Tool textures (Source): Difference between revisions
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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").
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(→General: Noted that Nodraw Portalable isn't needed in P1) |
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| Available only in [[Portal 2]]. Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture. | | Available only in [[Portal 2]]. Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture. {{note|In [[Portal|Portal 1]], ordinary Nodraw can have portals placed on it.}} | ||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] |
Revision as of 15:16, 3 November 2011
"Clip" redirects here.
- For clip textures, see clip texture.
- For the Hammer Clip Tool, see Hammer Clipping Tool.
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 |
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N/A | No | Yes | No | No | No | No | No | Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.) | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (leaves marks) | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (leaves marks) | Identical to tools/toolsblack texture only in white. | |
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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.) | |
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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. | |
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No | Yes | No | No | No | No | No | No | Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. | |
Yes | No | 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. | ||
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No | No | Yes | No | No | No | No | No | This texture is used to instruct the compiler to cut visleaves. | |
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No | No | Yes | No | Yes | Yes | Yes | No | Solid to all objects. | |
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No | No | Yes | No | Yes | Yes | Yes | No | Use in Counter-Strike: Source with func_ladder. | |
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No | Yes | Yes | Yes | 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. | |
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Available only in Counter-Strike: Source. Identical to Nodraw, the only difference being a separate texture name to differentiate them. | |||||||||
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Available only in Portal 2. Identical to Nodraw, the only difference is that Portals can be placed on this texture. ![]() | |||||||||
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N/A | No | No | No | No | No | No | No | Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.) | |
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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. | |
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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. | |
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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.) |
Clips
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 |
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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. ![]() | |
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No | No | No | No | Yes | No | No | No | Solid to NPCs but not players or other objects. | |
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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. Due to the aforementioned bug, this functions in the exact same way as "Clip" in Half-Life 2: Deathmatch and Team Fortress 2. | |
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Yes | Yes | Yes | No? | Yes | Yes | Yes | Yes (leaves marks) | Available only in Source 2006 and earlier. 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" above for the tool texture that restricts player movement.) |
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 |
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Yes | No | 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.)
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No | No | Yes | Yes | Yes | 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. | |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes (no marks) | Available only in Source 2007 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. | |
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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" .)
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Available only in Left 4 Dead series. Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |