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Tool textures (Source)/Third-party games: Difference between revisions

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(WIP (Draft) - Splitting third-party Tool textures into it's own page.)
 
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{{Toc-right}}
{{Toc-right}}
{{Cleanup|Separate non valve games, too many textures cluttering this}}
{{Cleanup|The tables should use the actual VMT filenames with paths.}}
{{Cleanup|The tables should use the actual VMT filenames with paths.}}
[[Tool textures]] are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in [[Hammer]] by using "tools\" as a filter in the [[Hammer Texture Browser|texture browser]].
[[Tool textures]] are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in [[Hammer]] by using "tools\" as a filter in the [[Hammer Texture Browser|texture browser]].
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A {{Code|[[%tooltexture]]}} may also be set, which is only to be seen in Hammer's texture browser, while the {{Code|[[$basetexture]]}} is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.
A {{Code|[[%tooltexture]]}} may also be set, which is only to be seen in Hammer's texture browser, while the {{Code|[[$basetexture]]}} is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.


This page contains tool textures which can be found on third-party games only.
This page contains tool textures which can be found on third-party Source games only.


{{tip|[[WiseClipped]] gives a tutorial on using many of the Source Tool textures shown below.}}
{{tip|[[WiseClipped]] gives a tutorial on using many of the Source Tool textures shown below.}}
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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"
|- style="z-index:1; position:sticky; top:0"
! width="64px" | Image
! width="100px" | Filename
! 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"
| [[File:Toolsblack.gif|64px]]
| <center>toolsblack</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{ModernConfusion|This is the [[UnlitGeneric]] <tt>Tools/ToolsBlack</tt> texture, not the [[LightmappedGeneric]] <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>
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 {{Ent|UnlitGeneric}} in: {{hl2}} {{portalseries}} {{as}} <br>
Uses {{Ent|LightmappedGeneric}} in: {{csseries|src=1}} {{l4dseries}}<br>
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"
| [[File:Toolswhite.gif|64px]]
| <center>toolswhite</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{hl2ep2|since}}
{{note|Not in {{tf2|2.bold}}}}
Identical to <tt>Tools/ToolsBlack</tt>, only in white.
|- id="blockbullets"
| [[File:Toolsblockbullets.gif|64px]]
| <center>toolsblockbullets</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.<br>
{{warning|Its ability to block bullets does not come from a [[Material_Map_Compile_Flags|Compile Flag]], but from the fact that it is just an invisible wall. If the brush is too thin, bullets will pass like any other thin wall.<br>
This texture is basically <code>ToolsInvisible</code>, but without the <code>%compilepassbullets</code> flag.
{{Workaround|Two invisible, not movable, prop_physics models with the flag "Debris" in the same spot can block bullets. But only bullets.<br>
If you want to block grenades or other thrown objects, create a {{ent|trigger_multiple}}, using a {{ent|filter_activator_model}} to filter for the grenade model, with the outputs "<Code>OnStartTouch - !Activator - Kill</Code>". If the game has multiple thrown objects use a {{ent|filter_activator_model}} for each model and a {{ent|filter_multi}}.}}}}
{{csgo}} Use <code>blockbullets_cs</code> variant, which correctly stops bullets even with 1 unit thickness.<br>
{{l4dseries}} Solid to everything, including throwable items, Boomer vomit, Smoker tongues, Spitter spit and Tank rocks.
|- id="invisible"
| [[File:Toolsinvisible.gif|64px]]
| <center>toolsinvisible</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{No}}
| 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>
{{ModernConfusion| {{l4dseries}} <tt>Tools/ToolsNodraw_Noshadow</tt> uses the same tool texture in the texture browser, which also blocks LOS!}}
|- id="ladder"
| [[File:Toolsladder.gif|64px]]
| <center>toolsinvisibleladder</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{No}}
| Used for ladders in most multiplayer games except {{Hl2dm}}, either by itself, or tied to {{Ent|func_ladder}}.<br>{{tip|Add {{cmd|%CompileDetail}} to prevent this material from cutting visleaves (the modified VMT does not need to be shared with the compiled map).
{{note|Alternatively, it is possible to use {{cmd|%CompileClip}} (and optionally {{cmd|$translucent}}) instead of {{cmd|%CompileNoDraw}} and {{cmd|%CompilePassBullets}}, but only if tied to [[func_ladder]].}} }}
|- id="nodraw" {{Anchor|Nodraw}}
| [[File:Toolsnodraw.gif|64px]]
| <center>toolsnodraw</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| Not drawn in game, seals [[leak]]s, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead if this behavior is desired.
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}}
{{todo|Insert this "glass footsteps" version into the list}}
{{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 are outside the map and faces that are flush with other faces '''of the same entity''', as these are automatically removed by [[VBSP]]. Additionally, [[func_detail]] faces which touch structural faces will be removed, but vice versa will not (faces completely obscured by func_detail should still be nodrawn).}}
|- id="origin"
| [[File:Toolsorigin.gif|64px]]
| <center>toolsorigin</center>
| {{N/A}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{ModernDeprecated|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>.}}
|- id="blocklos"
| [[File:Toolsblocklos.gif|64px]]
| <center>toolsblock_los</center>
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| 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"
| [[File:Toolsblocklight.gif|64px]]
| <center>toolsblocklight</center>
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| 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"
| [[File:Toolstrigger.gif|64px]]
| <center>toolstrigger</center>
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| Used on [[trigger]]s and on {{Ent|func_viscluster}} entities.
|}
=== General — Game-specific ===
These tool textures are only available in specific Source engine games.
These tool textures are only available in specific Source engine games.
{| class="standard-table"
{| class="standard-table"
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! width="75px" | Solid to bullets
! width="75px" | Solid to bullets
! Usage / Notes
! Usage / Notes
|- id="black_cheap"
| [[File:Toolsblack.gif|64px]]
| <center>Black Cheap</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{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"
| [[File:Toolsblack.gif|64px]]
| <center>Black Nofog</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{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 <tt>Tools/ToolsBlack</tt>.
|- id="black_noportal"
| [[File:Toolsblack.gif|64px]]
| <center>Black Noportal</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{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"
| [[File:Toolsblack.gif|64px]]
| <center>Black Noportal Nofog</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, but does not render fog.
|- id="black_noportal_skybox"
| [[File:Toolsblack.gif|64px]]
| <center>Black Noportal Skybox</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{Portal2}} Identical to <tt>Tools/ToolsBlack_Cheap</tt>.
|- id="nolight"
| [[File:Toolsblack.gif|64px]]
| <center>Nolight</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{as}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead.
|- id="nolight_arkane"
|- id="nolight_arkane"
| [[File:Toolsblack.gif|64px]]
| [[File:Toolsblack.gif|64px]]
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| {{N/A}}
| {{N/A}}
| {{dmmm}} Identical to <tt>Tools/ToolsWhite</tt>, but for some reason is used instead.
| {{dmmm}} Identical to <tt>Tools/ToolsWhite</tt>, but for some reason is used instead.
|- id="blockbullets"
| [[File:Toolsblockbullets.gif|64px]]
| <center>Block Bullets 2</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| {{tf2}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but doesn't cut [[visleaf|visleaves]].
|- id="toolsblocksbullets_forcefield"
|- id="toolsblocksbullets_forcefield"
| [[File:Toolsblockbullets.gif|64px]]
| [[File:Toolsblockbullets.gif|64px]]
Line 324: Line 77:
| {{Yes | Yes <br /> (No Marks)}}
| {{Yes | Yes <br /> (No Marks)}}
| {{sineps}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but uses the "forcefield" [[$surfaceprop|surfaceprop]].
| {{sineps}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but uses the "forcefield" [[$surfaceprop|surfaceprop]].
|- id="nodrawroof"
|- id="toolinvisiblenonsolid"
|- id="toolinvisiblenonsolid"
| [[File:Toolsinvisiblenonsolid.jpg|64px]]
| [[File:Toolsinvisiblenonsolid.jpg|64px]]
Line 338: Line 90:
| {{sineps}} Not solid to anything, but blocks LOS.
| {{sineps}} Not solid to anything, but blocks LOS.
Useful as a utility texture, like buttons you should be able to clip into.
Useful as a utility texture, like buttons you should be able to clip into.
|- id="nodrawroof"
|[[File:Toolsnodraw.gif|64px]]
| <center>Nodraw Roof</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but with a different texture name.
|- id="nodrawwood"
|[[File:Toolsnodraw.gif|64px]]
| <center>Nodraw Wood</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make wood impact sounds when hit.
|- id="nodrawstone"
|- id="nodrawstone"
|[[File:Toolsnodraw.gif|64px]]
|[[File:Toolsnodraw.gif|64px]]
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| {{dmmm}} Identical to Nodraw but does not cast any shadows.
| {{dmmm}} Identical to Nodraw but does not cast any shadows.
{{ModernConfusion| {{l4dseries}} Uses the Invisible texture instead.}}
{{ModernConfusion| {{l4dseries}} Uses the Invisible texture instead.}}
|- id="nodrawnoshadow"
|[[File:Toolsnodraw_metal.png|64px]]
| <center>Nodraw Metal</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| {{l4d2}} Identical to <tt>Tools/ToolsNodraw</tt> but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use <tt>Tools/Invismetal</tt> instead.
|- id="nodrawsurfaceprop"
|- id="nodrawsurfaceprop"
|[[File:toolsnodrawnoshadow.jpg|64px]]
|[[File:toolsnodrawnoshadow.jpg|64px]]
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| {{N/A}}
| {{N/A}}
| {{dmmm}} Seven, materials all identical to <tt>Tools/ToolsNodraw</tt> but using different [[$surfaceprop|surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows.
| {{dmmm}} Seven, materials all identical to <tt>Tools/ToolsNodraw</tt> but using different [[$surfaceprop|surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows.
|- id="nodrawportalable"
|[[File:Nodraw_portalable.png|64px]]
| <center>Nodraw Portalable</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (No Marks)}}
| {{portal2}} Identical to <tt>Tools/ToolsNodraw</tt>, but portals can be placed on this texture.
|- id="viscluster"
|- id="viscluster"
| [[File:Tools_Viscluster.png|64px]]
| [[File:Tools_Viscluster.png|64px]]
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== Optimization ==
== Optimization ==
{| class="standard-table"
There are currently no third-party games using custom tool textures for optimization.
|- style="z-index:1; position:sticky; top:0"
! width="64px" | Image
! width="100px" | Filename
! width="75px" | Visible if <br /> [[world brush]]
! width="75px" | Casts shadows
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! width="75px" | Blocks NPC [[LOS]]
! width="75px" | Solid to NPCs
! width="75px" | Solid to player(s)
! width="75px" | Solid to physics
! width="75px" | Solid to bullets
! Usage / Notes
|- id="areaportal"
| [[File:Toolsareaportal.gif|64px]]
| <center>[[Areaportal|toolsareaportal]]</center>
| {{Yes}}
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| Use with [[areaportal]]s (<code>{{Ent|func_areaportal}}s</code> and <code>{{Ent|func_areaportalwindow}}s</code>). Can be used with other brush entities, such as some triggers.
|- id="hint"
| [[File:Toolshint.gif|64px]]
| <center>[[Hint brush|toolshint]]</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| Instructs [[VVIS]] to cut [[visleaves]] along this texture, but does nothing else.
|- id="skip"
| [[File:Toolsskip.gif|64px]]
| <center>[[Skip|toolsskip]]</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| Has no effect on anything (except [[weapon c4|bomb]] in {{css}}). 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.
{{bug|In {{css}}, skip brushes act as [[clip]] brushes for the [[weapon c4|bomb]].
{{tip|This can be exploited by a mapper to prevent the bomb from falling into a pit if planted too close to the edge.}} }}
|- id="occluder"
| [[File:Toolsoccluder.gif|64px]]
| <center>[[Occluder|toolsoccluder]]</center>
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| Used only for the occluding sides of {{Ent|func_occluder}} entities.
Unlike toolstrigger, toolsoccluder will correctly work when VBSP is compiled with {{code|-nodrawtriggers}}.
|}


== 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}},{{l4dseries}}, etc.).
{| class="standard-table"
|- style="z-index:1; position:sticky; top:0"
! width="64px" | Image
! width="100px" | Filename
! 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="clip"
| [[File:Toolsclip.gif|64px]]
| <center>toolsclip</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{No}}
| {{No}}
| 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>
{{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.<br>
{{tip|If you need a clip of a specific material like Clip_Glass in a game that does not have these various clip materials, you can make a brush using any regular material with the property you want and then turn it into a [[func_brush]] that is always solid but not rendered.}}
:See more about [[Clip texture| clip texture here]].
|- id="npcclip"
| [[File:Toolsnpcclip.gif|64px]]
| <center>toolsnpcclip</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| 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"
| [[File:Toolsplayerclip.gif|64px]]
| <center>toolsplayerclip</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{No}}
| {{No}}
| 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 dropped [[weapon_c4|C4]]. Solid to [[hostage_entity|hostages]] in {{css}}.<br>
{{l4dseries}} Solid to the survivors only.<br>
|- id="playercont"
| [[File:Toolsplayercont.gif|64px]]
| <center>toolsplayercontrolclip</center>
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{N/A}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes|Yes <br /> (Marks)}}
| {{src07|removed}}{{Gmod|also}}
{{ModernDeprecated|This texture has to be tied to an entity to gain any special abilities, but '''what''' entity is not yet confirmed.
Seems that it works better for {{Ent|func_vehicleclip}}.<br> (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.
These tool textures are only available in specific Source engine games.
{| class="standard-table"
{| class="standard-table"
Line 657: Line 219:
! width="75px" | Solid to bullets
! width="75px" | Solid to bullets
! Usage / Notes
! Usage / Notes
|- id="grenadeclip"
| [[File:Toolsgrenadeclip.png|64px]]
| <center>Grenade Clip</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{both|Solid to Grenades}}
| {{No}}
| {{csgo}} Solid to grenades only.
|- id="stairs"
|- id="stairs"
| [[File:Toolsstairs.png|64px]]
| [[File:Toolsstairs.png|64px]]
Line 681: Line 231:
| {{No}}
| {{No}}
| {{Infra}} Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°.
| {{Infra}} Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°.
|- id="droneclip"
| [[File:toolsdroneclip.jpg|64px]]
| <center>Drone Clip</center>
| {{No}}
| {{No}}
| {{No}}
| {{N/A}}
| {{N/A}}
| {{No}}
| {{No}}
| {{No}}
| {{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry.
|- id="xenleavesclip"
|- id="xenleavesclip"
| [[File:Toolsclip_xenleavesversion.png|64px]]
| [[File:Toolsclip_xenleavesversion.png|64px]]
Line 732: Line 270:


== 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}},{{l4dseries}}, ect.).
{| class="standard-table"
|- style="z-index:1; position:sticky; top:0"
! width="64px" | Image
! width="100px" |Filename
! 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="fog"
| [[File:Toolsfog.gif|64px]]
| <center>toolsfog</center>
| {{Yes}}
| {{No}}
| {{Yes}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes | Yes <br /> (Marks)}}
| No effect; uses nonexistent [[material map compile flags|compile flag]] {{ent|%CompileFog}}.
(You can use this for {{Ent|func_smokevolume}} instead of the Trigger texture, but NOT for {{Ent|func_dustcloud}}.)
|- id="skybox"
| [[File:Toolsskybox.png|64px]]
| <center>[[Skybox|toolsskybox]]</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes | Yes <br /> (No Marks)}}
| 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="skybox2d"
| [[File:Toolsskybox2d.gif|64px]]
| <center>[[Skybox (2D)|toolsskybox2d]]</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{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"
| [[File:Toolsskyfog.gif|64px]]
| <center>toolsskyfog</center>
| {{No}}
| {{Yes}}
| {{Yes}}
| {{N/A}}
| {{N/A}}
| {{Yes}}
| {{N/A}}
| {{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>.)
{{ModernConfirm|Can it be fixed to function properly if its [[VMT]] settings are changed in the Source code and recompiled?}}
|- id="fog volume"
| [[File:Fogvolume.jpg|64px]]
| <center>[[fog_volume|toolsfogvolume]]</center>
| {{Yes}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{l4d|since}}
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 Fog — Game-Specific ===
These tool textures are only available in specific Source engine games.
These tool textures are only available in specific Source engine games.
{| class="standard-table"
{| class="standard-table"
Line 860: Line 315:
! width="75px" | Solid to bullets
! width="75px" | Solid to bullets
! Usage / Notes
! Usage / Notes
|- id="blockbomb"
| [[File: blockbomb.jpg|64px]]
| <center>Block Bomb</center>
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{csgo}} Acts like <tt>Tools/ToolsInvisible</tt>. Possibly unimplemented.
|- id="climb"
| <div style="text-align: center;">[[File:L4d2-Climb_versus.png|64px]]</div>
| <center>Climb</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{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 {{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"
| <div style="text-align: center;">[[File:Climb alpha.png|64px]]</div>
| <center>Climb Alpha</center>
| {{Both|Visible to Infected}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{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 texture may be usable in spots where the texture is applied over a translucent material, in order to fix [[$translucent#Flickering_and_Reversed_Depth|sorting issues]], but it has so far never been used in any official campaign.
|- id="climb_versus"
| <div style="text-align: center;">[[File:L4d2-Climb_versus.png|64px]]</div>
| <center>Climb Versus</center>
| {{Both|Visible to Infected}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{No}}
| {{l4dseries}} A ladder only for infected. Must be used with {{Ent|func_ladder}}; otherwise, it will be ignored by the navigation mesh editor.<br>
|- id="dotted"
| <div style="text-align: center;">[[File:Toolsdotted.png|64px]]</div>
| <center>Dotted</center>
| {{Yes}}
| {{No}}
| {{Yes}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{Yes | Yes <br /> (Marks)}}
| A face textured with this texture is rendered on top of all other brush geometry. Furthermore, a brush with Dotted on any face will not block visibility 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"
| [[File:toolsdynamicdifficulty.jpg|64px]]
| [[File:toolsdynamicdifficulty.jpg|64px]]
Line 982: Line 375:
| {{Yes | Yes <br /> (No Marks)}}
| {{Yes | Yes <br /> (No Marks)}}
| {{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.
| {{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"
| [[File:Toolsinvisibledisplacement.gif|64px]]
| <center>Invisible Displacement</center>
| {{No}}
| {{No}}
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
| {{Yes}}
| {{both | Depends on game}}
| Light is not blocked by this texture, except in {{csgo}}.<br>
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 {{Ent|$decal|1}} and {{Ent|$surfaceprop|"dirt"}}.<br>
|- id="noninteractive"
|- id="noninteractive"
| [[File:toolsnoninteractive.jpg|64px]]
| [[File:toolsnoninteractive.jpg|64px]]

Revision as of 22:25, 30 January 2025

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
The tables should use the actual VMT filenames with paths.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

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's texture browser, while the $basetexture is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.

This page contains tool textures which can be found on third-party Source games only.

Tip.pngTip:WiseClipped gives a tutorial on using many of the Source Tool textures shown below.
Note.pngNote: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 VIS leaves. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.
Warning.pngWarning:Some games may have outdated or obsolete tool textures in the "Dev" folder, such as dev/dev_windowportal in Left 4 Dead seriesLeft 4 Dead series.
Note.pngNote:Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.

For example, Left 4 Dead seriesLeft 4 Dead series have 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

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
Toolsblack.gif
Black Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsBlack, but for some reason is used instead.
Toolswhite.gif
White Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsWhite, but for some reason is used instead.
Toolsblockbullets.gif
Blocks Bullets Forcefield
No No Yes No Yes Yes Yes Yes
(No Marks)
SiN Episodes Identical to Tools/ToolsBlockBullets, but uses the "forcefield" surfaceprop.
Toolsinvisiblenonsolid.jpg
Invisible
Non-Solid
No Yes Yes Yes No No No No SiN Episodes Not solid to anything, but blocks LOS.

Useful as a utility texture, like buttons you should be able to clip into.

Toolsnodraw.gif
Nodraw Stone
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsNodraw, but will make stone impact sounds when hit.
Toolsnodrawinvisible.jpg
Nodraw
Invisible
No No No No Yes Yes Yes N/A Dark Messiah of Might and Magic A translucent Nodraw texture. Cannot be used to seal the map.
Toolsnodrawnoshadow.jpg
Nodraw
Noshadow
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Nodraw but does not cast any shadows.
Warning.pngRisk of Confusion: Left 4 Dead seriesLeft 4 Dead series Uses the Invisible texture instead.
Toolsnodrawnoshadow.jpg
Nodraw Surfaceprop
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Seven, materials all identical to Tools/ToolsNodraw but using different surfaceprop types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows.
Tools Viscluster.png
Viscluster
Yes No No No No No No No Black Mesa Identical to Trigger, but used for func_viscluster.
Tools xogvolume.png
XOG Volume
Yes No No No No No No No Black Mesa Identical to Trigger, but used for newxog_volume.
Tools csm volume.png
CSM Volume
Yes No No No No No No No Black Mesa Identical to Trigger, but used for trigger_csm_volume.
Tools color correction.png
Color Correction
No No No No Yes Yes Yes No Black Mesa A tool texture used for color_correction_volume.
Toolstrigger soundscape.png
Soundscape Trigger
No No No No Yes Yes Yes No Black Mesa A tool texture used for trigger_soundscape.

Optimization

There are currently no third-party games using custom tool textures for optimization.

Clips

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
Toolsstairs.png
Stairs
No No No No No Yes No No INFRA Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°.
Toolsclip xenleavesversion.png
Clip Xen Leaves Version
No No Yes No Yes Yes Yes No Black Mesa A special clip used for clipping the leaves in Xen.
Toolscameraclip.png
Camera Clip
N/A N/A N/A N/A N/A N/A N/A N/A
Todo: Figure out
Blade Symphony Presumably solid to the camera[confirm]
Toolsplayerclip interactable.png
Player Clip Interactive
N/A N/A N/A N/A N/A N/A N/A N/A
Todo: Figure out
Blade Symphony

Sky and Fog

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
Toolsskybox nolight.jpg
Skybox
NoLight
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Skybox, but does not cast any light rays.
Tip.pngTip:This is also true of Nodraw in any game while the skybox is visible.

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
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
SiN Episodes Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Tools func fishes.jpg
Func Fishes
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_fishes entity to spawn fish inside of its volume.
Tools func leaves.jpg
Func Leaves
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_leaves entity to spawn leaves particles inside its volume.
Toolsgray.jpg
Gray
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose unknown; just a gray texture.
Toolsinteractive.jpg
Interactive
No No No No Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity.
Toolsnoninteractive.jpg
Non-Interactive
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity.
Toolsshiproom.jpg
Ship Room
Yes Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas on the ship.
Tools vitrail light.jpg
Vitrail Light
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose currently unknown, probably used with some type of brush entity.
Waterbounds.jpg
Waterbounds
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Used underwater when water meets the skybox.