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 to toolsblack and cleared up toolsnolight) |
(Added tool textures for Dark Messiah) |
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| ru = Tool textures:ru | | ru = Tool textures:ru | ||
}} | }} | ||
{{toc-right}} | |||
''"Clip" redirects here. | ''"Clip" redirects here. | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (marks)}} | |{{Yes|Yes <br /> (marks)}} | ||
| {{as}} | | {{as}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | ||
|- id="nolight_arkane" | |||
| [[Image:Toolsblack.gif]] | |||
| <center>Black Arkane</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | |||
|- id="white" | |- id="white" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
Line 65: | Line 77: | ||
|{{Yes|Yes <br /> (marks)}} | |{{Yes|Yes <br /> (marks)}} | ||
| Identical to ''tools/toolsblack'' texture only in white. | | Identical to ''tools/toolsblack'' texture only in white. | ||
|- id="white_arkane" | |||
| [[Image:Toolswhite.gif]] | |||
| <center>White Arkane</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Acts the same as ''White'', but for some reason is used instead. | |||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{tf2}} | | {{tf2}} Identical to ''Block Bullets'', the only difference is that this tool texture doesn't block [[visleaf|visleaves]]. | ||
|- id="toolsblocksbullets_forcefield" | |- id="toolsblocksbullets_forcefield" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (no marks)}} | |{{Yes | Yes <br /> (no marks)}} | ||
| {{Sin Emergence}} | | {{Sin Emergence}} 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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{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}} | {{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}} | ||
{{note|It is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are removed for you by the compiler. This means faces that are outside the map and faces that are flush with another one.}} | {{note|It is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are removed for you by the compiler. This means faces that are outside the map and faces that are flush with another one.}} | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{css}} | | {{css}} Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | ||
|- id="nodrawwood" | |- id="nodrawwood" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (no marks)}} | |{{Yes|Yes <br /> (no marks)}} | ||
| {{css}} | | {{css}} Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | ||
|- id="nodrawstone" | |||
|[[Image:Toolsnodraw.gif]] | |||
| <center>Nodraw Stone</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make stone impact sounds. | |||
|- id="nodrawinvisible" | |||
|[[Image:toolsnodrawinvisible.jpg]] | |||
| <center>Nodraw<br />Invisible</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} A translucent ''Nodraw'' texture, cannot be used to seal the map. | |||
|- id="nodrawnoshadow" | |||
|[[Image:toolsnodrawnoshadow.jpg]] | |||
| <center>Nodraw<br />Noshadow</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Identical to ''Nodraw'' but does not cast any shadows. | |||
|- id="nodrawsurfaceprop" | |||
|[[Image:toolsnodrawnoshadow.jpg]] | |||
| <center>Nodraw Surfaceprop</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Seven materials all identical to ''Nodraw'' but uses different [[$surfaceprop | surfaceprop]] types and also do not casts any shadows: chitin, dirt, grass, metal, sand, stone, wood. | |||
|- id="nodrawportalable" | |- id="nodrawportalable" | ||
|[[Image:Nodraw_portalable.png]] | |[[Image:Nodraw_portalable.png]] | ||
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== Sky and fog == | == Sky and fog == | ||
{| class=standard-table | {| class=standard-table | ||
! width="64px" | Image | ! width="64px" | Image | ||
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|{{Yes | Yes <br /> (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_nolight" | |||
| [[Image: Toolsskybox_nolight.jpg | 64px]] | |||
| <center>Skybox<br />NoLight</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Works identical to ''Skybox'', but does not casts any light rays. | |||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
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|{{Yes | Yes <br /> (no marks)}} | |{{Yes | Yes <br /> (no marks)}} | ||
| {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship | | {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship | ||
|- id="func_fishes" | |||
| [[Image: tools_func_fishes.jpg]] | |||
| <center>Func fishes</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Used with the [[func_fishes]] entity to spawn fish inside of its volume. | |||
|- id="func_leaves" | |||
| [[Image: tools_func_leaves.jpg]] | |||
| <center>Func leaves</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Used with the [[func_leaves]] entity to spawn leaves particles inside its volume. | |||
|- id="tools_vitrail_light" | |||
| [[Image: tools_vitrail_light.jpg]] | |||
| <center>Vitrail Light</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Purpose currently unknown, properly used with some type of brush entity. | |||
|- id="tools_gray" | |||
| [[Image: toolsgray.jpg]] | |||
| <center>Gray</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Purpose unknown, just a grey texture. | |||
|- id="waterbounds" | |||
| [[Image: waterbounds.jpg]] | |||
| <center>Waterbounds</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| {{dm}} Used underwater when water meets the skybox. | |||
|} | |} | ||
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]] | [[Category: Glossary]][[Category: Level Design]][[Category: Material System]] |
Revision as of 10:25, 15 July 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) |
![]() ![]() ![]() ![]() vgui/black instead. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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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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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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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 | N/A | ![]() | |
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Invisible |
No | No | No | No | Yes | Yes | Yes | N/A | ![]() |
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Noshadow |
No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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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NoLight |
No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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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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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |