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Tool textures (Source)

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
Separate non valve games, too many textures cluttering this
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
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This article or section needs to be cleaned up to conform to a higher standard of quality because:
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For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in Hammer by using "tools\" as a filter in the texture browser.

Anyone can make their very own tool texture, by utilizing available Material Map Compile Flags, such as %compilenonsolid 1, %compileDetail 1 and %compilenodraw 1 for a tool texture which is not solid, does not cut visleafs and is invisible.

A %tooltexture may also be set, which is only to be seen in Hammer's texture browser, while the $basetexture is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.

Tip.pngTip:WiseClipped gives a tutorial on using many of the Source Tool textures shown below.
Note.pngNote:All tool textures that are assumed to be texturing an entity work exactly like ordinary textures if applied to world brushes instead. As this makes them useless for world brushes, their visibility as world brushes is irrelevant. Also, many tool textures cut VIS leaves. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.
Warning.pngWarning:Some games may have outdated or obsolete tool textures in the "Dev" folder, such as dev/dev_windowportal in Left 4 Dead series.
Note.pngNote:Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.

For example, Left 4 Dead series have Clip for both teams, Player Clip for survivors and NPC Clip for infected; however, it also has func_playerinfected_clip just for player controlled infected.

If you cannot find a tool texture fit for a task, perhaps the game you're mapping for has a brush entity for that.

General

General — Common

These tool textures are available in every Source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead,Left 4 Dead 2, ect.

Image Filename Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsblack.gif
toolsblack
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Warning.pngRisk of Confusion:This is the UnlitGeneric Tools/ToolsBlack texture, not the LightmappedGeneric Halflife/Black texture.

This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color.
An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2 Half-Life 2 or for crude buildings in the 3D Skybox.
Uses UnlitGeneric in: Half-Life 2 PortalPortal 2 Alien Swarm
Uses LightmappedGeneric in: Counter-Strike: SourceCounter-Strike: Global Offensive Left 4 Dead series
While in most games, the different shader has no impact, it might have a different function in other games. In that case, you may want to use vgui/black instead or make your own tool texture.

Toolswhite.gif
toolswhite
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
(in all games since Half-Life 2: Episode Two)

Identical to Tools/ToolsBlack, only in white.

Toolsblockbullets.gif
toolsblockbullets
No No Yes No Yes Yes Yes Yes
(No Marks)
Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block all projectiles, though. Projectiles from NPCs, such as the acid spit from antlion workers, will still get through.
Warning.pngWarning:Its ability to block bullets does not come from a Compile Flag, but from the fact that it is just an invisible wall. If the brush is too thin, bullets will pass like any other thin wall.

This texture is basically ToolsInvisible, but without the %compilepassbullets flag.

PlacementTip.pngWorkaround:Two invisible, not movable, prop_physics models with the flag "Debris" in the same spot can block bullets. But only bullets.
If you want to block grenades or other thrown objects, create a trigger_multiple, using a filter_activator_model to filter for the grenade model, with the outputs "OnStartTouch - !Activator - Kill". If the game has multiple thrown objects use a filter_activator_model for each model and a filter_multi.

Counter-Strike: Global Offensive Use blockbullets_cs variant, which correctly stops bullets even with 1 unit thickness.
Left 4 Dead series Solid to everything, including throwable items, Boomer vomit, Smoker tongues, Spitter spit and Tank rocks.

Toolsinvisible.gif
toolsinvisible
No No Yes No Yes Yes Yes No Solid to prop_physics, projectiles, players, & NPCs. Not solid to bullets.

Counter-Strike: SourceCounter-Strike: Global Offensive Team Fortress 2 Also solid to bullets.
Left 4 Dead series Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall.

Warning.pngRisk of Confusion: Left 4 Dead series Tools/ToolsNodraw_Noshadow uses the same tool texture in the texture browser, which also blocks LOS!
Toolsladder.gif
toolsinvisibleladder
No No Yes No Yes Yes Yes No Used for ladders in most multiplayer games except Half-Life 2: Deathmatch, either by itself, or tied to func_ladder.
Tip.pngTip:Add %CompileDetail to prevent this material from cutting visleaves (the modified VMT does not need to be shared with the compiled map).
Note.pngNote:Alternatively, it is possible to use %CompileClip (and optionally $translucent) instead of %CompileNoDraw and %CompilePassBullets, but only if tied to func_ladder.
Toolsnodraw.gif
toolsnodraw
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Not drawn in game, seals leaks, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.
Portal Portals can be placed on it, but not in Portal 2. Use Nodraw Portalable instead if this behavior is desired.
Note.pngNote:The "glass footsteps" version of this texture in Portal 2 does not seal maps.
Note.pngNote:While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.
Note.pngNote:Despite common misconception, it is not necessary to use nodraw on faces that are outside the map and faces that are flush with other faces of the same entity, as these are automatically removed by VBSP. Additionally, func_detail faces which touch structural faces will be removed, but vice versa will not (faces completely obscured by func_detail should still be nodrawn).
Toolsorigin.gif
toolsorigin
N/A No No No No No No No
Obsolete-notext.pngDeprecated:Leftover from GoldSrc GoldSrc, where a brush with this texture was used to set the rotation origin of rotating entities. It is still functional in Source (overriding the entity's origin keyvalue) but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error origin brushes not allowed in world.
Toolsblocklos.gif
toolsblock_los
No No No Yes No No No No Blocks the line of sight of NPCs and bots.
mat_wireframe 1/2 will reveal that, while this texture doesn't block visleaves, it draws crossing polygons, and they alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around by turning the Block LOS–textured brush into a func_brush with its Solidity keyvalue set to a solid state. (A Block LOS func_brush can still be traversed in this state.)
Toolsblocklight.gif
toolsblocklight
No Yes No No No No No No Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. See more uses here.
Toolstrigger.gif
toolstrigger
Yes No No No No No No No Used on triggers and on func_viscluster entities.

General — Game-specific

These tool textures are only available in specific Source engine games.

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsblack.gif
Black Cheap
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack, the only difference is that uses special "black" shader.
Garry's Mod has a replacement that works with older engines.
Todo: Find more about "black" shader
Toolsblack.gif
Black Nofog
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Left 4 Dead series Identical to Tools/ToolsBlack, but no fog will appear in front of it. Uses the UnlitGeneric shader.

Inherits various City17 %keywords from Tools/ToolsBlack.

Toolsblack.gif
Black Noportal
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game.
Toolsblack.gif
Black Noportal Nofog
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack, but does not render fog.
Toolsblack.gif
Black Noportal Skybox
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack_Cheap.
Toolsblack.gif
Nolight
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Alien Swarm Identical to Tools/ToolsBlack, but for some reason is used instead.
Toolsblack.gif
Black Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsBlack, but for some reason is used instead.
Toolswhite.gif
White Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsWhite, but for some reason is used instead.
Toolsblockbullets.gif
Block Bullets 2
No No No No Yes Yes Yes Yes
(No Marks)
Team Fortress 2 Identical to Tools/ToolsBlockBullets, but doesn't cut visleaves.
Toolsblockbullets.gif
Blocks Bullets Forcefield
No No Yes No Yes Yes Yes Yes
(No Marks)
SiN Episodes Identical to Tools/ToolsBlockBullets, but uses the "forcefield" surfaceprop.
Toolsinvisiblenonsolid.jpg
Invisible
Non-Solid
No Yes Yes Yes No No No No SiN Episodes Not solid to anything, but blocks LOS.

Useful as a utility texture, like buttons you should be able to clip into.

Toolsnodraw.gif
Nodraw Roof
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Counter-Strike: Source Identical to Tools/ToolsNodraw, but with a different texture name.
Toolsnodraw.gif
Nodraw Wood
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Counter-Strike: Source Identical to Tools/ToolsNodraw, but will make wood impact sounds when hit.
Toolsnodraw.gif
Nodraw Stone
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsNodraw, but will make stone impact sounds when hit.
Toolsnodrawinvisible.jpg
Nodraw
Invisible
No No No No Yes Yes Yes N/A Dark Messiah of Might and Magic A translucent Nodraw texture. Cannot be used to seal the map.
Toolsnodrawnoshadow.jpg
Nodraw
Noshadow
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Nodraw but does not cast any shadows.
Warning.pngRisk of Confusion: Left 4 Dead series Uses the Invisible texture instead.
Toolsnodraw metal.png
Nodraw Metal
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Left 4 Dead 2 Identical to Tools/ToolsNodraw but with metal surfaceprop, Does not show metal marks. You may want to use Tools/Invismetal instead.
Toolsnodrawnoshadow.jpg
Nodraw Surfaceprop
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Seven, materials all identical to Tools/ToolsNodraw but using different surfaceprop types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows.
Nodraw portalable.png
Nodraw Portalable
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Portal 2 Identical to Tools/ToolsNodraw, but portals can be placed on this texture.
Tools Viscluster.png
Viscluster
Yes No No No No No No No Black Mesa Identical to Trigger, but used for func_viscluster.
Tools xogvolume.png
XOG Volume
Yes No No No No No No No Black Mesa Identical to Trigger, but used for newxog_volume.
Tools csm volume.png
CSM Volume
Yes No No No No No No No Black Mesa Identical to Trigger, but used for trigger_csm_volume.
Tools color correction.png
Color Correction
No No No No Yes Yes Yes No Black Mesa A tool texture used for color_correction_volume.
Toolstrigger soundscape.png
Soundscape Trigger
No No No No Yes Yes Yes No Black Mesa A tool texture used for trigger_soundscape.

Optimization

Image Filename Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsareaportal.gif
toolsareaportal
Yes No Yes No No No No No Use with areaportals (func_areaportals and func_areaportalwindows). Can be used with other brush entities, such as some triggers.
Toolshint.gif
toolshint
No No Yes No No No No No Instructs VVIS to cut visleaves along this texture, but does nothing else.
Toolsskip.gif
toolsskip
No No No No No No No No Has no effect on anything (except bomb in Counter-Strike: Source). Skip faces are removed during compile, so a brush textured with Skip won't prevent leaks.

Useful in combination with Hint tool textures (to prevent the other sides from cutting vis) and as a tool in Hammer for grouping, moving and place-holding objects.

Icon-Bug.pngBug:In Counter-Strike: Source, skip brushes act as clip brushes for the bomb.
Tip.pngTip:This can be exploited by a mapper to prevent the bomb from falling into a pit if planted too close to the edge.
  [todo tested in?]
Toolsoccluder.gif
toolsoccluder
Yes No No No No No No No Used only for the occluding sides of func_occluder entities.

Unlike toolstrigger, toolsoccluder will correctly work when VBSP is compiled with -nodrawtriggers.

Clips

Clips — Common

These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead series, etc.).

Image Filename Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsclip.gif
toolsclip
No No No No Yes Yes No No Solid to players and NPCs but not other objects.

Source 2013 Also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4. Solid to hostages in Counter-Strike: Source.
Counter-Strike: Global OffensiveGarry's Mod Feature clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.

Tip.pngTip:If you need a clip of a specific material like Clip_Glass in a game that does not have these various clip materials, you can make a brush using any regular material with the property you want and then turn it into a func_brush that is always solid but not rendered.
See more about clip texture here.
Toolsnpcclip.gif
toolsnpcclip
No No No No Yes No No No Solid to NPCs only.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to bots. Not solid to hostages.
Left 4 Dead series Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it.
Toolsplayerclip.gif
toolsplayerclip
No No No No No Yes No No Solid to players only.

Source 2013 Also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to players, bots (!), and dropped C4. Solid to hostages in Counter-Strike: Source.
Left 4 Dead series Solid to the survivors only.

Toolsplayercont.gif
toolsplayercontrolclip
Yes Yes Yes N/A Yes Yes Yes Yes
(Marks)
(removed since Half-Life 2: Episode Two)(also in Garry's Mod)
Obsolete-notext.pngDeprecated:This texture has to be tied to an entity to gain any special abilities, but what entity is not yet confirmed. Seems that it is necessary for func_vehicleclip.
(See Player Clip above for the tool texture that restricts player movement.)

Clips — Game-Specific

These tool textures are only available in specific Source engine games.

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsgrenadeclip.png
Grenade Clip
No No No No No No Solid to Grenades No Counter-Strike: Global Offensive Solid to grenades only.
Toolsstairs.png
Stairs
No No No No No Yes No No INFRA Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°.
Toolsdroneclip.jpg
Drone Clip
No No No N/A N/A No No No Counter-Strike: Global Offensive Used to prevent drones getting stuck on complex geometry.
Toolsclip xenleavesversion.png
Clip Xen Leaves Version
No No Yes No Yes Yes Yes No Black Mesa A special clip used for clipping the leaves in Xen.

Sky and Fog

Sky and Fog — Common

These tool textures are available in every Source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead series, ect.).

Image Filename Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsfog.gif
toolsfog
Yes No Yes No Yes Yes Yes Yes
(Marks)
No effect; uses nonexistent compile flag %CompileFog.

(You can use this for func_smokevolume instead of the Trigger texture, but NOT for func_dustcloud.)

Toolsskybox.png
toolsskybox
No No Yes Yes Yes Yes Yes Yes
(No Marks)
This texture is used to make 3D skyboxes. Casts light if there is a light_environment entity in the map.
Cannot be used in the same PVS as the toolsskybox2d tool texture[Why?].
Things such as another area of a map will render on top of the skybox. An areaportal can stop this from happening, but it's generally better practice to add more scenery to cover the stuff that shouldn't be seen, reposition those things out of view, or just don't have an opening in that area.
Toolsskybox2d.gif
toolsskybox2d
No No Yes Yes Yes Yes Yes Yes
(No Marks)
(in all games since Source 2007) Used to make 2D skyboxes without displaying the 3D Skybox.
Casts light if there is a light_environment entity in the map.
Icon-Bug.pngBug:Light cast from this texture can still be blocked by 3D skybox geometry.  [todo tested in?]

Cannot be used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
toolsskyfog
No Yes Yes N/A N/A Yes N/A Yes
(Marks)
The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog".)
Confirm:Can it be fixed to function properly if its VMT settings are changed in the Source code and recompiled?
Fogvolume.jpg
toolsfogvolume
Yes No No No No No No No (in all games since Left 4 Dead)

Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level.
Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered.

Sky and Fog — Game-Specific

These tool textures are only available in specific Source engine games.

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsskybox nolight.jpg
Skybox
NoLight
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Skybox, but does not cast any light rays.
Tip.pngTip:This is also true of Nodraw in any game while the skybox is visible.

Miscellaneous

These are textures that have a special use, sometimes only seen in one single game.

Some of these textures are not even "real" tool textures, as they do not possess any Compile Flags, but they have some important use that no other texture available can do.

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Blockbomb.jpg
Block Bomb
No No Yes Yes Yes Yes Yes Yes Counter-Strike: Global Offensive Acts like Tools/ToolsInvisible. Possibly unimplemented.
L4d2-Climb versus.png
Climb
No No No No Yes Yes Yes No Left 4 Dead series A ladder only for Infected. Not visible to Infected Players during Versus, but can be climbed on. Use Climb Versus Instead.

Could be used in areas blocked by func_playerinfected_clip where Player Infected cannot go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes.

Climb alpha.png
Climb Alpha
Visible to Infected No No No Yes Yes Yes No Left 4 Dead series Seemingly identical to Climb Versus. The only difference is that tools\climb_alpha.vmt uses $alphatest, while tools/climb_versus.vmt uses $additive.

This tool texture has so far never been used in an official campaigns.

L4d2-Climb versus.png
Climb Versus
Visible to Infected No No No Yes Yes Yes No Left 4 Dead series A ladder only for infected. Must be used with func_ladder; otherwise, it will be ignored by the navigation mesh editor.
Toolsdotted.png
Dotted
Yes No Yes No Yes Yes Yes Yes
(Marks)
A face textured with this texture is rendered on top of all other brush geometry. Furthermore, a brush with Dotted on any face will not block visibility or cull any face that it touches, meaning that any area enclosed in a Dotted-textured brush will not be removed from the map in any way.
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
SiN Episodes Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Tools func fishes.jpg
Func Fishes
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_fishes entity to spawn fish inside of its volume.
Tools func leaves.jpg
Func Leaves
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_leaves entity to spawn leaves particles inside its volume.
Toolsgray.jpg
Gray
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose unknown; just a gray texture.
Toolshide.png
Hide
Yes No Yes No Yes Yes Yes Yes Black Mesa A gradient from transparent to black.

Counter-Strike: Global Offensive Has identical texture called cs_assault/assault_hide01.

Toolsinteractive.jpg
Interactive
No No No No Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity.
Toolsinvisibledisplacement.gif
Invisible Displacement
No No No No Yes Yes Yes Depends on game Light is not blocked by this texture, except in Counter-Strike: Global Offensive.

Despite being in the Materials/Tools folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for displacement clipping, where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult.
Team Fortress 2 Uses $decal 1 and $surfaceprop "dirt".

Toolswhite.gif
Clear
Fully Translucent Depends on use Depends on use N/A Yes Yes Yes Depends on use Left 4 Dead series Basic LightmappedGeneric that has no abilities other than being invisible.

Officially used like tools/invisibledisplacement for displacement clipping.
Has no VMT properties other than $alphatest 1.

Toolinvismetal.png
Invismetal
No No Yes No Yes Yes Yes No Left 4 Dead series Invisible texture, with metal surface properties. Simmilar to how Nodraw Metal should have worked.

Creates metal sparks when shot, but bullets pass through.
Does not seal maps.

Tip.pngTip:You may want to edit the VMT to add %CompileDetail 1 to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a func_detail or other entity.
Confirm:An invisimetal texture also exists in Black Mesa, although it uses a different texture. Does it work the same?
No Image
Locked
N/A N/A N/A N/A N/A N/A N/A N/A This is a special tool texture, intended to prevent VMEX from decompiling any maps using this custom tool texture. BSPSource ignores this, rendering it useless.

It does not really exist, as every user has to make their own, but it is listed here for completeness sake.

Toolsnoninteractive.jpg
Non-Interactive
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity.
Toolsshiproom.jpg
Ship Room
Yes Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas on the ship.
Tools vitrail light.jpg
Vitrail Light
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose currently unknown, properly used with some type of brush entity.
Toolswarmlight.png
Warm Light
Yes Yes Yes Yes Yes Yes Yes Yes Left 4 Dead series Basic UnlitGeneric texture that has no abilities.

Used with func_brush to make it non-solid and fade away when approached.
It being UnlitGeneric makes it seems as if it were glowing in a warm color, but is not listed in lights.rad, so it won't actually emit any light for VRAD to compile.
Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building, to simulate glowing light in a room.

Waterbounds.jpg
Waterbounds
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Used underwater when water meets the skybox.
Toolswrongway.png
WrongWay
Yes (in Counter-Strike: Global Offensive)

Only to Infected (in Left 4 Dead series)

No Yes No Yes Yes Yes Yes
(No Marks)
Left 4 Dead seriesCounter-Strike: Global Offensive Used to indicate the borders of the playable area.

Left 4 Dead Only visible to Infected players.
Left 4 Dead 2 No campaign uses this tool texture anymore. See L4D Level Design: Blocking the Infected Team for more info.
Counter-Strike: Global Offensive Used especially for the CS:GO/CS2 Wingman Wingman game mode. It has the same properties as WrongWay Timer.

Tip.pngTip:All Yes/No flags can be changed if applied to a func_brush.
Wrongway timer.png
WrongWay Timer
Doesn't work correctly No Yes No Yes Yes Yes Yes Counter-Strike: Global Offensive Used for brushes that are temporarily blocking Terrorists during the freezetime of the CS:GO/CS2 Retakes Retakes game mode. It is only visible to players that are close to the origin of the entity that this material is applied to (e.g., func_brush), achieved with the PlayerProximity material proxy.
Warning.pngWarning:Does not work as intended on world brushes and func_details as they have no origin: In-game, the $alpha is either equal to the $alpha of the closest functioning application of this material on screen or - if there is none - the $alpha remains "stuck" at some value, no matter the proximity.