Tool textures (Source): Difference between revisions
(added note about brush entities being able to perform similar tasks to tool entities, which could be considered.) |
Kestrelguy (talk | contribs) (formatting fixes. added TF2 to list of games where Invisible blocks bullets.) |
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{{lang|Tool textures}} | {{lang|Tool textures|title=Tool Textures}}{{source topicon}} | ||
{{PageTools|button1=https://developer.valvesoftware.com/w/index.php?title=Special:WhatLinksHere/Tool_textures&hidetrans=1&hidelinks=1|button1name=What redirects here}} | {{PageTools|button1=https://developer.valvesoftware.com/w/index.php?title=Special:WhatLinksHere/Tool_textures&hidetrans=1&hidelinks=1|button1name=What redirects here}} | ||
{{toc-right}} | {{toc-right}} | ||
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See content in [[Wikipedia:Help:Section#Table of contents (TOC)|Table of contents]]. | See content in [[Wikipedia:Help:Section#Table of contents (TOC)|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 [[Hammer Texture Browser|texture browser]]. | |||
Anyone can make their very own tool texture, by | Anyone can make their very own tool texture, by utilizing available [[Material Map Compile Flags]], such as <tt>%compilenonsolid 1</tt>, <tt>%compileDetail 1</tt> and <tt>%compilenodraw 1</tt> for a tool texture which is not solid, does not cut [[visleafs]] and is invisible. | ||
A <code>%tooltexture</code> may also be set, which is only to be seen in Hammer, while the <tt>$basetexture</tt> is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work. | |||
{{tip|[[WiseClipped]] | |||
{{note|All tool textures that are assumed to be texturing an entity | {{tip|[[WiseClipped]] gives a tutorial on using many of the Source Tool textures shown below.}} | ||
{{note|Some games may have outdated or obsolete tool textures in the "Dev" folder | {{note|All tool textures that are assumed to be texturing an entity work exactly like ordinary textures if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 {{ent|func_detail}} or {{ent|func_brush}} for [[Optimization_(level_design)|optimization]].}} | ||
{{note|Next to tool textures, there are also brush entities which can perform tasks similar to tool textures.<br>For example {{ | {{note|Some games may have outdated or obsolete tool textures in the "Dev" folder, such as <tt>dev/dev_windowportal</tt> in {{l4dseries}}.}} | ||
{{note|Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.<br>For example, {{l4dseries}} have <code>Clip</code> for both teams, <code>Player Clip</code> for survivors and <code>NPC Clip</code> for infected; however, it also has {{ent|func_playerinfected_clip}} just for player controlled infected.<br>If you cannot find a tool texture fit for a task, perhaps the game you're mapping for has a brush entity for that.}} | |||
== General == | == General == | ||
=== | ===General—Common=== | ||
These tool textures are available in every | 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. | 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" | ||
Line 43: | Line 43: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{ | | {{confusion|This is the <tt>Tools/ToolsBlack</tt> texture, not the <tt>Halflife/Black</tt> 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.<br> | 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.<br> | ||
An example of its use is in the "space" backgrounds during the G-Man monologues in | An example of its use is in the "space" backgrounds during the G-Man monologues in {{hl2|2}} or for crude buildings in the 3D Skybox.<br> | ||
Uses | Uses {{ent|UnlitGeneric}} in: {{hl2}} {{portal2Series}} {{as}} <br> | ||
Uses | Uses {{ent|LightmappedGeneric}} in: {{csseries|src=1}} {{l4dseries}}<br> | ||
While | While in most games, the different shader has no impact, it might have a different function in other games. In that case, you may want to use <code>vgui/black</code> instead or make your own tool texture. | ||
|- id="white" | |- id="white" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
Line 60: | Line 60: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| Identical to | | {{hl2ep2|since}} | ||
Identical to <tt>Tools/ToolsBlack</tt>, only in white. | |||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 73: | Line 73: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block | | 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.<br> | ||
To allow NPCs and their [[line of sight]] to pass through, turn the brush into a | To allow NPCs and their [[line of sight]] to pass through, turn the brush into a {{ent|func_brush}} with its <tt>Solidity</tt> keyvalue set to a solid state.<br> | ||
{{csgo}} Use <code>blockbullets_cs</code> variant which correctly stops bullets even with | {{csgo}} Use <code>blockbullets_cs</code> variant, which correctly stops bullets even with 1 unit thickness. | ||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
Line 87: | Line 87: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| Solid to | | Solid to {{ent|prop_physics}}, projectiles, players, & NPCs. Not solid to bullets.<br> | ||
{{ | {{csseries|src=1}}{{tf2}} Also solid to bullets.<br> | ||
{{ | {{l4dseries}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a <tt>tools/invisible</tt> wall.<br> | ||
{{confusion|{{ | {{confusion|{{l4dseries}} <tt>Tools/ToolsNodraw_Noshadow</tt> uses the same tool texture in the texture browser, which also blocks LOS!}} | ||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
Line 102: | Line 102: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| Used with | | Used with {{ent|func_ladder}} in the most multiplayer games except {{Hl2dm}}.<br> | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
Line 132: | Line 132: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Leftover from | | Leftover from {{gldsrc|2}}, 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 <tt>origin brushes not allowed in world</tt>. Not available in all branches. | ||
|- id="blocklos" | |- id="blocklos" | ||
| [[Image:Toolsblocklos.gif]] | | [[Image:Toolsblocklos.gif]] | ||
Line 144: | Line 144: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> | | Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> {{ent|mat_wireframe|1/2}} will reveal that, while this texture doesn't block [[visleaf|visleaves]], it draws crossing polygons, and they alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around by turning the Block LOS–textured brush into a {{ent|func_brush}} with its <tt>Solidity</tt> keyvalue set to a solid state. (A Block LOS <tt>func_brush</tt> can still be traversed in this state.) | ||
|- id="blocklight" | |- id="blocklight" | ||
| [[Image:Toolsblocklight.gif]] | | [[Image:Toolsblocklight.gif]] | ||
Line 156: | Line 156: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak | | Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak]]s. See more uses [[Advanced Lighting#Shadow creation|here]]. | ||
|- id="trigger" | |- id="trigger" | ||
| [[Image:Toolstrigger.gif]] | | [[Image:Toolstrigger.gif]] | ||
Line 168: | Line 168: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Used on [[ | | Used on [[trigger]]s and on {{ent|func_viscluster}} entities. | ||
|} | |} | ||
=== | ===General—Game-specific=== | ||
These tool textures are only available in specific | These tool textures are only available in specific Source engine games. | ||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 196: | Line 196: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{ | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, 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_nofog" | |- id="black_nofog" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 208: | Line 208: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{ | | {{l4dseries}} Identical to <tt>Tools/ToolsBlack</tt>, but no fog will appear in front of it. Uses the {{ent|UnlitGeneric}} shader.<br> | ||
Inherits various City17 [[%25keywords]] from | Inherits various City17 [[%25keywords]] from <tt>Tools/ToolsBlack</tt>. | ||
|- id="black_noportal" | |- id="black_noportal" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 221: | Line 221: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>. 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" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 233: | Line 233: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, but does not render fog. | ||
|- id="black_noportal_skybox" | |- id="black_noportal_skybox" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 245: | Line 245: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to | | {{Portal2}} Identical to <tt>Tools/ToolsBlack_Cheap</tt>. | ||
|- id="nolight" | |- id="nolight" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 257: | Line 257: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{as}} Identical to | | {{as}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | ||
|- id="nolight_arkane" | |- id="nolight_arkane" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 269: | Line 269: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | ||
|- id="white_arkane" | |- id="white_arkane" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
Line 281: | Line 281: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Identical to <tt>Tools/ToolsWhite</tt>, but for some reason is used instead. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 293: | Line 293: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{tf2}} Identical to | | {{tf2}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but doesn't cut [[visleaf|visleaves]]. | ||
|- id="toolsblocksbullets_forcefield" | |- id="toolsblocksbullets_forcefield" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 305: | Line 305: | ||
|{{yes}} | |{{yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| {{Sin | | {{Sin}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but uses the "forcefield" [[$surfaceprop|surfaceprop]]. | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
Line 330: | Line 330: | ||
|{{no}} | |{{no}} | ||
|{{No}} | |{{No}} | ||
| {{Sin | | {{Sin}} Not solid to anything, but blocks LOS. | ||
Useful as a | Useful as a utility texture, like buttons you should be able to clip into. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
Line 343: | Line 343: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to | | {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but with a different texture name. | ||
|- id="nodrawwood" | |- id="nodrawwood" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
Line 355: | Line 355: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to | | {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make wood impact sounds when hit. | ||
|- id="nodrawstone" | |- id="nodrawstone" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
Line 367: | Line 367: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make stone impact sounds when hit. | ||
|- id="nodrawinvisible" | |- id="nodrawinvisible" | ||
|[[Image:toolsnodrawinvisible.jpg]] | |[[Image:toolsnodrawinvisible.jpg]] | ||
Line 379: | Line 379: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} A translucent Nodraw texture. Cannot be used to seal the map. | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[Image:toolsnodrawnoshadow.jpg]] | |[[Image:toolsnodrawnoshadow.jpg]] | ||
Line 391: | Line 391: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Identical to Nodraw but does not cast any shadows. | ||
{{confusion|{{ | {{confusion|{{l4dseries}} Uses the Invisible texture instead.}} | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[Image:Toolsnodraw_metal.png]] | |[[Image:Toolsnodraw_metal.png]] | ||
Line 404: | Line 404: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{l4d2}} Identical to | | {{l4d2}} Identical to <tt>Tools/ToolsNodraw</tt> but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use <tt>Tools/Invismetal</tt> instead. | ||
|- id="nodrawsurfaceprop" | |- id="nodrawsurfaceprop" | ||
|[[Image:toolsnodrawnoshadow.jpg]] | |[[Image:toolsnodrawnoshadow.jpg]] | ||
Line 416: | Line 416: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Seven, materials all identical to <tt>Tools/ToolsNodraw</tt> but using different [[$surfaceprop|surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows. | ||
|- id="nodrawportalable" | |- id="nodrawportalable" | ||
|[[Image:Nodraw_portalable.png]] | |[[Image:Nodraw_portalable.png]] | ||
Line 428: | Line 428: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{portal2}} Identical to | | {{portal2}} Identical to <tt>Tools/ToolsNodraw</tt>, but portals can be placed on this texture. | ||
|- id="viscluster" | |- id="viscluster" | ||
| [[Image:Tools_Viscluster.png|64px]] | | [[Image:Tools_Viscluster.png|64px]] | ||
Line 440: | Line 440: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to | | {{bms}} Identical to Trigger, but used for {{ent|func_viscluster}}. | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
Line 464: | Line 464: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to | | {{bms}} Identical to Trigger, but used for {{ent|newxog_volume}}. | ||
|- id="csmvolume" | |- id="csmvolume" | ||
| [[Image:Tools_csm_volume.png]] | | [[Image:Tools_csm_volume.png]] | ||
Line 476: | Line 476: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to | | {{bms}} Identical to Trigger, but used for {{ent|trigger_csm_volume}}. | ||
|- id="colorcorrection" | |- id="colorcorrection" | ||
| [[Image:Tools_color_correction.png|64px]] | | [[Image:Tools_color_correction.png|64px]] | ||
Line 488: | Line 488: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} A tool texture used for | | {{bms}} A tool texture used for {{ent|color_correction_volume}}. | ||
|- id="soundscapetrigger" | |- id="soundscapetrigger" | ||
| [[Image:Toolstrigger soundscape.png|64px]] | | [[Image:Toolstrigger soundscape.png|64px]] | ||
Line 500: | Line 500: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} A tool texture used for | | {{bms}} A tool texture used for {{ent|trigger_soundscape}}. | ||
|} | |} | ||
== | == Optimization == | ||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 527: | Line 527: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Use with [[areaportal]]s ( | | Use with [[areaportal]]s ({{ent|func_areaportal}}s and {{ent|func_areaportalwindow}}s). Can be used with other brush entities, such as some triggers. | ||
|- id="hint" | |- id="hint" | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
Line 539: | Line 539: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Instructs | | Instructs [[VVIS]] to cut [[visleaves]] along this texture, but does nothing else. | ||
|- id="skip" | |- id="skip" | ||
| [[Image:Toolsskip.gif]] | | [[Image:Toolsskip.gif]] | ||
Line 551: | Line 551: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Has no effect on anything. | | Has no effect on anything. Skip faces are removed during compile, so a brush textured with Skip won't prevent leaks. | ||
Useful in combination with | Useful in combination with Hint tool textures (to prevent the other sides from cutting vis) and as a tool in Hammer for grouping, moving and place-holding objects. | ||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] | ||
Line 564: | Line 564: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Used only for | | Used only for the occluding sides of {{ent|func_occluder}} entities. | ||
|} | |} | ||
== Clips == | == Clips == | ||
=== | ===Clips—Common=== | ||
These tool textures are available in every source engine game.<br> | 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 | 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}},{{l4dseries}}, etc.). | ||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 595: | Line 595: | ||
|{{No}} | |{{No}} | ||
| Solid to players and [[NPC]]s but not other objects.<br> | | Solid to players and [[NPC]]s but not other objects.<br> | ||
{{ | {{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | ||
{{css}}{{csgo}} Solid to dropped [[weapon_c4|C4]]. Solid to [[hostage_entity|hostages]] in {{css}}.<br> | {{css}}{{csgo}} Solid to dropped [[weapon_c4|C4]]. Solid to [[hostage_entity|hostages]] in {{css}}.<br> | ||
{{csgo}}{{ | {{csgo}}{{Gmod}} Feature clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate. | ||
:See more about [[Clip texture| clip texture here]]. | :See more about [[Clip texture| clip texture here]]. | ||
|- id="npcclip" | |- id="npcclip" | ||
Line 610: | Line 610: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Solid to [[NPC]]s only.<br>{{css}}{{csgo}} Solid to [[bot]]s. Not solid to [[hostage_entity|hostages]].<br>{{ | | Solid to [[NPC]]s only.<br>{{css}}{{csgo}} Solid to [[bot]]s. Not solid to [[hostage_entity|hostages]].<br>{{l4dseries}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it. | ||
|- id="playerclip" | |- id="playerclip" | ||
| [[Image:Toolsplayerclip.gif]] | | [[Image:Toolsplayerclip.gif]] | ||
Line 623: | Line 623: | ||
|{{No}} | |{{No}} | ||
| Solid to [[player]]s only.<br> | | Solid to [[player]]s only.<br> | ||
{{ | {{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | ||
{{css}}{{csgo}} Solid to [[player]]s, [[bot]]s (!) and | {{css}}{{csgo}} Solid to [[player]]s, [[bot]]s (!), and dropped [[weapon_c4|C4]]. Solid to [[hostage_entity|hostages]] in {{css}}.<br> | ||
{{ | {{l4dseries}} Solid to the survivors only.<br> | ||
|- id="playercont" | |- id="playercont" | ||
| [[Image:Toolsplayercont.gif]] | | [[Image:Toolsplayercont.gif]] | ||
Line 637: | Line 637: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
|{{removed | |{{hl2ep2|removed}}{{Gmod|also}} | ||
This texture has to be tied to an entity to gain any special abilities, but '''what''' entity is not yet confirmed. | 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 | Seems that it is necessary for {{ent|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 | These tool textures are only available in specific Source engine games. | ||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 678: | Line 678: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{ | |{{Infra}} Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°. | ||
|- id="droneclip" | |- id="droneclip" | ||
| [[Image:toolsdroneclip.jpg]] | | [[Image:toolsdroneclip.jpg]] | ||
Line 690: | Line 690: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{csgo}} Used to prevent [[drone]] getting stuck on complex geometry. | |{{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry. | ||
|- id="xenleavesclip" | |- id="xenleavesclip" | ||
| [[Image:Toolsclip_xenleavesversion.png|64px]] | | [[Image:Toolsclip_xenleavesversion.png|64px]] | ||
Line 702: | Line 702: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} A special clip used for clipping the leaves in | | {{bms}} A special clip used for clipping the leaves in Xen. | ||
|} | |} | ||
== Sky and | == Sky and Fog == | ||
===Sky and | ===Sky and Fog—Common=== | ||
These tool textures are available in every | 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 | 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}},{{l4dseries}}, ect.). | ||
{| class=standard-table | {| class=standard-table | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 732: | Line 732: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | |{{Yes | Yes <br /> (Marks)}} | ||
| {{confirm|Does not seem to work?}} (You can use this for | | {{confirm|Does not seem to work?}} (You can use this for {{ent|func_smokevolume}} instead of the Trigger texture, but NOT for {{ent|func_dustcloud}}.) | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox.gif|64px]] | | [[Image:Toolsskybox.gif|64px]] | ||
Line 744: | Line 744: | ||
|{{Yes}} | |{{Yes}} | ||
|{{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 | | This texture is used to make 3D [[skybox]]es. Casts light if there is a {{ent|light_environment}} entity in the map.<br> Cannot be used in the same [[PVS]] as the <tt>toolsskybox2d</tt> tool texture{{why}}.<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 756: | Line 756: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| | | {{Src07|since}} | ||
Used to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a <tt>light_environment</tt> entity in the map. {{bug|Light cast from this texture can still be blocked by 3D skybox geometry.}}<br>Cannot be used in the same [[PVS]] as the <tt>toolsskybox</tt> tool texture. | |||
|- id="skyfog" | |- id="skyfog" | ||
| [[Image:Toolsskyfog.gif]] | | [[Image:Toolsskyfog.gif]] | ||
Line 768: | Line 769: | ||
|{{N/A}} | |{{N/A}} | ||
|{{Yes | Yes <br /> (Marks)}} | |{{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| | | 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|Can it be fixed to function properly if its [[VMT]] settings are changed in the Source code and recompiled?}} | ||
|- id="fog volume" | |- id="fog volume" | ||
| [[Image:Fogvolume.jpg]] | | [[Image:Fogvolume.jpg]] | ||
Line 780: | Line 781: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{since | | {{l4d|since}} | ||
Used in conjunction with multiple | Used in conjunction with multiple {{ent|env_fog_controller}}s 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 | ===Sky and Fog—Game-Specific=== | ||
These tool textures are only available in specific | These tool textures are only available in specific Source engine games. | ||
{| class=standard-table | {| class=standard-table | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 809: | Line 810: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Identical to <tt>Skybox</tt>, but does not cast any light rays.{{tip|This is also true of Nodraw in any game while the skybox is visible.}} | ||
|} | |} | ||
== Miscellaneous == | == Miscellaneous == | ||
These are | These are textures that have a special use, sometimes only seen in one single game. | ||
Some of these textures are not even "real" tool textures, as they do not possess any [[Material_Map_Compile_Flags|Compile Flags]] but they have some important use that no other texture available can do. | |||
Some of these textures are not even "real" tool textures, as they do not possess any [[Material_Map_Compile_Flags|Compile Flags]], but they have some important use that no other texture available can do. | |||
{| class=standard-table | {| class=standard-table | ||
Line 839: | Line 841: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
| {{csgo}} Acts like | | {{csgo}} Acts like <tt>Tools/ToolsInvisible</tt>. Possibly unimplemented. | ||
|- 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 851: | Line 853: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{ | | {{l4dseries}} A ladder only for Infected. '''Not''' visible to Infected Players during Versus, but can be climbed on. Use '''Climb Versus''' Instead. <br> | ||
Could be used in areas blocked by | Could be used in areas blocked by {{ent|func_playerinfected_clip}} where Player Infected cannot go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes. | ||
|- id="climbalpha" | |- id="climbalpha" | ||
| <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div> | | <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div> | ||
Line 864: | Line 866: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{ | | {{l4dseries}} Seemingly identical to '''Climb Versus'''. The only difference is that <tt>tools\climb_alpha.[[vmt]]</tt> uses {{ent|$alphatest}}, while <tt>tools/climb_versus.vmt</tt> uses {{ent|$additive}}.<br> | ||
This tool texture has so far never been used in an official campaigns. | This tool texture has so far never been used in an official campaigns. | ||
|- id="climb_versus" | |- id="climb_versus" | ||
Line 877: | Line 879: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{ | | {{l4dseries}} A ladder only for infected. Must be used with {{ent|func_ladder}}; otherwise, it will be ignored by the navigation mesh editor and Special infected (which do not require a navigation mesh to move).<br> | ||
|- id="dotted" | |- id="dotted" | ||
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | | <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | ||
Line 889: | Line 891: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | |{{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 | | 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 or 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" | ||
| [[Image:toolsdynamicdifficulty.jpg]] | | [[Image:toolsdynamicdifficulty.jpg]] | ||
Line 901: | Line 903: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | |{{Yes | Yes <br /> (Marks)}} | ||
| {{Sin | | {{Sin}} Solid to grenades. Tied to the {{ent|trigger_dynamic_difficulty}} entity for the game's difficulty system. | ||
|- id="func_fishes" | |- id="func_fishes" | ||
| [[Image: tools_func_fishes.jpg]] | | [[Image: tools_func_fishes.jpg]] | ||
Line 913: | Line 915: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Used with the {{ent|func_fishes}} entity to spawn fish inside of its volume. | ||
|- id="func_leaves" | |- id="func_leaves" | ||
| [[Image: tools_func_leaves.jpg]] | | [[Image: tools_func_leaves.jpg]] | ||
Line 925: | Line 927: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Used with the {{ent|func_leaves}} entity to spawn leaves particles inside its volume. | ||
|- id="tools_gray" | |- id="tools_gray" | ||
| [[Image: toolsgray.jpg]] | | [[Image: toolsgray.jpg]] | ||
Line 937: | Line 939: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Purpose unknown; just a gray texture. | ||
|- id="hide" | |- id="hide" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 950: | Line 952: | ||
|{{Yes}} | |{{Yes}} | ||
| {{bms}} A gradient from transparent to black. | | {{bms}} A gradient from transparent to black. | ||
{{csgo}} Has identical texture | {{csgo}} Has identical texture called <tt>cs_assault/assault_hide01</tt>. | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
Line 974: | Line 976: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the | | {{ship}} Utility texture tied to the {{ent|ship_base_interaction}} brush entity to specify the only surfaces available for the player to interact with the entity. | ||
|- id="invisibledisplacement" | |- id="invisibledisplacement" | ||
| [[Image:Toolsinvisibledisplacement.gif]] | | [[Image:Toolsinvisibledisplacement.gif]] | ||
Line 986: | Line 988: | ||
|{{yes}} | |{{yes}} | ||
|{{both | Depends on game}} | |{{both | Depends on game}} | ||
| Light is not blocked by this texture, except | | Light is not blocked by this texture, except in {{csgo}}.<br> | ||
Despite being in the | Despite being in the <tt>Materials/Tools</tt> folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for [[Clip_texture|displacement clipping]], where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult.<br> | ||
{{tf2}}Uses $decal 1 and $surfaceprop "dirt".<br> | {{tf2}} Uses {{ent|$decal|1}} and {{ent|$surfaceprop|"dirt"}}.<br> | ||
|- id="Clear" | |- id="Clear" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
Line 1,000: | Line 1,002: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Both|Depends on use}} | |{{Both|Depends on use}} | ||
| {{ | | {{l4dseries}} Basic {{ent|LightmappedGeneric}} that has no abilities other than being invisible.<br> | ||
Officially used like | Officially used like <tt>tools/invisibledisplacement</tt> for [[Clip_texture|displacement clipping]].<br> | ||
Has no VMT properties other than | Has no VMT properties other than {{ent|$alphatest|1}}. | ||
|- id="Invismetal" | |- id="Invismetal" | ||
| [[Image:Toolinvismetal.png]] | | [[Image:Toolinvismetal.png]] | ||
Line 1,014: | Line 1,016: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{ | | {{l4dseries}} Invisible texture, with metal [[$surfaceprop|surface properties.]] Simmilar to how Nodraw Metal should have worked.<br> | ||
Creates metal sparks when shot, but bullets pass through.<br> | Creates metal sparks when shot, but bullets pass through.<br> | ||
Does not seal maps.<br> | Does not seal maps.<br> | ||
{{tip|You may want to edit the VMT to add <code>%CompileDetail 1</code> to prevent it from cutting visleaves, which makes it | {{tip|You may want to edit the VMT to add <code>%CompileDetail 1</code> to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a {{ent|func_detail}} or other entity.}} | ||
|- id="Locked" | |- id="Locked" | ||
| '''No Image''' | | '''No Image''' | ||
Line 1,029: | Line 1,031: | ||
|{{N/A}} | |{{N/A}} | ||
|{{N/A}} | |{{N/A}} | ||
| This is a special tool texture, intended to prevent [[ | | 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. | It does not '''really''' exist, as every user has to make their own, but it is listed here for completeness sake. | ||
|- id="noninteractive" | |- id="noninteractive" | ||
Line 1,042: | Line 1,044: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the | | {{ship}} Utility texture tied to the {{ent|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" | |- id="shiproom" | ||
| [[Image:toolsshiproom.jpg]] | | [[Image:toolsshiproom.jpg]] | ||
Line 1,054: | Line 1,056: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the | | {{ship}} Utility texture tied to the {{ent|ship_trigger_room}} brush entity to create several different rooms and special areas on the ship. | ||
|- id="tools_vitrail_light" | |- id="tools_vitrail_light" | ||
| [[Image: tools_vitrail_light.jpg]] | | [[Image: tools_vitrail_light.jpg]] | ||
Line 1,066: | Line 1,068: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Purpose currently unknown, properly used with some type of brush entity. | ||
|- id="toolswarmlight" | |- id="toolswarmlight" | ||
| [[image:Toolswarmlight.png]] | | [[image:Toolswarmlight.png]] | ||
Line 1,078: | Line 1,080: | ||
|{{yes}} | |{{yes}} | ||
|{{yes}} | |{{yes}} | ||
| {{ | | {{l4dseries}} Basic {{ent|UnlitGeneric}} texture that has no abilities.<br> | ||
Used with | Used with {{ent|func_brush}} to make it non-solid and fade away when approached.<br> | ||
It being UnlitGeneric | It being <tt>UnlitGeneric</tt> makes it seems as if it were glowing in a warm color, but is not listed in {{ent|lights.rad}}, so it won't actually emit any light for [[VRAD]] to compile.<br> | ||
Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building, to simulate glowing light in a room.<br> | Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building, to simulate glowing light in a room.<br> | ||
|- id="waterbounds" | |- id="waterbounds" | ||
Line 1,093: | Line 1,095: | ||
|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{ | | {{dmmm}} Used underwater when water meets the skybox. | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
Line 1,117: | Line 1,119: | ||
|{{yes}} | |{{yes}} | ||
|{{yes|Yes<br>(No Marks)}} | |{{yes|Yes<br>(No Marks)}} | ||
| {{ | | {{l4dseries}}{{csgo}} Used to indicate the borders of the playable area.<br> | ||
{{l4d}} Only visible to Infected players.<br> | {{l4d}} Only visible to Infected players.<br> | ||
{{l4d2}} No campaign uses this tool texture anymore. See [[L4D_Level_Design/Versus_Maps#Blocking_the_Infected_Team|L4D Level Design: Blocking the Infected Team]] for more info<br> | {{l4d2}} No campaign uses this tool texture anymore. See [[L4D_Level_Design/Versus_Maps#Blocking_the_Infected_Team|L4D Level Design: Blocking the Infected Team]] for more info.<br> | ||
{{csgo}} Used especially for the {{csgo mode|Wingman}} [[CS:GO Game Mode Commands|game mode]]. It has the same properties as ''WrongWay Timer''.<br> | {{csgo}} Used especially for the {{csgo mode|Wingman}} [[CS:GO Game Mode Commands|game mode]]. It has the same properties as ''WrongWay Timer''.<br> | ||
{{Tip|All Yes/No flags can be changed if applied to a | {{Tip|All Yes/No flags can be changed if applied to a {{ent|func_brush}}.}} | ||
|- id="wrongway_timer" | |- id="wrongway_timer" | ||
| [[Image:Wrongway timer.png|64px]] | | [[Image:Wrongway timer.png|64px]] | ||
Line 1,133: | Line 1,135: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes}} | |{{Yes}} | ||
| {{csgo}} Used for brushes that are temporarily blocking Terrorists during the freezetime of the {{csgo mode|Retakes}} [[CS:GO Game Mode Commands|game mode]]. It is only visible to [[player]]s that are close to the origin of the entity that this material is applied to (e.g. | | {{csgo}} Used for brushes that are temporarily blocking Terrorists during the freezetime of the {{csgo mode|Retakes}} [[CS:GO Game Mode Commands|game mode]]. It is only visible to [[player]]s that are close to the origin of the entity that this material is applied to (e.g., {{ent|func_brush}}), achieved with the <code>PlayerProximity</code> [[material proxies|material proxy]]. | ||
{{Warning|Does not work as intended on [[world brush]]es and | {{Warning|Does not work as intended on [[world brush]]es and {{ent|func_detail}}s as they have no origin: The {{ent|$alpha}} is either equal to the <tt>$alpha</tt> of the closest functioning application of this material on screen or constant if there is none.}} | ||
|} | |} | ||
== VR | == VR-Specific Tool Textures == | ||
{| class="standard-table" | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
Line 1,162: | Line 1,163: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{ | |{{Hla}}{{Svrh}} Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands. {{confirm|Does not appear to function in SteamVR Home.}} | ||
|} | |} | ||
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]] | [[Category: Glossary]][[Category: Level Design]][[Category: Material System]] |
Revision as of 20:31, 19 June 2022
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.
Anyone can make their very own tool texture, by utilizing available Material Map Compile Flags, such as %compilenonsolid 1, %compileDetail 1 and %compilenodraw 1 for a tool texture which is not solid, does not cut visleafs and is invisible.
A %tooltexture
may also be set, which is only to be seen in Hammer, while the $basetexture is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.






For example,


Clip
for both teams, Player Clip
for survivors and NPC Clip
for infected; however, it also has func_playerinfected_clip just for player controlled infected.If you cannot find a tool texture fit for a task, perhaps the game you're mapping for has a brush entity for that.
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) |
![]() 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. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
(in all games since ![]() Identical to Tools/ToolsBlack, 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.
| |
![]() |
Ladder |
No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except ![]() |
![]() |
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.![]() ![]() ![]() ![]() ![]() | |
![]() |
N/A | No | No | No | No | No | No | No | Leftover from ![]() | |
![]() |
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 they alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around by 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.) | |
![]() |
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. | |
![]() |
Yes | No | No | No | No | No | No | No | Used on triggers and on 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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() "black" shader.![]() Todo: Find more about
"black" shader | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() ![]() Inherits various City17 %keywords from Tools/ToolsBlack. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
![]() |
No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
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 |
![]() |
Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() Useful as a utility texture, like buttons you should be able to clip into. |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
![]() |
Invisible |
No | No | No | No | Yes | Yes | Yes | N/A | ![]() |
![]() |
Noshadow |
No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
Yes | No | No | No | No | No | No | No | ![]() | |
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 | 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 | ![]() |
Optimization
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 | Instructs VVIS to cut visleaves along this texture, but does nothing else. | |
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No | No | No | No | No | No | No | No | Has no effect on anything. Skip faces are removed during compile, so a brush textured with Skip won't prevent leaks.
Useful in combination with Hint tool textures (to prevent the other sides from cutting vis) and 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 the occluding sides of 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 ,
,
, etc.).
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.
| |
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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.
| |
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Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) |
(removed since ![]() ![]() 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.
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 | Solid to Grenades | 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[Why?]. 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) |
(in all games since ![]() 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 | (in all games since ![]() Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level. |
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
These are textures that have a special use, sometimes only seen in one single game.
Some of these textures are not even "real" tool textures, as they do not possess any Compile Flags, but they have some important use that no other texture available can do.
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 | Yes | Yes | Yes | Yes | Yes | Yes | ![]() | |
No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() Could be used in areas blocked by func_playerinfected_clip where Player Infected cannot go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes. | ||
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 or 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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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 | No | Yes | No | Yes | Yes | Yes | Yes | ![]() | |
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) |
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No | No | No | No | Yes | Yes | Yes | Depends on game | Light is not blocked by this texture, except in ![]() Despite being in the Materials/Tools folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for displacement clipping, where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult. | |
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Fully Translucent | Depends on use | Depends on use | N/A | Yes | Yes | Yes | Depends on use | ![]() ![]() Officially used like tools/invisibledisplacement for displacement clipping. | |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() ![]() Creates metal sparks when shot, but bullets pass through. ![]() %CompileDetail 1 to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a func_detail or other entity. | |
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. | |
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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 | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() Used with func_brush to make it non-solid and fade away when approached. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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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Visible to Infected | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
![]() ![]() ![]()
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Doesn't work correctly | No | Yes | No | Yes | Yes | Yes | Yes | ![]() ![]() PlayerProximity material proxy.
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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 | ![]() ![]() ![]() |