Tool textures (Source): Difference between revisions
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Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
MossyBucket (talk | contribs) (More research... (Apparently 2-3 of the textures didn't work the first time around. I have no idea why.)) |
MossyBucket (talk | contribs) (More research. I'm done for now. Enjoy.) |
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|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| | | {{note|This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.}} | ||
|- id="blocklos" | |- id="blocklos" | ||
| [[Image:Toolsblocklos.gif]] | | [[Image:Toolsblocklos.gif]] | ||
Line 49: | Line 49: | ||
|<center>No</center> | |<center>No</center> | ||
|<center>No</center> | |<center>No</center> | ||
|<center> | |<center>Yes, partially</center> | ||
|<center>Yes</center> | |<center>Yes</center> | ||
|<center></center> | |<center></center> | ||
Line 55: | Line 55: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Blocks the line | | Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s. ''[[mat_wireframe]] 1/2'' will reveal that while this texture doesn't block [[visleaf|visleaves]], it draws crossing polygons. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 67: | Line 67: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Solid to bullets but not | | Solid to bullets but not other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets. | ||
|- id="blocklight" | |- id="blocklight" | ||
| [[Image:Toolsblocklight.gif]] | | [[Image:Toolsblocklight.gif]] | ||
Line 79: | Line 79: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| | | Its transparency coupled with its VIS blocking, will create a [[leak]] effect. Blocks NPC [[line of sight]]. | ||
|- id="clip" | |- id="clip" | ||
| [[Image:Toolsclip.gif]] | | [[Image:Toolsclip.gif]] | ||
Line 91: | Line 91: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Solid to all objects | | Solid to all objects but physically simulated projectiles. In [[Left 4 Dead]] and [[Left 4 Dead 2]] this clips players as both special infected and survivors. Does not function in [[Portal]]. {{bug|In [[Half-Life 2: Deathmatch]] it only acts as a player clip (solid only to players).}} | ||
|- id="playercont" | |- id="playercont" | ||
| [[Image:Toolsplayercont.gif]] | | [[Image:Toolsplayercont.gif]] | ||
Line 115: | Line 115: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| The toolsdotted texture has very few applications. | | The toolsdotted texture has very few applications. While otherwise behaving like a typical texture, a brush textured with toolsdotted cuts up world geometry and VIS leaves. However, the toolsdotted texture is rendered over all brush geometry as long as the player is standing in a leaf that can see the toolsdotted face. Furthermore, a brush with toolsdotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a toolsdotted-textured brush will not be removed from the map in any way. | ||
|- id="fog" | |- id="fog" | ||
| [[Image:Toolsfog.gif]] | | [[Image:Toolsfog.gif]] | ||
Line 131: | Line 131: | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
| [[Hint brush|Hint]] | | [[Hint brush|Hint]] | ||
|<center></center> | |<center>No</center> | ||
|<center></center> | |<center>No</center> | ||
|<center>Possibly</center> | |<center>Possibly</center> | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Suggests optimal ways for the compiler to cut [[visleaves]]. (Sometimes ignored by the compiler.) | |||
| Suggests optimal ways for the compiler to cut [[ | |||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
| Invisible | | Invisible | ||
|<center>No</center> | |||
|<center>No</center> | |||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Solid to all objects. | |||
| Solid to all objects | |||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
| Ladder | | (Invisible) Ladder | ||
|<center>No</center> | |||
|<center>No</center> | |||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| | | Use in [[Counter-Strike: Source]] with [[func_ladder]]. | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
| No Draw | | No Draw | ||
|<center>No</center> | |||
|<center>Yes</center> | |||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| | | Its tranparency coupled with its VIS blocking, will create a leak visual effect. Seals [[leak]]s. Blocks visibility if used on all surfaces of the same brush. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
Line 187: | Line 187: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| [[Counter-Strike: Source]] | | Only available in [[Counter-Strike: Source]]. Identical to ''No Draw'', the only difference being a separate texture name to differentiate them. | ||
|- id="npcclip" | |- id="npcclip" | ||
| [[Image:Toolsnpcclip.gif]] | | [[Image:Toolsnpcclip.gif]] | ||
| NPC clip | | NPC clip | ||
|<center>No</center> | |||
|<center>No</center> | |||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Solid to [[NPC]]s but not players or other objects. | |||
| Solid to [[NPC]]s but not players or other objects | |||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] | ||
| Occluder | | Occluder | ||
|<center>N/A</center> | |||
|<center>No</center> | |||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Used for [[func_occluder]] entities. (This table assumes that this texture is used on a [[func_occluder]] entity.) | |||
| Used for [[func_occluder]] entities. | |||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
| Origin | | Origin | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
|<center></center> | |<center>N/A</center> | ||
| | | Deprecated for use in [[Source]] maps. (After giving the error "''origin brushes not allowed in world''" the compiler will fail.) Basic idea of an origin brush was used in [[GoldSource]] mapping, where it was used to set the rotation origin of rotating [[entity|entities]]. | ||
|- id="playerclip" | |- id="playerclip" | ||
| [[Image:Toolsplayerclip.gif]] | | [[Image:Toolsplayerclip.gif]] | ||
Line 232: | Line 232: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>Yes</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Solid to players but not [[NPC]]s or other objects. In L4D and L4D2 this clips players as survivors, but not as special infected. | |||
| Solid to players but not [[NPC]]s or other objects | |||
|- id="skip" | |- id="skip" | ||
| [[Image:Toolsskip.gif]] | | [[Image:Toolsskip.gif]] | ||
| [[Skip]] | | [[Skip]] | ||
|<center>No</center> | |||
|<center>No</center> | |||
|<center>No</center> | |<center>No</center> | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| | | Has no effect on anything. Useful in combination with ''Hint'' tool textures. ''Skip'' faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving and place-holding objects. | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox.gif|64px]] | | [[Image:Toolsskybox.gif|64px]] | ||
Line 259: | Line 259: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Use to make 2D [[skybox]]es. Casts light if there is a light_environment entity in the map. Cannot be used in the same [[PVS]] as toolsskybox2d. | | Use to make 2D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map. Cannot be used in the same [[PVS]] as the ''toolsskybox2d'' tool texture. | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
Line 271: | Line 271: | ||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Available only in the [[Orange Box]] engine and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]]. Casts light if there is a light_environment entity in the map. Cannot be used in the same [[PVS]] as toolsskybox. | | Available only in the [[Orange Box]] engine and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]]. Casts light if there is a light_environment entity in the map. Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture. | ||
|- id="skyfog" | |- id="skyfog" | ||
| [[Image:Toolsskyfog.gif]] | | [[Image:Toolsskyfog.gif]] | ||
Line 287: | Line 287: | ||
| [[Image:Toolstrigger.gif]] | | [[Image:Toolstrigger.gif]] | ||
| Trigger | | Trigger | ||
|<center>N/A</center> | |||
|<center>No</center> | |||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
|<center>No</center> | |||
|<center></center> | |<center></center> | ||
|<center></center> | |<center></center> | ||
| Use on [[Trigger]] and [[func_viscluster]] entities, and Buyzones in [[Counter-Strike: Source]]. Also don't forget to move the selected [[trigger]] [[brush|brush(es)]] ToEntity so you can change the properties. (This table assumes that this texture is used on a trigger type entity.) | |||
| Use on [[Trigger]] and [[func_viscluster]] entities and Buyzones in [[Counter-Strike: Source]]. Also don't forget to move the selected [[trigger]] [[brush|brush(es)]] ToEntity so you can change the properties. | |||
|- id="fog volume" | |- id="fog volume" | ||
| [[Image:Fogvolume.jpg]] | | [[Image:Fogvolume.jpg]] |
Revision as of 16:55, 16 February 2011
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.

Image | Name | Visible (if worldbrush) | Casts shadows | Cuts VIS leaves | Blocks NPC LOS | Solid to NPCs | Solid to Player(s) | Solid to physics | Solid to bullets | Usage / Notes |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Areaportal | Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.) | ||||||||
![]() |
Black | ![]() | ||||||||
![]() |
Block LOS | 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. | ||||||||
![]() |
Block bullets | Solid to bullets but not other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets. | ||||||||
![]() |
Block light | Its transparency coupled with its VIS blocking, will create a leak effect. Blocks NPC line of sight. | ||||||||
![]() |
Clip | Solid to all objects but physically simulated projectiles. In Left 4 Dead and Left 4 Dead 2 this clips players as both special infected and survivors. Does not function in Portal. ![]() | ||||||||
![]() |
ControlClip | Purpose is not entirely confirmed. Seems that it is necessary for func_vehicleclip.(See "player clip" below for the tool texture that restricts player movement.) | ||||||||
Dotted | The toolsdotted texture has very few applications. While otherwise behaving like a typical texture, a brush textured with toolsdotted cuts up world geometry and VIS leaves. However, the toolsdotted texture is rendered over all brush geometry as long as the player is standing in a leaf that can see the toolsdotted face. Furthermore, a brush with toolsdotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a toolsdotted-textured brush will not be removed from the map in any way. | |||||||||
![]() |
Fog | Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.) | ||||||||
![]() |
Hint | Suggests optimal ways for the compiler to cut visleaves. (Sometimes ignored by the compiler.) | ||||||||
![]() |
Invisible | Solid to all objects. | ||||||||
![]() |
(Invisible) Ladder | Use in Counter-Strike: Source with func_ladder. | ||||||||
![]() |
No Draw | Its tranparency coupled with its VIS blocking, will create a leak visual effect. Seals leaks. Blocks visibility if used on all surfaces of the same brush. | ||||||||
![]() |
No Draw Roof | Only available in Counter-Strike: Source. Identical to No Draw, the only difference being a separate texture name to differentiate them. | ||||||||
![]() |
NPC clip | Solid to NPCs but not players or other objects. | ||||||||
![]() |
Occluder | Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.) | ||||||||
![]() |
Origin | Deprecated for use in Source maps. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Basic idea of an origin brush was used in GoldSource mapping, where it was used to set the rotation origin of rotating entities. | ||||||||
![]() |
Player clip | Solid to players but not NPCs or other objects. In L4D and L4D2 this clips players as survivors, but not as special infected. | ||||||||
![]() |
Skip | Has no effect on anything. Useful in combination with Hint tool textures. Skip faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving and place-holding objects. | ||||||||
![]() |
Skybox | Use to make 2D 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. | ||||||||
![]() |
2D Skybox | Available only in the Orange Box engine and later. Use to make 2D skyboxes without displaying the 3D Skybox. Casts light if there is a light_environment entity in the map. Cannot be used in the same PVS as the toolsskybox tool texture. | ||||||||
![]() |
SkyFog | [Todo] toolsskyfog.vmt does not contain any properties. | ||||||||
![]() |
Trigger | Use on Trigger and func_viscluster entities, and Buyzones in Counter-Strike: Source. Also don't forget to move the selected trigger brush(es) ToEntity so you can change the properties. (This table assumes that this texture is used on a trigger type entity.) | ||||||||
![]() |
Fog Volume | (Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |