Tool textures (Source): Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		 Note:WiseClipped - tutorial on using many of the Source Tool textures shown below
Note:WiseClipped - tutorial on using many of the Source Tool textures shown below
		
	
| No edit summary | No edit summary | ||
| Line 105: | Line 105: | ||
| | (Left 4 Dead Only). Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level | | (Left 4 Dead Only). Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level | ||
| |} | |} | ||
| == See Also == | |||
| * [[Tool_textures:ru]] | |||
| [[category:Glossary]] | [[category:Glossary]] | ||
| [[Category:Level Design]] | [[Category:Level Design]] | ||
Revision as of 11:04, 16 August 2009
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.
 Note:WiseClipped - tutorial on using many of the Source Tool textures shown below
Note:WiseClipped - tutorial on using many of the Source Tool textures shown below| Image | Name | Special attributes | 
|---|---|---|
|   | Areaportal | Use with areaportals (func_areaportals and func_areaportalwindows). | 
|   | Black | Black texture, unaffected by light. | 
|   | 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. | 
|   | 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. Also creates visleafs like a normal brush. | 
|   | Block light | Invisible; casts shadow like standard materials, Does not only block light, also blocks NPC LOS. Does not seem to cut visleafs anymore. Needs conformation. | 
|   | Clip | Solid to all objects. Is not rendered. Bug in HL2:deathmatch where it only acts as a player clip (solid only to players). Does not block physically simulated projectiles. | 
|   | Player clip control | Purpose is not entirely confirmed. Seems that it is necessary for func_vehicleclip.(See "player clip" below for the tool texture that restricts player movement.) | 
|   | Dotted | The toolsdotted texture has very few applications. 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. | 
|   | Fog | Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.) | 
|   | Hint | Divides visleafs. | 
|   | Invisible | Solid to all objects, invisible and does not cast shadows | 
|   | Ladder | Invisible; Use in Counter-Strike: Source with func_ladder. | 
|   | No Draw | Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows. | 
|   | No Draw Roof | Counter-Strike: Source specific. Identical to No Draw, the only difference being a separate texture name to differentiate them. | 
|   | NPC clip | Solid to NPCs but not players or other objects, is not rendered. | 
|   | Occluder | Use with func_occluders | 
|   | 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) | 
|   | Player clip | Solid to players but not NPCs or other objects, is not rendered. | 
|   | 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. | 
|   | 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. | 
|   | 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. | 
|   | SkyFog | [Todo] toolsskyfog.vmt does not contain any properties. | 
|   | 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. | 
|   | Fog Volume | (Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |