Tool textures (Source): Difference between revisions
Jump to navigation
Jump to search
Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
No edit summary |
MossyBucket (talk | contribs) (Made the table more clear. Inserted a few values I was certain of. (A little more to follow later.)) |
||
Line 6: | Line 6: | ||
{{tip|[[WiseClipped]] - tutorial on using many of the Source Tool textures shown below.}} | {{tip|[[WiseClipped]] - tutorial on using many of the Source Tool textures shown below.}} | ||
{| class=standard-table | {| class=standard-table | ||
! Image | ! Image | ||
! Name | ! Name | ||
! | ! Visible (if [[worldbrush]]) | ||
! Casts shadows | |||
! Cuts [[visleaf|VIS leaves]] | |||
! Blocks NPC [[LOS]] | |||
! Solid to NPCs | |||
! Solid to Player(s) | |||
! Solid to physics | |||
! Solid to bullets | |||
! Usage / Notes | |||
|- id="areaportal" | |- id="areaportal" | ||
| [[Image:Toolsareaportal.gif]] | | [[Image:Toolsareaportal.gif]] | ||
| Areaportal | | Areaportal | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). | | Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). | ||
|- id="black" | |- id="black" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
| Black | | Black | ||
|<center>Yes</center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Black texture, unaffected by light. | | Black texture, unaffected by light. | ||
|- id="blocklos" | |- id="blocklos" | ||
| [[Image:Toolsblocklos.gif]] | | [[Image:Toolsblocklos.gif]] | ||
| Block LOS | | Block LOS | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center>Yes</center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Blocks the line-of-sight of [[NPC]]s and [[bot]]s. Also casts shadows, so may need to be used in conjunction with [[func_brush]]es to avoid cosmetic glitches. | | Blocks the line-of-sight of [[NPC]]s and [[bot]]s. Also casts shadows, so may need to be used in conjunction with [[func_brush]]es to avoid cosmetic glitches. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
| Block bullets | | Block bullets | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center>Yes</center> | |||
| 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. | | 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. | ||
|- id="blocklight" | |- id="blocklight" | ||
| [[Image:Toolsblocklight.gif]] | | [[Image:Toolsblocklight.gif]] | ||
| Block light | | Block light | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Invisible; casts shadow like standard materials, Does not only block light, also blocks NPC LOS. Does not cut visleafs anymore. | | Invisible; casts shadow like standard materials, Does not only block light, also blocks NPC LOS. Does not cut visleafs anymore. | ||
|- id="clip" | |- id="clip" | ||
| [[Image:Toolsclip.gif]] | | [[Image:Toolsclip.gif]] | ||
| Clip | | Clip | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Solid to all objects. Is not rendered. Does not block physically simulated projectiles. In [[Left 4 Dead]] and [[Left 4 Dead 2]] this clips players as both special infected and survivors. Does not function in [[Portal]]. {{bug|In [[Half-Life 2: Deathmatch]] it only acts as a player clip (solid only to players).}} | | Solid to all objects. Is not rendered. Does not block physically simulated projectiles. In [[Left 4 Dead]] and [[Left 4 Dead 2]] this clips players as both special infected and survivors. Does not function in [[Portal]]. {{bug|In [[Half-Life 2: Deathmatch]] it only acts as a player clip (solid only to players).}} | ||
|- id="playercont" | |- id="playercont" | ||
| [[Image:Toolsplayercont.gif]] | | [[Image:Toolsplayercont.gif]] | ||
| Player clip control | | Player clip control | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| 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.) | | 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.) | ||
|- id="dotted" | |- id="dotted" | ||
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | | <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | ||
| Dotted | | Dotted | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| 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. | | 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. | ||
|- id="fog" | |- id="fog" | ||
| [[Image:Toolsfog.gif]] | | [[Image:Toolsfog.gif]] | ||
| Fog | | Fog | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Does not seem to work. (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | | Does not seem to work. (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | ||
|- id="hint" | |- id="hint" | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
| [[Hint brush|Hint]] | | [[Hint brush|Hint]] | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Divides [[visleafs]]. | | Divides [[visleafs]]. | ||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
| Invisible | | Invisible | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Solid to all objects, invisible and does not cast shadows | | Solid to all objects, invisible and does not cast shadows | ||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
| Ladder | | Ladder | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Invisible; Use in [[Counter-Strike: Source]] with [[func_ladder]]. | | Invisible; Use in [[Counter-Strike: Source]] with [[func_ladder]]. | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
| No Draw | | No Draw | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Solid; Invisible; seals [[leak]]s; blocks visibility if used on all surfaces of the same brush. Casts shadows. | | Solid; Invisible; seals [[leak]]s; blocks visibility if used on all surfaces of the same brush. Casts shadows. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
|No Draw Roof | |No Draw Roof | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| [[Counter-Strike: Source]] specific. Identical to No Draw, the only difference being a separate texture name to differentiate them. | | [[Counter-Strike: Source]] specific. Identical to No Draw, the only difference being a separate texture name to differentiate them. | ||
|- id="npcclip" | |- id="npcclip" | ||
| [[Image:Toolsnpcclip.gif]] | | [[Image:Toolsnpcclip.gif]] | ||
| NPC clip | | NPC clip | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Solid to [[NPC]]s but not players or other objects, is not rendered. | | Solid to [[NPC]]s but not players or other objects, is not rendered. | ||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] | ||
| Occluder | | Occluder | ||
| | |<center></center> | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Used for [[func_occluder]] entities. | |||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
| Origin | | Origin | ||
| Use to set the rotation origin of rotating [[entity|entities]]; deprecated for use in [[Source]] maps (Basic idea of an origin brush was used in [[Goldsource]] mapping) | |<center></center> | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Use to set the rotation origin of rotating [[entity|entities]]; deprecated for use in [[Source]] maps (Basic idea of an origin brush was used in [[Goldsource]] mapping.) | |||
|- id="playerclip" | |- id="playerclip" | ||
| [[Image:Toolsplayerclip.gif]] | | [[Image:Toolsplayerclip.gif]] | ||
| Player clip | | Player clip | ||
|<center>No</center> | |||
|<center>No</center> | |||
|<center>No</center> | |||
|<center></center> | |||
|<center>No</center> | |||
|<center>Yes</center> | |||
|<center>No</center> | |||
|<center></center> | |||
| Solid to players but not [[NPC]]s or other objects, is not rendered. In L4D and L4D2 this clips players as survivors, but not as special infected. | | Solid to players but not [[NPC]]s or other objects, is not rendered. In L4D and L4D2 this clips players as survivors, but not as special infected. | ||
|- id="skip" | |- id="skip" | ||
| [[Image:Toolsskip.gif]] | | [[Image:Toolsskip.gif]] | ||
| [[Skip]] | | [[Skip]] | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| 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|64px]] | | [[Image:Toolsskybox.gif|64px]] | ||
| [[Skybox|Skybox]] | | [[Skybox|Skybox]] | ||
|<center></center> | |||
|<center>No</center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| 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|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
| [[Skybox (2D)|2D Skybox]] | | [[Skybox (2D)|2D Skybox]] | ||
| Available only in | |<center></center> | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| 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. | |||
|- id="skyfog" | |- id="skyfog" | ||
| [[Image:Toolsskyfog.gif]] | | [[Image:Toolsskyfog.gif]] | ||
| SkyFog | | SkyFog | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| {{TODO|}} ''toolsskyfog.vmt does not contain any properties.'' | | {{TODO|}} ''toolsskyfog.vmt does not contain any properties.'' | ||
|- id="trigger" | |- id="trigger" | ||
| [[Image:Toolstrigger.gif]] | | [[Image:Toolstrigger.gif]] | ||
| Trigger | | Trigger | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| Use on [[Trigger]] and [[func_viscluster]] entities and Buyzones in [[Counter-Strike: Source]]. Also don't forget to move the selected [[trigger]] [[brush|brush(es)]] ToEntity so you can change the properties. | | Use on [[Trigger]] and [[func_viscluster]] entities and Buyzones in [[Counter-Strike: Source]]. Also don't forget to move the selected [[trigger]] [[brush|brush(es)]] ToEntity so you can change the properties. | ||
|- id="fog volume" | |- id="fog volume" | ||
| [[Image:Fogvolume.jpg]] | | [[Image:Fogvolume.jpg]] | ||
| Fog Volume | | Fog Volume | ||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
|<center></center> | |||
| (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 | ||
|} | |} |
Revision as of 13:19, 16 February 2011
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 | Visible (if worldbrush) | Casts shadows | Cuts VIS leaves | Blocks NPC LOS | Solid to NPCs | Solid to Player(s) | Solid to physics | Solid to bullets | Usage / Notes |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 cut visleafs anymore. | ||||||||
![]() |
Clip | Solid to all objects. Is not rendered. Does not block physically simulated projectiles. In Left 4 Dead and Left 4 Dead 2 this clips players as both special infected and survivors. Does not function in Portal. ![]() | ||||||||
![]() |
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 | Used for func_occluder entities. | ||||||||
![]() |
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. In L4D and L4D2 this clips players as survivors, but not as special infected. | ||||||||
![]() |
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 and func_viscluster 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 |