Tool textures (Source): Difference between revisions
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Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
Note: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 visleafs. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.
(Added tool texture information for Sin Episodes.) |
(updated or removed a lot of weird, inconsistent and redundant language. probably should not keep the russian resources on the english page, but cleaned that up too.) |
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{{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.}} | ||
{{note|All tool textures that are assumed to be texturing an entity, work exactly like ordinary textures if applied to | {{note|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 [[visleafs]]. If you aren't texturing an entity, you should tie the brush to [[func_detail]] or [[func_brush]] for [[Optimization_(level_design)|optimization]].}} | ||
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|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} | | {{l4d}}{{l4d2}} A ladder only for infected, must be used with [[func_ladder]], otherwise it will be ignored by the navigation mesh editor and Special infected which do not require a navigation mesh to move. | ||
|- id="dotted" | |- id="dotted" | ||
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | | <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes (leaves marks)}} | |{{Yes | Yes (leaves marks)}} | ||
| {{Sin Emergence}} | | {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system. | ||
|- id="hint" | |- id="hint" | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| Solid to all objects and projectiles, not solid to bullets.<br>{{l4d}}{{l4d2}}Smokers, Boomers and Spitters can attack you through it, but neither survivors | | Solid to all objects and projectiles, not solid to bullets.<br>{{l4d}}{{l4d2}}Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it. | ||
|- id="invisibledisplacement" | |- id="invisibledisplacement" | ||
| [[Image:Toolsinvisibledisplacement.gif]] | | [[Image:Toolsinvisibledisplacement.gif]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{Sin Emergence}} | | {{Sin Emergence}} Not solid to grenades. Similar to Toolsinvisible, used as a utility texture. | ||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} | | {{l4d}}{{l4d2}} An invisible texture that shows metal marks when shot. | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes (no marks)}} | ||
| Its transparency coupled with its VIS blocking, will create a leak visual effect. Seals [[leak]]s. Blocks visibility if used on all surfaces of the same brush. This texture is used very often for brushes that don't need to be textured. (for optimization the compiler skips making lightmap on this texture)<br>{{portal}} Portals can be placed on it | | Its transparency coupled with its VIS blocking, will create a leak visual effect. Seals [[leak]]s. Blocks visibility if used on all surfaces of the same brush. This texture is used very often for brushes that don't need to be textured. (for optimization the compiler skips making lightmap on this texture)<br>{{portal}} Portals can be placed on it, but not in Portal 2. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{portal2}} | | {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture. | ||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Used for [[func_occluder]] entities | | Used only for [[func_occluder]] entities. | ||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| | | Used on [[Trigger]] and [[func_viscluster]] entities. | ||
|- id="white" | |- id="white" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (leaves marks)}} | |{{Yes|Yes (leaves marks)}} | ||
| Identical to ''tools/toolsblack'' texture only in white | | Identical to ''tools/toolsblack'' texture only in white. | ||
|} | |} | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Solid to players and [[NPC]]s but not other objects | | Solid to players and [[NPC]]s but not other objects.<br>{{portal}} Does not function. | ||
{{CSGO add}}<br>Clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood | {{CSGO add}}<br>Clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood | ||
{{ | |||
{{csgo}} Not solid to dropped weapons, except C4. | |||
|- id="npcclip" | |- id="npcclip" | ||
| [[Image:Toolsnpcclip.gif]] | | [[Image:Toolsnpcclip.gif]] | ||
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|{{Yes|Grenades only}} | |{{Yes|Grenades only}} | ||
|{{No}} | |{{No}} | ||
| | | {{csgo}} Only solid to grenades. | ||
|- id="stairs" | |- id="stairs" | ||
| [[Image:Toolsstairs.png]] | | [[Image:Toolsstairs.png]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| | |{{INFRA}} Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°. | ||
|} | |} | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes (no marks)}} | ||
| This texture is used to make 3D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map.<br> Cannot be used in the same [[PVS]] as the ''toolsskybox2d'' tool texture.<br> | | This texture is used to make 3D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map.<br> Cannot be used in the same [[PVS]] as the ''toolsskybox2d'' tool texture.<br>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. | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
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[[Category:Material System]] | [[Category:Material System]] | ||
==Tutorials about | ==Tutorials about tool textures (Russian)== | ||
Lessons created by [https://vk.com/project_source Project-S] | Lessons created by [https://vk.com/project_source Project-S] | ||
[https:// | [https://www.youtube.com/watch?v=3L2GZMUQQbs description of textures (Описание DEV текстур)] | ||
[https://www.youtube.com/watch?v=lzelQwP9E1s Block Light - Realistic Shadows (Реальные тени)] |
Revision as of 11:31, 15 May 2018
"Clip" redirects here.
- For clip textures, see clip texture.
- For the Hammer Clip Tool, see Hammer Clipping Tool.
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.


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 |
---|---|---|---|---|---|---|---|---|---|---|
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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. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (leaves marks) | ![]() | |
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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 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.) | |
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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. To allow NPCs and their line of sight to pass through, turn the brush into a func_brush with its Solidity keyvalue set to a solid state. | |
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No | No | No | No | Yes | Yes | Yes | Yes (no marks) | ![]() | |
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No | No | Yes | No | Yes | Yes | Yes | Yes (no marks) | ![]() | |
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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. | |
No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Yes | No | Yes | No | Yes | 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. | ||
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (leaves marks) | ![]() | |
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No | No | Yes | No | No | No | No | No | This texture is used to instruct the compiler to cut visleaves. | |
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No | No | Yes | No | Yes | Yes | Yes | No | Solid to all objects and projectiles, not solid to bullets.![]() ![]() | |
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Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. | |||||||||
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Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() |
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No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch.![]() ![]() | |
![]() |
No | No | N/A | No | Yes | Yes | Yes | No | ![]() ![]() | |
![]() |
No | Yes | Yes | Yes | 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. This texture is used very often for brushes that don't need to be textured. (for optimization the compiler skips making lightmap on this texture)![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) | ![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) | ![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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N/A | No | No | No | No | No | No | No | Used only for func_occluder entities. | |
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N/A | No | No | No | No | No | No | No | Deprecated for use in Source maps. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Origin brushes were used in GoldSource mapping to set the rotation origin of rotating entities. It can still be used to override a brush entity's origin when used as one of its brushes. | |
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No | No | No | 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. | |
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Yes | No | No | No | No | No | No | No | Used on Trigger and func_viscluster entities. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (leaves marks) | Identical to tools/toolsblack texture only in white. |
Clips
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
No | No | No | No | Yes | Yes | No | No | Solid to players and NPCs but not other objects.![]() Template:CSGO add | |
![]() |
No | No | No | No | Yes | No | No | No | Solid to NPCs but not players or other objects.![]() ![]() | |
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No | No | No | No | No | Yes | No | No | Solid only to players.![]() ![]() | |
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Yes | Yes | Yes | No? | Yes | Yes | Yes | Yes (leaves marks) | Available only in Source 2006 and earlier. It is obvious that 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.) | |
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No | No | No | No | No | No | Grenades only | No | ![]() | |
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No | No | No | No | No | Yes | No | No | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Yes | No | Yes | No | Yes | Yes | Yes | Yes (leaves marks) | ![]() | |
![]() |
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. 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. | |
![]() |
No | No | Yes | Yes | Yes | Yes | Yes | Yes (no marks) | Available only in Source 2007 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. | |
![]() |
No | Yes | Yes | Yes | Yes (leaves 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" .) ![]() | ||||
![]() |
Yes | No | No | Available only in Left 4 Dead and later. Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |
Tutorials about tool textures (Russian)
Lessons created by Project-S