Tool textures (GoldSrc): Difference between revisions
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| align="center" style="user-select:none" | [[File:HalflifeWad-curlyBLUE.png|64px]] | | align="center" style="user-select:none" | [[File:HalflifeWad-curlyBLUE.png|64px]] | ||
| align="center" | {{Code| {BLUE }} | | align="center" | {{Code| {BLUE }} | ||
| An invisible brush face if attached to {{Ent|func_wall}} or similar brush entity with rendermode solid. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | An invisible brush face if attached to {{Ent|func_wall}} or similar brush entity with rendermode solid. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:HalflifeWad-curlyINVISIBLE.png|64px]] | | align="center" style="user-select:none" | [[File:HalflifeWad-curlyINVISIBLE.png|64px]] | ||
| Line 31: | Line 31: | ||
| align="center" style="user-select:none" | [[File:HalflifeWad-BLACK.png|64px]] | | align="center" style="user-select:none" | [[File:HalflifeWad-BLACK.png|64px]] | ||
| align="center" | {{Code| BLACK }} | | align="center" | {{Code| BLACK }} | ||
| A plain black texture for unlit areas, such as the bottom of deep pits. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | A plain black texture for unlit areas, such as the bottom of deep pits. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} (if part of brush entity) or increase texture scale to {{code|4.0}} to avoid wasting allocblock.}} {{tip|If the map does not have a skybox, it sometimes is also possible (depending upon map layout) to use the SKY texture and set BLACK in the map properties for the sky texture, saving allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:HalflifeWad-CLIP.png|64px]] | | align="center" style="user-select:none" | [[File:HalflifeWad-CLIP.png|64px]] | ||
| Line 67: | Line 67: | ||
| align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-curlyblue.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-curlyblue.png|64px]] | ||
| align="center" | {blue | | align="center" | {blue | ||
| An invisible brush face if attached to {{Ent|func_wall}} or similar brush entity with rendermode solid. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | An invisible brush face if attached to {{Ent|func_wall}} or similar brush entity with rendermode solid. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-aaa_1.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-aaa_1.png|64px]] | ||
| Line 108: | Line 108: | ||
| align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-cr_matleaf.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-cr_matleaf.png|64px]] | ||
| align="center" | cr_matleaf | | align="center" | cr_matleaf | ||
| {{dod}} Makes leaf sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for leafy props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | {{dod}} Makes leaf sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for leafy props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-cr_matmetal.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-cr_matmetal.png|64px]] | ||
| align="center" | cr_matmetal | | align="center" | cr_matmetal | ||
| {{cscz}}{{czds}}{{dod}} Makes metal sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for metalic props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | {{cscz}}{{czds}}{{dod}} Makes metal sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for metalic props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-hint.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO+DOD hlbasics-hint.png|64px]] | ||
| Line 143: | Line 143: | ||
| align="center" style="user-select:none" | [[File:CZERO hlbasics-black.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO hlbasics-black.png|64px]] | ||
| align="center" | black | | align="center" | black | ||
| A plain black texture for unlit areas, such as the bottom of deep pits. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | A plain black texture for unlit areas, such as the bottom of deep pits. {{warning|Faces using this texture are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:CZERO hlbasics-cr_matbark.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO hlbasics-cr_matbark.png|64px]] | ||
| align="center" | cr_matbark | | align="center" | cr_matbark | ||
| {{cscz}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for wooden props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | {{cscz}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for wooden props. {{warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:CZERO hlbasics-cr_matcard.png|64px]] | | align="center" style="user-select:none" | [[File:CZERO hlbasics-cr_matcard.png|64px]] | ||
| Line 183: | Line 183: | ||
| align="center" style="user-select:none" | [[File:DOD hlbasics-cr_matsand.png|64px]] | | align="center" style="user-select:none" | [[File:DOD hlbasics-cr_matsand.png|64px]] | ||
| align="center" | cr_matsand | | align="center" | cr_matsand | ||
| {{dod}} Makes sand sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for sandy props, such as sandbags. {{warning|Invisible faces still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | {{dod}} Makes sand sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for sandy props, such as sandbags. {{warning|Invisible faces still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:DOD hlbasics-cr_matwood.png|64px]] | | align="center" style="user-select:none" | [[File:DOD hlbasics-cr_matwood.png|64px]] | ||
| align="center" | cr_matwood | | align="center" | cr_matwood | ||
| {{dod}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for wooden props. {{warning|Invisible faces still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock | | {{dod}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{code|rendermode}} set to solid and {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush and shadow caster for wooden props. {{warning|Invisible faces still have lightmap a created for them, despite not being noticeable. Use {{code|zhlt_striprad}} to avoid wasting allocblock.}} | ||
|- | |- | ||
| align="center" style="user-select:none" | [[File:DOD hlbasics-NULL.png|64px]] | | align="center" style="user-select:none" | [[File:DOD hlbasics-NULL.png|64px]] | ||
Revision as of 11:33, 1 September 2024
If an article link referred you to this title, you might want to go back and fix it to point directly to the intended page.
Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks.
- Tool textures (GoldSrc) - Tool textures available in all GoldSrc engine games.
- Tool textures (Source) - Tool textures available in all Source engine games.
- Tool textures (Source - Third-party) - Tool textures available in third-party Source engine games.
- Tool textures (Source 2) - Tool textures available in all Source 2 engine games.
HALFLIFE.WAD
| Image | Name | Usage / Notes |
|---|---|---|
|
{BLUE
|
An invisible brush face if attached to func_wall or similar brush entity with rendermode solid. zhlt_striprad to avoid wasting allocblock. |
|
{INVISIBLE
|
Functions same as {BLUE.
|
AAATRIGGER
|
Used for trigger brush entities. XENO.WAD uses a cropped image of Gabe Newell's face instead. | |
|
BLACK
|
A plain black texture for unlit areas, such as the bottom of deep pits. zhlt_striprad (if part of brush entity) or increase texture scale to 4.0 to avoid wasting allocblock. |
CLIP
|
See Clip texture | |
ORIGIN
|
Treated as the origin point for rotating entities, such as func_door_rotating. | |
|
SKY
|
Used for displaying the skybox. |
|
TRANSLUCENT
|
Blocks VIS, but not the player.
@ (e.g @curtains). |
|
WHITE
|
Mainly used as texture light (texture that casts lighting). |
HLBASICS.WAD
HLBASICS.WAD is found in
Counter-Strike: Condition Zero and
Day of Defeat, and is used to avoid needing to load HALFLIFE.WAD for maps that don't use base Half-Life textures. [Clarify] Some of these are also in
Condition Zero Deleted Scenes, via RITUAL_STANDARD.WAD, as well as in
Counter-Strike: Condition Zero, via CZRITUAL_STANDARD.WAD.
| Image | Name | Usage / Notes |
|---|---|---|
|
{blue | An invisible brush face if attached to func_wall or similar brush entity with rendermode solid. zhlt_striprad to avoid wasting allocblock. |
|
aaa_1 | |
|
aaa_2 | |
|
aaa_3 | |
|
aaa_hurt | Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_hurt.
-nullfile flag to automatically retexture applicable entites to NULL in HLCSG[How?], or add the zhlt_invisible KV and set it to 1 (this can be set as default for applicable FGD entries). |
|
aaa_multi | Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_multiple. |
|
aaa_once | Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_once. |
|
aaa_push | Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_push. |
|
aaa_push2 | |
| AAATRIGGER | Used for trigger brush entities. | |
| clip | See Clip texture. | |
| cr_matleaf | sound/materials.txt. Tie to a func_wall with rendermode set to solid and renderamt set to 0 (aka invisible) to use as a clip brush and shadow caster for leafy props. zhlt_striprad to avoid wasting allocblock. | |
| cr_matmetal | sound/materials.txt. Tie to a func_wall with rendermode set to solid and renderamt set to 0 (aka invisible) to use as a clip brush and shadow caster for metalic props. zhlt_striprad to avoid wasting allocblock. | |
|
hint | |
| ORIGIN | Treated as the origin point for rotating entities, such as func_door_rotating. | |
| SKIP | ||
|
sky | Used for displaying the skybox. |
Condition Zero only
| Image | Name | Usage / Notes |
|---|---|---|
| bark | No special purpose; use cr_matbark instead. | |
|
black | A plain black texture for unlit areas, such as the bottom of deep pits. zhlt_striprad to avoid wasting allocblock. |
| cr_matbark | sound/materials.txt. Tie to a func_wall with rendermode set to solid and renderamt set to 0 (aka invisible) to use as a clip brush and shadow caster for wooden props. zhlt_striprad to avoid wasting allocblock. | |
| cr_matcard | Unused, likely intended for non-existent "cardboard" material. | |
| cull | No purpose; likely used by unreleased in-house compilers. | |
| leaf | ||
| loc | No purpose; likely used by unreleased in-house compilers. | |
|
skycull | Functions like sky.
In |
Day of Defeat only
| Image | Name | Usage / Notes |
|---|---|---|
| cr_mathvymetal | sound/materials.txt, but not used by this texture. Use IR_PIPEM8 instead. [todo tested in ?] | |
| cr_matsand | sound/materials.txt. Tie to a func_wall with rendermode set to solid and renderamt set to 0 (aka invisible) to use as a clip brush and shadow caster for sandy props, such as sandbags. zhlt_striprad to avoid wasting allocblock. | |
| cr_matwood | sound/materials.txt. Tie to a func_wall with rendermode set to solid and renderamt set to 0 (aka invisible) to use as a clip brush and shadow caster for wooden props. zhlt_striprad to avoid wasting allocblock. | |
| NULL | Identical to ZHLT's NULL texture. |
ZHLT.WAD
ZHLT.WAD is used for the additional features provided by the ZHLT and VHLT compilers. It does not come with any vanilla first-party
GoldSrc title, but instead comes with ZHLT/VHLT.
| Image | Name | Usage / Notes |
|---|---|---|
AAATRIGGER
|
Used for trigger brush entities. | |
|
BEVEL
|
Fixes clipping errors caused by uneven terrain or brushes. This texture is experimental and is essentially replaced by the CSG parameter -cliptype precise. |
|
Black_HIDDEN
|
Identical to NULL, but has a lightmap. This texture is used to correct lightmap errors. Models get their lighting information from the lightmaps of world geometry directly below them. However, lightmaps from brush entities (like func_wall) are ignored, thereby causing the model to update its lighting information multiple times when transitioning from world geometry to brush entities (therefore taking the lightmap from world geometry below that brush entity) and vice versa (see the two zombies in Unforeseen Consequences crossing a set of grates on the floor). Additionally, light_environment overrides lightmaps completely, meaning that models will not update their lighting information properly between areas. While this is fine for models that stay within one lightmap, like an Osprey, for every other models that transition between light and dark areas, their lighting information doesn't get updated. BLACK_HIDDEN can fix lighting on those models when placed strategically, thereby eliminating incorrect updates of lighting information of models. _HIDDEN will behave in this manner. |
|
BOUNDINGBOX
|
Creates a bounding box around an object, thereby replacing an existing one, or creating one that doesn't exist. |
CLIP
|
See Clip texture.
zhlt_noclip set to 1 and a clip brush surrounding the brush. | |
|
CLIPBEVEL
|
Acts like BEVEL but for clipnodes. |
|
CLIPBEVELBRUSH
|
Acts like CLIPBEVEL, but affects every single face. |
|
CLIPHULL1
|
Like CLIP, but only affects standing-up players and regular-sized NPCs.
|
|
CLIPHULL2
|
Like CLIP, but only affects large entities (including bullsquids).Use to create collision for these entities when using -nohull2.
|
|
CLIPHULL3
|
Like CLIP, but only affects crouching players.
|
|
CONTENTEMPTY
|
Nodraw texture which forces a brush's contents to Empty.
Removes collision from a brush and marks it as an empty volume. |
|
CONTENTWATER
|
Nodraw texture which forces a brush's contents to Water.
Disables backface culling on all other faces of the brush. Usually used to simulate volumetric lighting. |
HINT
|
Splits a visleaf. Applied to one or two faces. Used in combination with skip. | |
|
NOCLIP
|
Not drawn in game, and disables hull 1-3 collision for all faces on the brush. May also be titled NULLNOCLIP.
Unlike CONTENTEMPTY, noclip is still solid to pointhull traces, such as hitscan bullets. |
NULL
|
Not drawn in game, seals leaks, and is skipped by HLRAD. 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.
| |
ORIGIN
|
Treated as the origin point for rotating entities, such as func_door_rotating. | |
SKIP
|
Tells the compiler to completely skip this face.
| |
|
sky
|
Used for displaying the skybox. |
SOLIDHINT
|
SOLIDHINT can be used to fix faces getting split by the visibility engine (can be seen with gl_wireframe 2) due to uneven, rotated or more generally, complex brushwork that is not nicely square. Usually useful on terrain where a lot of vertex manipulation happens. Apply SOLIDHINT to the unseen part of the brush, where NULL would normally go. |
Missing ZHLT tool textures
ZHLT supports some additional tool textures that aren't found in ZHLT.WAD or any official WAD file.
| Image | Name | Usage / Notes |
|---|---|---|
| N/A | !cur_0
|
Water which acts like a func_pushable with a speed of 2048 units on +X (going east). Always fullbright. |
| N/A | !cur_90
|
Water which acts like a func_pushable with a speed of 2048 units on +Y (going north). Always fullbright. |
| N/A | !cur_180
|
Water which acts like a func_pushable with a speed of 2048 units on -X (going west). Always fullbright. |
| N/A | !cur_270
|
Water which acts like a func_pushable with a speed of 2048 units on -Y (going south). Always fullbright. |
| N/A | !cur_dwn
|
Water which acts like a func_pushable with a speed of 2048 units on -Z (going down). Always fullbright. |
| N/A | !cur_up
|
Water which acts like a func_pushable with a speed of 2048 units on +Z (going up). Always fullbright. |
| N/A | CONTENTSOLID
|
Nodraw texture which forces a brush's contents to Solid. |
| N/A | CONTENTSKY
|
Nodraw texture which forces a brush's contents to Sky. |
| N/A | SPLITFACE
|
Brushes with this texture will subdivide faces they touch. It can be used to eliminate bad lighting caused by opaque entities. |
!cur_* textures also work on the original compilers, and can be used as prefixes.



























