Tool textures (Source): Difference between revisions
Jump to navigation
Jump to search
Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
Note:All tool textures that are assumed to be texturing an entity, work exactly like ordinary textures if applied to worldbrushes instead. As this makes them useless for worldbrushes, their visibility as worldbrushes are irrelevant (but are technically all "Yes").
MossyBucket (talk | contribs) (Full research on BlockBullets, Skip, Hint, ControlClip, PlayerClip, and Trigger.) |
MossyBucket (talk | contribs) (Color-coded the table with the new templates.) |
||
Line 29: | Line 29: | ||
| [[Image:Toolsareaportal.gif]] | | [[Image:Toolsareaportal.gif]] | ||
| Areaportal | | Areaportal | ||
| | |{{N/A}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{No}} | ||
| | | | ||
| | |{{No}} | ||
| Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). (This table ''assumes'' this use.) | | Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). (This table ''assumes'' this use.) | ||
|- id="black" | |- id="black" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
| Black | | Black | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (leaves marks)}} | ||
| {{note|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]] | ||
| Block LOS | | Block LOS | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| 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, and them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through turning the ''Block LOS'' textured brush into a [[func_brush]] with its ''Solidity'' keyvalue set to a solid state. (A ''Block LOS'' func_brush can still be traversed in this state.) | | 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, and them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through turning the ''Block LOS'' textured brush into a [[func_brush]] with its ''Solidity'' keyvalue set to a solid state. (A ''Block LOS'' func_brush can still be traversed in this state.) | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
| BlockBullets | | BlockBullets | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes|Yes (no marks)}} | ||
| Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block ''all'' projectiles, though. Projectiles from NPCs such as the acid spit from [[npc_antlion|antlion workers]], will still get through. To allow NPCs and their [[line of sight]] to pass through, turn the brush into a [[func_brush]] with its ''Solidity'' keyvalue set to a solid state. | | 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. To allow NPCs and their [[line of sight]] to pass through, turn the brush into a [[func_brush]] with its ''Solidity'' keyvalue set to a solid state. | ||
|- id="blocklight" | |- id="blocklight" | ||
| [[Image:Toolsblocklight.gif]] | | [[Image:Toolsblocklight.gif]] | ||
| Block light | | Block light | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. | | Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. | ||
|- id="clip" | |- id="clip" | ||
| [[Image:Toolsclip.gif]] | | [[Image:Toolsclip.gif]] | ||
| Clip | | Clip | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| 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).}} | | 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]] | ||
| ControlClip | | ControlClip | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{No|No?}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes|Yes (leaves marks)}} | ||
| It is obvious that this texture has to be tied to an entity to gain any special abilities, but ''what'' entity is not yet confirmed. Seems that it is necessary for func_vehicleclip. (See "player clip" below for the tool texture that restricts player movement.) | | It is obvious that this texture has to be tied to an entity to gain any special abilities, but ''what'' entity is not yet confirmed. Seems that it is necessary for func_vehicleclip. (See "player clip" below for the tool texture that restricts player movement.) | ||
|- id="dotted" | |- id="dotted" | ||
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | | <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | ||
| Dotted | | Dotted | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (leaves 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 nor 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. | | 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 nor 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="hint" | |- id="hint" | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
| [[Hint brush|Hint]] | | [[Hint brush|Hint]] | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| This texture is used to instruct the compiler to cut [[visleaves]]. | | This texture is used to instruct the compiler to cut [[visleaves]]. | ||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
| Invisible | | Invisible | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| Solid to all objects. | | Solid to all objects. | ||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
| (Invisible) Ladder | | (Invisible) Ladder | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{No}} | ||
| Use in [[Counter-Strike: Source]] with [[func_ladder]]. | | Use in [[Counter-Strike: Source]] with [[func_ladder]]. | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
| NoDraw | | NoDraw | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (no marks)}} | ||
| Its transparency 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. | | Its transparency 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]] | ||
|Nodraw Roof | |Nodraw Roof | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| Only available in [[Counter-Strike: Source]]. Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | | Only available in [[Counter-Strike: Source]]. Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | ||
|- id="npcclip" | |- id="npcclip" | ||
| [[Image:Toolsnpcclip.gif]] | | [[Image:Toolsnpcclip.gif]] | ||
| NPCClip | | NPCClip | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| 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 | ||
| | |{{N/A}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | | | ||
| | | | ||
| | |{{No}} | ||
| | | | ||
| | |{{No}} | ||
| Used for [[func_occluder]] entities. (This table assumes that this texture is used on a [[func_occluder]] entity.) | | Used for [[func_occluder]] entities. (This table assumes that this texture is used on a [[func_occluder]] entity.) | ||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
| Origin | | 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 [[entity|entities]]. | | 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]] | ||
| Player clip | | Player clip | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| Solid only to players. In L4D and L4D2 this clips players as survivors, but not as special infected. | | Solid only to players. 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]] | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{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. | | 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="trigger" | |- id="trigger" | ||
| [[Image:Toolstrigger.gif]] | | [[Image:Toolstrigger.gif]] | ||
| Trigger | | Trigger | ||
| | |{{N/A}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{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|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. (This table assumes that this texture is used on a trigger type entity.) | ||
|} | |} | ||
Line 274: | Line 274: | ||
| [[Image:Toolsfog.gif]] | | [[Image:Toolsfog.gif]] | ||
| Fog | | Fog | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (leaves marks)}} | ||
| {{todo|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | | {{todo|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].) | ||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox.gif|64px]] | | [[Image:Toolsskybox.gif|64px]] | ||
| [[Skybox|Skybox]] | | [[Skybox|Skybox]] | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (no marks)}} | ||
| This texture is used 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. | | This texture is used 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]] | ||
| [[Skybox (2D)|2D Skybox]] | | [[Skybox (2D)|2D Skybox]] | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| 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. | | 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]] | ||
| SkyFog | | SkyFog | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
| | |{{Yes}} | ||
| | | | ||
| | |{{Yes|Yes (leaves marks)}} | ||
| {{TODO|}} ''toolsskyfog.vmt does not contain any properties.'' (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) | | {{TODO|}} ''toolsskyfog.vmt does not contain any properties.'' (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) | ||
|- id="fog volume" | |- id="fog volume" | ||
| [[Image:Fogvolume.jpg]] | | [[Image:Fogvolume.jpg]] | ||
| Fog Volume | | Fog Volume | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
| (Left 4 Dead Only). Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level | | (Left 4 Dead Only). Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level | ||
|} | |} |
Revision as of 06:22, 18 February 2011
"Clip" redirects here. For clip textures, see clip texture.
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.


General
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 | N/A | No | Yes | No | No | Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.) | |||
![]() |
Black | Yes | Yes | Yes | Yes | Yes (leaves marks) | ![]() | |||
![]() |
Block LOS | No | No | No | Yes | No | No | No | No | Blocks the line of sight of NPCs and bots. mat_wireframe 1/2 will reveal that while this texture doesn't block visleaves, it draws crossing polygons, and them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through turning the Block LOS textured brush into a func_brush with its Solidity keyvalue set to a solid state. (A Block LOS func_brush can still be traversed in this state.) |
![]() |
BlockBullets | No | No | Yes | No | Yes | Yes | Yes | Yes (no marks) | Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block all projectiles, though. Projectiles from NPCs such as the acid spit from antlion workers, will still get through. To allow NPCs and their line of sight to pass through, turn the brush into a func_brush with its Solidity keyvalue set to a solid state. |
![]() |
Block light | No | Yes | No | No | No | No | No | No | Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. |
![]() |
Clip | No | No | No | No | Yes | Yes | No | No | 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 | Yes | Yes | Yes | No? | Yes | Yes | Yes | Yes (leaves marks) | It is obvious that this texture has to be tied to an entity to gain any special abilities, but what entity is not yet confirmed. Seems that it is necessary for func_vehicleclip. (See "player clip" below for the tool texture that restricts player movement.) |
Dotted | Yes | No | Yes | Yes | Yes (leaves 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 nor 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. | ||||
![]() |
Hint | No | No | Yes | No | No | No | No | No | This texture is used to instruct the compiler to cut visleaves. |
![]() |
Invisible | No | No | Yes | No | Yes | Yes | Yes | No | Solid to all objects. |
![]() |
(Invisible) Ladder | No | No | Yes | Yes | No | Use in Counter-Strike: Source with func_ladder. | |||
![]() |
NoDraw | No | Yes | Yes | Yes | Yes (no marks) | Its transparency coupled with its VIS blocking, will create a leak visual effect. Seals leaks. Blocks visibility if used on all surfaces of the same brush. | |||
![]() |
Nodraw Roof | Only available in Counter-Strike: Source. Identical to Nodraw, the only difference being a separate texture name to differentiate them. | ||||||||
![]() |
NPCClip | No | No | No | No | Yes | No | No | No | Solid to NPCs but not players or other objects. |
![]() |
Occluder | N/A | No | No | No | No | Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.) | |||
![]() |
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. |
![]() |
Player clip | No | No | No | No | No | Yes | No | No | Solid only to players. In L4D and L4D2 this clips players as survivors, but not as special infected. |
![]() |
Skip | No | No | No | No | 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. |
![]() |
Trigger | N/A | No | No | No | No | 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.) |
Sky(boxes) and fog
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Fog | Yes | No | Yes | Yes | Yes (leaves marks) | Todo: Does not seem to work? (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
| |||
![]() |
Skybox | No | No | Yes | Yes | Yes (no marks) | This texture is used 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 | No | Yes | Yes | Yes | Yes (leaves marks) | [Todo] toolsskyfog.vmt does not contain any properties. (Generates error Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog" .)
| |||
![]() |
Fog Volume | (Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |