Tool textures (Source): Difference between revisions
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(separated out common from game specific tool textures. Also assed "Climb Alpha" in the misc section.) |
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== General == | == General == | ||
===General - Common=== | |||
These tool textures are available in every source engine game.<br> | |||
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect. | |||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 42: | Line 39: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{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.<br> | | {{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.<br> | ||
{{Warning|In {{css}} and {{csgo}} this texture is [[LightmappedGeneric]] use <code>vgui/black</code> instead.}} | {{Warning|In {{css}} and {{csgo}} this texture is [[LightmappedGeneric]] use <code>vgui/black</code> instead.}} | ||
|- id="white" | |||
| [[Image:Toolswhite.gif]] | |||
| <center>White</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes <br /> (Marks)}} | |||
| Identical to ''tools/toolsblack'' texture only in white. | |||
|- id="blockbullets" | |||
| [[Image:Toolsblockbullets.gif]] | |||
| <center>Block Bullets</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{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. | |||
|- id="invisible" | |||
| [[Image:Toolsinvisible.gif]] | |||
| <center>Invisible</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| Solid to [[prop_physics]], projectiles, players, npcs. Not solid to bullets.<br> | |||
{{css}}{{csgo}} Also solid to bullets.<br> | |||
{{l4d}}{{l4d2}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall. | |||
|- id="ladder" | |||
| [[Image:Toolsladder.gif]] | |||
| <center>(Invisible) Ladder</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{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. | |||
|- id="nodraw" | |||
| [[Image:Toolsnodraw.gif]] | |||
| <center>Nodraw</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes <br /> (No Marks)}} | |||
| <!-- | |||
===Nodraw=== | |||
===Nodraw=== | |||
-->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 if this behavior is desired. | |||
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}} | |||
{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}} | |||
{{note|Despite common misconception, it is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are automatically removed by [[VBSP]]. This means faces that are outside the map and faces that are flush with another one.}} | |||
|- id="origin" | |||
| [[Image:Toolsorigin.gif]] | |||
| <center>Origin</center> | |||
|{{N/A}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Leftover from [[GoldSource]], where a brush with this texture was used to set the rotation origin of rotating [[entity|entities]]. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error <code>origin brushes not allowed in world</code>. Not available in all branches. | |||
|- id="blocklos" | |||
| [[Image:Toolsblocklos.gif]] | |||
| <center>Block LOS</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> '''[[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}} | |||
|{{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" | |||
| [[Image:Toolstrigger.gif]] | |||
| <center>Trigger</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Used on [[Trigger]] and [[func_viscluster]] entities. | |||
|} | |||
===General - Game specific=== | |||
These tool textures are only available in specific source engine games. | |||
{| 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="black_cheap" | |- id="black_cheap" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 55: | Line 183: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Template:Portal2}} Identical to tools/toolsblack, the only difference is that uses special <code>"black"</code> shader.<br/> {{GMOD}} has a replacement that works with older engines. <br/>{{todo|Find more about <code>"black"</code> shader}} | | {{Template:Portal2}} Identical to tools/toolsblack, the only difference is that uses special <code>"black"</code> shader.<br/> {{GMOD}} has a replacement that works with older engines. <br/>{{todo|Find more about <code>"black"</code> shader}} | ||
|- id="black_noportal" | |- id="black_noportal" | ||
Line 67: | Line 195: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to tools/toolsblack. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game | | {{Portal2}} Identical to tools/toolsblack. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game | ||
|- id="black_noportal_nofog" | |- id="black_noportal_nofog" | ||
Line 79: | Line 207: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to tools/toolsblack, but does not render fog. | | {{Portal2}} Identical to tools/toolsblack, but does not render fog. | ||
|- id="black_noportal_skybox" | |- id="black_noportal_skybox" | ||
Line 91: | Line 219: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} The same as tools/toolsblack_cheap | | {{Portal2}} The same as tools/toolsblack_cheap | ||
|- id="nolight" | |- id="nolight" | ||
Line 103: | Line 231: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| {{as}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | | {{as}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | ||
|- id="nolight_arkane" | |- id="nolight_arkane" | ||
Line 117: | Line 245: | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | | {{dm}} Acts the same as ''tools/toolsblack'', but for some reason is used instead. | ||
|- id="white_arkane" | |- id="white_arkane" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
Line 141: | Line 257: | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} Acts the same as ''White'', but for some reason is used instead. | | {{dm}} Acts the same as ''White'', but for some reason is used instead. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 177: | Line 281: | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| {{Sin Emergence}} Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'. | | {{Sin Emergence}} Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'. | ||
|- id="toolinvisiblenonsolid" | |- id="toolinvisiblenonsolid" | ||
| [[Image:Toolsinvisiblenonsolid.jpg]] | | [[Image:Toolsinvisiblenonsolid.jpg]] | ||
Line 203: | Line 293: | ||
|{{No}} | |{{No}} | ||
| {{Sin Emergence}} Not solid to grenades. Similar to Toolsinvisible, used as a utility texture. | | {{Sin Emergence}} Not solid to grenades. Similar to Toolsinvisible, used as a utility texture. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
Line 329: | Line 389: | ||
|{{Yes|Yes <br /> (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="viscluster" | |- id="viscluster" | ||
| [[Image:Tools_Viscluster.png|64px]] | | [[Image:Tools_Viscluster.png|64px]] | ||
Line 438: | Line 450: | ||
| {{bms}} A tool texture used for [[trigger_soundscape]] | | {{bms}} A tool texture used for [[trigger_soundscape]] | ||
|} | |} | ||
== Optimisation == | == Optimisation == | ||
{| class="standard-table" | {| class="standard-table" | ||
Line 503: | Line 514: | ||
== Clips == | == Clips == | ||
===Clips - Common=== | |||
These tool textures are available in every source engine game.<br> | |||
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect. | |||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 559: | Line 572: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{ | |{{N/A}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> ( | |{{Yes|Yes <br /> (Marks)}} | ||
| Available only in [[Source 2006]] and earlier, but brought back in {{GMOD}}. 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, but brought back in {{GMOD}}. 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.) | ||
|} | |||
===Clips - Game Specific=== | |||
These tool textures are only available in specific source engine games. | |||
{| 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="grenadeclip" | |- id="grenadeclip" | ||
| [[Image:Toolsgenadeclip.png]] | | [[Image:Toolsgenadeclip.png]] | ||
Line 574: | Line 602: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{ | |{{both|Grenades only}} | ||
|{{No}} | |{{No}} | ||
| {{csgo}} Solid to grenades only. | | {{csgo}} Solid to grenades only. | ||
Line 616: | Line 644: | ||
== Sky and fog == | == Sky and fog == | ||
===Sky and Fog - Common=== | |||
These tool textures are available in every source engine game.<br> | |||
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect. | |||
{| class=standard-table | {| class=standard-table | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 638: | Line 669: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> ( | |{{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" | ||
Line 652: | Line 683: | ||
|{{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" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
Line 686: | Line 705: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
|{{Yes | Yes <br /> ( | |{{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" | ||
Line 700: | Line 719: | ||
|{{No}} | |{{No}} | ||
| Available only in ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' and later.<br> Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level.<br> Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered. | | Available only in ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' and later.<br> Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level.<br> Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered. | ||
|} | |||
===Sky and Fog - Game Specific=== | |||
These tool textures are only available in specific source engine games. | |||
{| 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="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. | |||
|} | |} | ||
Line 726: | Line 773: | ||
|{{yes}} | |{{yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| | | Light is not blocked by this texture, except for {{csgo}}.<br> | ||
{{todo|Explain where it is used and how it works}} | |||
|- id="climb" | |- id="climb" | ||
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div> | | <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div> | ||
Line 739: | Line 787: | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus. Use ''Climb Versus'' Instead. | | {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus. Use ''Climb Versus'' Instead. | ||
|- id="climbalpha" | |||
| <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div> | |||
| <center>Climb Alpha</center> | |||
|{{Both|Visible to Infected}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| {{l4d}}{{l4d2}} Seemingly identical to "climb_versus". The only difference is "tools\climb_alpha.[[vmt]]" uses $alphatest while "tools/climb_versus.vmt" uses $additive.<br> | |||
This tool texture has so far never been used in an official campaigns. | |||
|- id="climb_versus" | |- id="climb_versus" | ||
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div> | | <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div> | ||
| <center>Climb Versus</center> | | <center>Climb Versus</center> | ||
|{{Both| | |{{Both|Visible to Infected}} | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
Line 761: | Line 822: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> ( | |{{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. | | 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" | |- id="toolsdynamicdifficulty" | ||
Line 773: | Line 834: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> ( | |{{Yes | Yes <br /> (Marks)}} | ||
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system. | | {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system. | ||
|- id="interactive" | |- id="interactive" |
Revision as of 08:58, 17 April 2021
Other page tools |
What redirects here |
See content in Table of contents.
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
General - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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 | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() ![]() ![]() ![]() vgui/black instead. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
Identical to tools/toolsblack texture only in white. | |
![]() |
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. | |
![]() |
No | No | Yes | No | Yes | Yes | Yes | No | Solid to prop_physics, projectiles, players, npcs. Not solid to bullets.
| |
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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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N/A | No | No | No | No | No | No | No | Leftover from GoldSource, where a brush with this texture was used to set the rotation origin of rotating entities. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error origin brushes not allowed in world . Not available in all branches.
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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. |
General - Game specific
These tool textures are only available in specific source engine games.
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) |
![]() "black" shader.![]() Todo: Find more about
"black" shader | |
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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) |
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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 | N/A | ![]() | |
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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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Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() |
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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 | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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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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Yes | No | No | No | No | No | No | No | ![]() | |
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Yes | No | No | No | No | No | No | No | ![]() | |
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Yes | No | No | No | No | No | No | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() |
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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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 only for func_occluder entities. |
Clips
Clips - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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.![]() ![]() ![]() ![]() See more about clip texture here. | |
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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 | N/A | Yes | Yes | Yes | Yes (Marks) |
Available only in Source 2006 and earlier, but brought back in ![]() |
Clips - Game Specific
These tool textures are only available in specific source engine games.
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 | 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 | ![]() | |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() |
Sky and fog
Sky and Fog - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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 | N/A | N/A | Yes | N/A | 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 | No | No | No | 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. Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered. |
Sky and Fog - Game Specific
These tool textures are only available in specific source engine games.
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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NoLight |
No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
Light is not blocked by this texture, except for ![]() Todo: Explain where it is used and how it works
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No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() This tool texture has so far never been used in an official campaigns. | ||
Visible to Infected | 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 | Yes | No | Yes | Yes | Yes | No | ![]() ![]() Does not seal maps. Creates metal sparks when shot, but bullets pass through. | |
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No | Yes | Yes | Yes | 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 | ![]() | |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes | ![]() | |
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Yes | No | Yes | No | Yes | Yes | Yes | Yes | ![]() | |
No Image | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | This is a special tool texture, intended to prevent vmex from decompiling any maps using this custom tool texture. BSPSource ignores this, rendering it useless.
It does not really exist, as every user has to make their own, but it is listed here for completeness sake. |
VR specific tool textures
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 | N/A | No | No | Yes | No | No | ![]() ![]() ![]() |