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 warning about tools invisible being solid to bullets in Counter-Strikes) |
m (Reorganised the list of tool textures, created categories 'optimisation' and 'Miscellaneous', alined all of the columns, hidden the table of content, changed other minor things) |
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| ru = Tool textures:ru | | ru = Tool textures:ru | ||
}} | }} | ||
__NOTOC__ | |||
''"Clip" redirects here. | ''"Clip" redirects here. | ||
*For clip textures, see [[clip texture]]. | *For clip textures, see [[clip texture]]. | ||
*For the Hammer Clip Tool, see [[Hammer_Clipping_Tool|Hammer Clipping Tool]].'' | *For the Hammer Clip Tool, see [[Hammer_Clipping_Tool|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 [[Hammer Texture Browser|texture browser]]. | '''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]]. | ||
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{{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]].}} | {{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]].}} | ||
== General == | == General == | ||
{| class="standard-table" | {| class="standard-table" | ||
! Image | ! width="64px" | Image | ||
! Name | ! width="100px" | Name | ||
! Visible | ! width="75px" | Visible if <br /> [[world brush]] | ||
! Casts shadows | ! width="75px" | Casts shadows | ||
! Cuts [[visleaf|VIS leaves]] | ! width="75px" | Cuts <br /> [[visleaf|VIS leaves]] | ||
! Blocks NPC [[LOS]] | ! width="75px" | Blocks NPC [[LOS]] | ||
! Solid to NPCs | ! width="75px" | Solid to NPCs | ||
! Solid to | ! width="75px" | Solid to player(s) | ||
! Solid to physics | ! width="75px" | Solid to physics | ||
! Solid to bullets | ! width="75px" | Solid to bullets | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="black" | |- id="black" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes ( | |{{Yes|Yes <br /> (marks)}} | ||
| {{note|This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.}} This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color. An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2. | | {{note|This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.}} This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color. An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2. | ||
|- id=" | |- id="nolight" | ||
| [[Image: | | [[Image:Toolsblack.gif]] | ||
| <center> | | <center>Nolight</center> | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes <br /> (marks)}} | |||
| {{as}}{{csgo}} Similiar to ''tools/toolsblack'', but won't generate lightmaps on itself using [[%compilenolight]], making [[vrad]] compile faster and reducing file size of the map. | |||
|- id="white" | |||
| [[Image:Toolswhite.gif]] | |||
| <center>White</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |{{Yes}} | ||
|{{ | |{{Yes|Yes <br /> (marks)}} | ||
| | | Identical to ''tools/toolsblack'' texture only in white. | ||
| | |||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (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 [[npc_antlion|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. | | 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 [[npc_antlion|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. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{tf2}} Only. Identical to ''Block Bullets'', the only difference is that this tool texture doesn't block [[visleaf|visleaves]]. | | {{tf2}} Only. Identical to ''Block Bullets'', the only difference is that this tool texture doesn't block [[visleaf|visleaves]]. | ||
|- id="toolsblocksbullets_forcefield" | |- id="toolsblocksbullets_forcefield" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes (no marks)}} | |{{Yes | Yes <br /> (no marks)}} | ||
| {{Sin Emergence}} Only. Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'. | | {{Sin Emergence}} Only. Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'. | ||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
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| 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. | | 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. | ||
{{warning|Solid to bullets in {{css}} and {{csgo}}}} | {{warning|Solid to bullets in {{css}} and {{csgo}}}} | ||
|- id="toolinvisiblenonsolid" | |- id="toolinvisiblenonsolid" | ||
| [[Image:Toolsinvisiblenonsolid.jpg]] | | [[Image:Toolsinvisiblenonsolid.jpg]] | ||
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|{{No}} | |{{No}} | ||
| Used with [[func_ladder]] in the most multiplayer games except [[Half-Life 2 Deathmatch]].<br>{{l4d}}{{l4d2}} Ladder will not work if used with func_ladder | | Used with [[func_ladder]] in the most multiplayer games except [[Half-Life 2 Deathmatch]].<br>{{l4d}}{{l4d2}} Ladder will not work if used with func_ladder | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| Not drawn in game, seals [[leak]]s, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead. | | Not drawn in game, seals [[leak]]s, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead. | ||
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}} | {{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}} | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{css}} Only. Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | | {{css}} Only. Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | ||
|- id="nodrawwood" | |- id="nodrawwood" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{css}} Only. Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | | {{css}} Only. Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | ||
|- id="nodrawportalable" | |- id="nodrawportalable" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture. | | {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture. | ||
|- id=" | |- id="origin" | ||
| [[Image: | | [[Image:Toolsorigin.gif]] | ||
| <center> | | <center>Origin</center> | ||
|{{N/A}} | |||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Deprecated for use in [[Source]], not available in all branches. (After giving the error "''origin brushes not allowed in world''" the compiler will fail.) Origin brushes were used in [[GoldSource]] to set the rotation origin of rotating [[entity|entities]]. It can still be used to override a brush entity's origin when used as one of its brushes. | |||
|- id="skip" | |||
| [[Image:Toolsskip.gif]] | |||
| <center>[[Skip]]</center> | |||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{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. | |||
|- id="blocklos" | |||
| [[Image:Toolsblocklos.gif]] | |||
| <center>Block LOS</center> | |||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |||
|{{No}} | |||
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s. ''[[mat_wireframe]] 1/2'' will reveal that while this texture doesn't block [[visleaf|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.) | |||
|- id="blocklight" | |||
| [[Image:Toolsblocklight.gif]] | |||
| <center>Block Light</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| | | Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. See more uses [[Advanced Lighting#Shadow creation|here]]. | ||
|- id="trigger" | |- id="trigger" | ||
| [[Image:Toolstrigger.gif]] | | [[Image:Toolstrigger.gif]] | ||
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|{{No}} | |{{No}} | ||
| Used on [[Trigger]] and [[func_viscluster]] entities. | | Used on [[Trigger]] and [[func_viscluster]] entities. | ||
|- id=" | |} | ||
| [[Image: | |||
| <center> | == Optimisation == | ||
{| class="standard-table" | |||
! width="64px" | Image | |||
! width="100px" | Name | |||
! width="75px" | Visible if <br /> [[world brush]] | |||
! width="75px" | Casts shadows | |||
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]] | |||
! width="75px" | Blocks NPC [[LOS]] | |||
! width="75px" | Solid to NPCs | |||
! width="75px" | Solid to player(s) | |||
! width="75px" | Solid to physics | |||
! width="75px" | Solid to bullets | |||
! Usage / Notes | |||
|- id="areaportal" | |||
| [[Image:Toolsareaportal.gif]] | |||
| <center>Areaportal</center> | |||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). Can be used with other brush entities, such as some triggers. | |||
|- id="hint" | |||
| [[Image:Toolshint.gif]] | |||
| <center>[[Hint brush|Hint]]</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| This texture is used to instruct the compiler to cut [[visleaves]]. | |||
|- id="occluder" | |||
| [[Image:Toolsoccluder.gif]] | |||
| <center>Occluder</center> | |||
|{{Yes}} | |{{Yes}} | ||
|{{ | |{{No}} | ||
|{{ | |{{No}} | ||
|{{ | |{{No}} | ||
|{{ | |{{No}} | ||
| | |{{No}} | ||
|{{No}} | |||
|{{No}} | |||
| Used only for [[func_occluder]] entities. | |||
|} | |} | ||
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{| class="standard-table" | {| class="standard-table" | ||
! Image | ! width="64px" | Image | ||
! Name | ! width="100px" | Name | ||
! Visible | ! width="75px" | Visible if <br /> [[world brush]] | ||
! Casts shadows | ! width="75px" | Casts shadows | ||
! Cuts [[visleaf|VIS leaves]] | ! width="75px" | Cuts <br /> [[visleaf|VIS leaves]] | ||
! Blocks NPC [[LOS]] | ! width="75px" | Blocks NPC [[LOS]] | ||
! Solid to NPCs | ! width="75px" | Solid to NPCs | ||
! Solid to | ! width="75px" | Solid to player(s) | ||
! Solid to physics | ! width="75px" | Solid to physics | ||
! Solid to bullets | ! width="75px" | Solid to bullets | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="clip" | |- id="clip" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes ( | |{{Yes|Yes <br /> (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.) | | 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.) | ||
|- id="grenadeclip" | |- id="grenadeclip" | ||
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|} | |} | ||
== Sky | == Sky and fog == | ||
{| class=standard-table | {| class=standard-table | ||
! Image | ! width="64px" | Image | ||
! Name | ! width="100px" | Name | ||
! Visible | ! width="75px" | Visible if <br /> [[world brush]] | ||
! Casts shadows | ! width="75px" | Casts shadows | ||
! Cuts [[visleaf|VIS leaves]] | ! width="75px" | Cuts <br /> [[visleaf|VIS leaves]] | ||
! Blocks NPC [[LOS]] | ! width="75px" | Blocks NPC [[LOS]] | ||
! Solid to NPCs | ! width="75px" | Solid to NPCs | ||
! Solid to | ! width="75px" | Solid to player(s) | ||
! Solid to physics | ! width="75px" | Solid to physics | ||
! Solid to bullets | ! width="75px" | Solid to bullets | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="fog" | |- id="fog" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes ( | |{{Yes | Yes <br /> (marks)}} | ||
| {{confirm|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | | {{confirm|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | ||
|- id="skybox" | |- id="skybox" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes | Yes <br /> (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>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. | | 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" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes (no marks)}} | |{{Yes | Yes <br /> (no marks)}} | ||
| Available only in [[Source 2007]] and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a light_environment entity in the map.<br>Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture. | | Available only in [[Source 2007]] and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a light_environment entity in the map.<br>Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture. | ||
|- id="skyfog" | |- id="skyfog" | ||
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|{{Yes}} | |{{Yes}} | ||
| | | | ||
|{{Yes|Yes ( | |{{Yes | Yes <br /> (marks)}} | ||
| The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) {{confirm|It can be fixed to function properly if it's [[vmt]] settings are changed in the Source code and recompiled}} | | The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) {{confirm|It can be fixed to function properly if it's [[vmt]] settings are changed in the Source code and recompiled}} | ||
|- id="fog volume" | |- id="fog volume" | ||
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|} | |} | ||
[[ | == Miscellaneous == | ||
[[Category:Level Design]] | {| class=standard-table | ||
[[Category:Material System]] | ! width="64px" | Image | ||
! width="100px" | Name | |||
! width="75px" | Visible if <br /> [[world brush]] | |||
! width="75px" | Casts shadows | |||
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]] | |||
! width="75px" | Blocks NPC [[LOS]] | |||
! width="75px" | Solid to NPCs | |||
! width="75px" | Solid to player(s) | |||
! width="75px" | Solid to physics | |||
! width="75px" | Solid to bullets | |||
! Usage / Notes | |||
|- id="invisibledisplacement" | |||
| [[Image:Toolsinvisibledisplacement.gif]] | |||
| <center>Invisible Displacement</center> | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. | |||
|- id="climb_versus" | |||
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div> | |||
| <center>Climb Versus</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| {{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" | |||
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | |||
| <center>Dotted</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes | Yes <br /> (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. | |||
|- id="toolsdynamicdifficulty" | |||
| [[Image:toolsdynamicdifficulty.jpg]] | |||
| <center>Dynamic Difficulty</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes | Yes <br /> (marks)}} | |||
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system. | |||
|- id="interactive" | |||
| [[Image:toolsinteractive.jpg]] | |||
| <center>Interactive</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes | Yes <br /> (no marks)}} | |||
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity to specify the only surfaces available for the player to interact with the entity | |||
|- id="Invismetal" | |||
| [[Image:Toolinvismetal.png]] | |||
| <center>Invismetal</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{N/A}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| {{l4d}}{{l4d2}} An invisible texture that shows metal marks when shot. | |||
|- id="noninteractive" | |||
| [[Image:toolsnoninteractive.jpg]] | |||
| <center>Non-Interactive</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes | Yes <br /> (no marks)}} | |||
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity | |||
|- id="shiproom" | |||
| [[Image:toolsshiproom.jpg]] | |||
| <center>Ship Room</center> | |||
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| {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship | |||
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[[Category: Glossary]][[Category: Level Design]][[Category: Material System]] |
Revision as of 06:57, 17 May 2019
"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 world brush |
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 | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) |
Identical to tools/toolsblack texture only in white. | |
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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 | No | Yes | No | Yes | Yes | Yes | No | Solid to all objects and projectiles, not solid to bullets.![]() ![]() | |
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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.![]() ![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |
Not drawn in game, seals leaks, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.![]() ![]() ![]() ![]() ![]() ![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |
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N/A | No | No | No | No | No | No | No | Deprecated for use in Source, not available in all branches. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Origin brushes were used in GoldSource 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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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 | 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. | |
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Yes | No | No | No | No | No | No | No | Used on Trigger and func_viscluster entities. |
Optimisation
Image | Name | Visible if world brush |
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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No | No | Yes | No | No | No | No | No | This texture is used to instruct the compiler to cut visleaves. | |
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Yes | No | No | No | No | No | No | No | Used only for func_occluder entities. |
Clips
Image | Name | Visible if world brush |
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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No | No | No | No | Yes | Yes | No | No | Solid to players and NPCs but not other objects. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.![]() ![]() ![]() | |
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No | No | No | No | Yes | No | No | No | Solid to NPCs only.![]() ![]() | |
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No | No | No | No | No | Yes | No | No | Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.![]() ![]() ![]() ![]() | |
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Yes | Yes | Yes | No? | Yes | Yes | Yes | Yes (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 | ![]() | |
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No | No | No | N/A | N/A | No | No | No | ![]() |
Sky and fog
Image | Name | Visible if world brush |
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 | Yes | Yes | Yes | Yes (marks) |
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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. | |
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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. | |
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No | Yes | Yes | Yes | Yes (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" .) ![]() | ||||
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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 |
Miscellaneous
Image | Name | Visible if world brush |
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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Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. | |||||||||
No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Yes | No | Yes | No | Yes | Yes | Yes | Yes (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 (marks) |
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No | No | No | No | Yes | Yes | Yes | Yes (no marks) |
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No | No | N/A | No | Yes | Yes | Yes | No | ![]() ![]() | |
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No | No | No | No | Yes | Yes | Yes | Yes (no marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |
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