw, then set to a Func_brush and told to cast lightmap shadows.
Image:Toolsclip.gif Clip Solid to all objects. Is not rendered.
Image:Toolsplayercont.gif Player clip control Purpose is unknown. (See "player clip" below for the tool texture that restricts player movement.)
Image:Toolsdotted.png Dotted The toolsdotted texture has very few special effects. As with a normal texture, a brush textured with toolsdotted cuts up world geometry and VIS leaves. However, the toolsdotted texture is rendered over all brush geometry as long as the player is standing in a leaf that can see the toolsdotted face. Furthermore, a brush with toolsdotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a toolsdotted-textured brush will not be removed from the map in any way.
Image:Toolsfog.gif Fog Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Image:Toolshint.gif Hint Divides visleafs.
Image:Toolsinvisible.gif Invisible Solid to all objects, invisible and does not cast shadows
Image:Toolsladder.gif Ladder Invisible; Use in Counter-Strike: Source with func_ladder.
Image:Toolsnodraw.gif No Draw Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows.
Image:Toolsnodraw.gif No Draw Roof Counter-Strike: Source specific. Identical to No Draw, the only difference being a separate texture name to differentiate them.
Image:Toolsnpcclip.gif NPC clip Solid to NPCs but not players or other objects, is not rendered.
Image:Toolsoccluder.gif Occluder Use with func_occluders
Image:Toolsorigin.gif Origin Use to set the rotation origin of rotating entities; deprecated for use in Source maps (Basic idea of an origin brush was used in Goldsource mapping)
Image:Toolsplayerclip.gif Player clip Solid to players but not NPCs or other objects, is not rendered.
Image:Toolsskip.gif Skip Invisible; has no effect on anything. Useful in combination with HINT. SKIP faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving, place-holding objects.
Image:Toolsskybox.gif Skybox Use to make 2D skyboxes. Casts light if there is a light_environment entity in the map. Cannot be used in the same PVS as toolsskybox2d.
Image:Toolsskybox2d.gif 2D Skybox Available only in The Orange Box engine and later. Use to make 2D skyboxes without displaying the 3D Skybox. Casts light if there is a light_environment entity in the map. Cannot be used in the same PVS as toolsskybox.
Image:Toolsskyfog.gif SkyFog Image:Todo.png To do: toolsskyfog.vmt does not contain any properties.
Image:Toolstrigger.gif Trigger Use on Trigger entities and Buyzones in Counter-Strike: Source. Also don't forget to move the selected trigger brush(es) ToEntity so you can change the properties.