Tool textures (Source): Difference between revisions

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(Added the last missing data (in non-empty columns) and also skyfog error message.)
m (fixed 'block light')
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|<center>No</center>
|<center>No</center>
|<center>Yes</center>
|<center>Yes</center>
|<center>No (just geometry)</center>
|<center></center>
|<center></center>
|<center>Yes</center>
|<center></center>
|<center>No</center>
|<center>No</center>
| Its transparency coupled with its VIS blocking, will create a [[leak]] effect. Blocks NPC [[line of sight]].
|<center>No</center>
|<center>No</center>
|<center>No</center>
|<center>No</center>
|<center>No</center>
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]].
|- id="clip"
|- id="clip"
| [[Image:Toolsclip.gif]]
| [[Image:Toolsclip.gif]]

Revision as of 03:13, 18 February 2011

Template:Otherlang2

"Clip" redirects here. For clip textures, see clip texture.


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.

Tip.pngTip:WiseClipped - 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 worldbrushes instead. As this makes them useless for worldbrushes, their visibility as worldbrushes are irrelevant (but are technically all "Yes").

General

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
Toolsareaportal.gif Areaportal
N/A
No
Yes
No
No
Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.)
Toolsblack.gif Black
Yes
Yes
Yes
Yes
Yes (leaves marks)
Note.pngNote:This is the tools/toolsblack texture, not the halflife/black texture.
Toolsblocklos.gif Block LOS
No
No
No
Yes
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 them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through 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.)
Toolsblockbullets.gif Block bullets
No
No
Yes
Yes
Yes (no marks)
Solid to bullets but not other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets.
Note.pngNote:This may be painfully obvious, but this brush only blocks bullets from guns. This will not block projectiles from NPCs such as the acid spit from antlion workers.
Toolsblocklight.gif Block light
No
Yes
No
No
No
No
No
No
Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks.
Toolsclip.gif Clip
No
No
No
Yes
No
Solid to all objects but 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.
Icon-Bug.pngBug:In Half-Life 2: Deathmatch it only acts as a player clip (solid only to players).  [todo tested in ?]
Toolsplayercont.gif ControlClip
Yes
Yes
Yes
Yes
Yes (leaves marks)
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.)
Toolsdotted.png
Dotted
Yes
No
Yes
Yes
Yes (leaves 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 nor 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.
Toolshint.gif Hint
No
No
Yes
No
No
This texture is used to instruct the compiler to cut visleaves.
Toolsinvisible.gif Invisible
No
No
Yes
Yes
No
Solid to all objects.
Toolsladder.gif (Invisible) Ladder
No
No
Yes
Yes
No
Use in Counter-Strike: Source with func_ladder.
Toolsnodraw.gif Nodraw
No
Yes
Yes
Yes
Yes (no marks)
Its transparency coupled with its VIS blocking, will create a leak visual effect. Seals leaks. Blocks visibility if used on all surfaces of the same brush.
Toolsnodraw.gif Nodraw Roof
Only available in Counter-Strike: Source. Identical to Nodraw, the only difference being a separate texture name to differentiate them.
Toolsnpcclip.gif NPC clip
No
No
No
No
No
Solid to NPCs but not players or other objects.
Toolsoccluder.gif Occluder
N/A
No
No
No
No
Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.)
Toolsorigin.gif Origin
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
Deprecated for use in Source maps. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Basic idea of an origin brush was used in GoldSource mapping, where it was used to set the rotation origin of rotating entities.
Toolsplayerclip.gif Player clip
No
No
No
Yes
No
Solid to players but not NPCs or other objects. In L4D and L4D2 this clips players as survivors, but not as special infected.
Toolsskip.gif Skip
No
No
No
No
No
Has no effect on anything. Useful in combination with Hint tool textures. 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 and place-holding objects.
Toolstrigger.gif Trigger
N/A
No
No
No
No
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. (This table assumes that this texture is used on a trigger type entity.)


Sky(boxes) and fog

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
Toolsfog.gif Fog
Yes
No
Yes
Yes
Yes (leaves marks)
Todo: Does not seem to work?
(You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolsskybox.gif Skybox
No
No
Yes
Yes
Yes (no marks)
This texture is used to make 2D 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.
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 the toolsskybox tool texture.
Toolsskyfog.gif SkyFog
No
Yes
Yes
Yes
Yes (leaves marks)
[Todo] toolsskyfog.vmt does not contain any properties. (Generates error Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog".)
Fogvolume.jpg Fog Volume
(Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level