Tool textures (Source): Difference between revisions

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(More research... (Apparently 2-3 of the textures didn't work the first time around. I have no idea why.))
(More research. I'm done for now. Enjoy.)
Line 43: Line 43:
|<center></center>
|<center></center>
|<center></center>
|<center></center>
| todo (This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.)
| {{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>No</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-of-sight of [[NPC]]s and [[bot]]s. Also casts shadows, so may need to be used in conjunction with [[func_brush]]es to avoid cosmetic glitches.
| 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 light or other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets. Also creates visleafs like a normal brush.
| 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>
| Deprecated? Also blocks NPC LOS. This texture used to cut visleaves previously.
| 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. Is not rendered. Does not block 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).}}
| 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. As with a normal 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.
| 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>
|<center></center>
| Suggests optimal ways for the compiler to cut [[visleaves]]. (Sometimes ignored by the compiler.)
| Suggests optimal ways for the compiler to cut [[visleafs]]. (Sometimes ignored by the compiler.)
|- 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>
|<center></center>
| Solid to all objects.
|<center></center>
|<center></center>
|<center></center>
| Solid to all objects, invisible and does not cast shadows
|- 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>
|<center></center>
| Use in [[Counter-Strike: Source]] with [[func_ladder]].
|<center></center>
|<center></center>
|<center></center>
| Invisible; 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>
|<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.
|<center></center>
|<center></center>
|<center></center>
| Solid; Invisible; seals [[leak]]s; blocks visibility if used on all surfaces of the same brush. Casts shadows.
|- 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]] specific. Identical to No Draw, the only difference being a separate texture name to differentiate them.
| 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>
|<center></center>
| Solid to [[NPC]]s but not players or other objects.
|<center></center>
|<center></center>
|<center></center>
| Solid to [[NPC]]s but not players or other objects, is not rendered.
|- 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>
|<center></center>
| Used for [[func_occluder]] entities. (This table assumes that this texture is used on a [[func_occluder]] entity.)
|<center></center>
|<center></center>
|<center></center>
| 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>
| Use to set the rotation origin of rotating [[entity|entities]]; deprecated for use in [[Source]] maps (Basic idea of an origin brush was used in [[Goldsource]] mapping.)
| 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>
|<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, is not rendered. In L4D and L4D2 this clips players as survivors, but not as special infected.
|- 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>
|<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.
|<center></center>
|<center></center>
| Invisible; has no effect on anything. Useful in combination with HINT. 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, 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>
|<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.)
|<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.
|- id="fog volume"
|- id="fog volume"
| [[Image:Fogvolume.jpg]]
| [[Image:Fogvolume.jpg]]

Revision as of 16:55, 16 February 2011

Template:Otherlang2

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.

Tip.pngTip:WiseClipped - tutorial on using many of the Source Tool textures shown below.


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
Toolsareaportal.gif Areaportal
N/A
No
Yes
No
Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.)
Toolsblack.gif Black
Yes
Yes
Yes
Yes
Note.pngNote:This is the tools/toolsblack texture, not the halflife/black texture.
Toolsblocklos.gif Block LOS
No
No
Yes, partially
Yes
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.
Toolsblockbullets.gif Block bullets
No
No
Yes
Yes
Solid to bullets but not other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets.
Toolsblocklight.gif Block light
No
Yes
Yes
Yes
Its transparency coupled with its VIS blocking, will create a leak effect. Blocks NPC line of sight.
Toolsclip.gif Clip
No
No
No
Yes
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.
Icon-Bug.pngBug:In Half-Life 2: Deathmatch it only acts as a player clip (solid only to players).  [todo tested in ?]
Toolsplayercont.gif ControlClip
Yes
Yes
Yes
Yes
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.)
Toolsdotted.png
Dotted
Yes
No
Yes
Yes
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.
Toolsfog.gif Fog
Yes
No
Yes
Yes
Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolshint.gif Hint
No
No
Possibly
No
Suggests optimal ways for the compiler to cut visleaves. (Sometimes ignored by the compiler.)
Toolsinvisible.gif Invisible
No
No
Yes
Yes
Solid to all objects.
Toolsladder.gif (Invisible) Ladder
No
No
Yes
Yes
Use in Counter-Strike: Source with func_ladder.
Toolsnodraw.gif No Draw
No
Yes
Yes
Yes
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.
Toolsnodraw.gif No Draw Roof
Only available in Counter-Strike: Source. Identical to No Draw, the only difference being a separate texture name to differentiate them.
Toolsnpcclip.gif NPC clip
No
No
No
No
Solid to NPCs but not players or other objects.
Toolsoccluder.gif Occluder
N/A
No
No
No
Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.)
Toolsorigin.gif Origin
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
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.
Toolsplayerclip.gif Player clip
No
No
No
Yes
Solid to players but not NPCs or other objects. In L4D and L4D2 this clips players as survivors, but not as special infected.
Toolsskip.gif Skip
No
No
No
No
Has no effect on anything. Useful in combination with Hint tool textures. Skip faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving and place-holding objects.
Toolsskybox.gif Skybox
No
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.
Toolsskybox2d.gif 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.
Toolsskyfog.gif SkyFog
[Todo] toolsskyfog.vmt does not contain any properties.
Toolstrigger.gif Trigger
N/A
No
No
No
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.)
Fogvolume.jpg Fog Volume
(Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level