Tool textures (Source): Difference between revisions
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Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
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'''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 [[Hammer Texture Browser|texture browser]]. | |||
{{ | {{tip|[[WiseClipped]] - tutorial on using many of the Source Tool textures shown below.}} | ||
{| class=standard-table | {| class=standard-table | ||
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| 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. | | 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. | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox.gif]] | | [[Image:Toolsskybox.gif|64px]] | ||
| [[Skybox|Skybox]] | | [[Skybox|Skybox]] | ||
| Use to make 2D [[skybox]]es. Casts light if there is a light_environment entity in the map. Cannot be used in the same [[PVS]] as toolsskybox2d. | | Use to make 2D [[skybox]]es. Casts light if there is a light_environment entity in the map. Cannot be used in the same [[PVS]] as toolsskybox2d. | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
| [[Skybox (2D)|2D Skybox]] | | [[Skybox (2D)|2D Skybox]] | ||
| Available only in The Orange Box engine and later. Use to make 2D [[skybox]]es 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. | | Available only in The Orange Box engine and later. Use to make 2D [[skybox]]es 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. | ||
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| (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 | ||
|} | |} | ||
[[category:Glossary]] | [[category:Glossary]] | ||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Material System]] |
Revision as of 11:54, 16 August 2009
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.

Image | Name | Special attributes |
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Areaportal | Use with areaportals (func_areaportals and func_areaportalwindows). |
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Black | Black texture, unaffected by light. |
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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. |
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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. |
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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. |
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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. |
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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.) |
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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. |
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Fog | Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.) |
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Hint | Divides visleafs. |
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Invisible | Solid to all objects, invisible and does not cast shadows |
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Ladder | Invisible; Use in Counter-Strike: Source with func_ladder. |
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No Draw | Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows. |
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No Draw Roof | Counter-Strike: Source specific. Identical to No Draw, the only difference being a separate texture name to differentiate them. |
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NPC clip | Solid to NPCs but not players or other objects, is not rendered. |
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Occluder | Use with func_occluders |
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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) |
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Player clip | Solid to players but not NPCs or other objects, is not rendered. |
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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. |
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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. |
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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. |
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SkyFog | [Todo] toolsskyfog.vmt does not contain any properties. |
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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. |
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Fog Volume | (Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |