Ru/Tool textures (Source): Difference between revisions
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{{otherlang2 | {{otherlang2 | ||
| en = Tool textures | | en = Tool textures | ||
}} | }} | ||
''"Clip" redirects here. | |||
*Подробнее о текстуре Clip см. здесь [[clip texture]]. | |||
*Подробнее о инструменте "Clip" Hammer Editor см. здесь [[Hammer_Clipping_Tool|Hammer Clipping Tool]].'' | |||
'''Tool текстуры''' используются для особых задач на карте, их легко можно найти в [[Hammer]] вписав "tools\" в окошко Filter [[Hammer Texture Browser|браузера текстур]]. | |||
{| class=standard-table | {{tip|[[WiseClipped]] - О использовании tools текстур написано ниже.}} | ||
{{note|Все tools текстуры используются как обычные текстуры с разницой что их нельзя увидеть в игре, а некоторые могут резать листья (VIS) [[Optimization_(level_design)|Оптимизация]]. }} | |||
== Tools текстуры == | |||
{| class="standard-table" | |||
! Изображение | ! Изображение | ||
! | ! Имя | ||
! | ! Видимая (if [[worldbrush]]) | ||
! Отбрасывает тени | |||
! Режет листья (VIS) [[visleaf|VIS leaves]] | |||
! Блокирует обзор NPC [[LOS]] | |||
! Блок. проход NPCs | |||
! Блок. проход Игрока(ов) | |||
! Блок. проход физиксов | |||
! Блок. проход пуль | |||
! Использование / Замечания | |||
|- id="areaportal" | |- id="areaportal" | ||
| [[Image:Toolsareaportal.gif]] | | [[Image:Toolsareaportal.gif]] | ||
| Areaportal | | <center>Areaportal</center> | ||
| Используется | |{{Yes}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Используется с [[areaportal]]s ([[func_areaportal]]s и [[func_areaportalwindow]]s). | |||
|- id="black" | |- id="black" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
| Black | | <center>Black</center> | ||
| {{ | |{{Yes}} | ||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (leaves marks)}} | |||
|Эта текстура не может быть освещена никаким источником света. (Для примера такая текстура используется в начале Half-Life 2 когда идёт ролик с G-man) | |||
|- id="white" | |||
| [[Image:Toolswhite.gif]] | |||
| <center>White</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (leaves marks)}} | |||
| Противоположна предыдущей текстуре. Она всегда белая и излучает белый свет. | |||
|- id="blocklos" | |- id="blocklos" | ||
| [[Image:Toolsblocklos.gif]] | | [[Image:Toolsblocklos.gif]] | ||
| Block LOS | | <center>Block LOS</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Текстура блокирует обзор NPC | |||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
| Block | | <center>Block Bullets</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (no marks)}} | |||
|Текстура блокирует прохождение пуль. | |||
|- id="blocklight" | |- id="blocklight" | ||
| [[Image:Toolsblocklight.gif]] | | [[Image:Toolsblocklight.gif]] | ||
| Block | | <center>Block Light</center> | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| [[ | |{{No}} | ||
| | |{{No}} | ||
| Создание собственных теней при компиляции [[VRAD]]. Не может использоваться в качестве закрытия [[leak|leaks]]. Подробнее об использовании [[Advanced Lighting#Shadow creation|здесь]]. | |||
|- id="dotted" | |- id="dotted" | ||
| [[Image:Toolsdotted.png]] | | <div style="text-align: center;">[[Image:Toolsdotted.png]]</div> | ||
| Dotted | | <center>Dotted</center> | ||
| | |{{Yes}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{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. | |||
|- id="hint" | |- id="hint" | ||
| [[Image:Toolshint.gif]] | | [[Image:Toolshint.gif]] | ||
| [[Hint brush|Hint]] | | <center>[[Hint brush|Hint]]</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Эта структура используется, чтобы указать компилятору собственные [[visleaves]]. Используется вместе с [[Skip|Tools Skip]] | |||
|- id="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
| Invisible | | <center>Invisible</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| Имеет коллизию для всех объектов. Используется в качестве кнопок, дверей и.т.п. | |||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
| Ladder | | <center>(Invisible) Ladder</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| Используется с текстурой [[func_ladder]] (создание лестницы). Не используется в играх серии [[Half-Life 2]]. | |||
|- id="nodraw" | |- id="nodraw" | ||
| [[Image:Toolsnodraw.gif]] | | [[Image:Toolsnodraw.gif]] | ||
| No | | <center>Nodraw</center> | ||
| | |{{No}} | ||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (no marks)}} | |||
| Полностью прозрачная текстура. Имеет обычную коллизию, не отбрасывает теней. Может использоваться в качестве устранения [[leak]]s. | |||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
|No | | <center>Nodraw Roof</center> | ||
| [[Counter-Strike: Source]] | |{{No}} | ||
|- id=" | |{{Yes}} | ||
| [[Image: | |{{Yes}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (no marks)}} | |||
| Available only in [[Counter-Strike: Source]]. Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them. | |||
|- id="nodrawwood" | |||
|[[Image:Toolsnodraw.gif]] | |||
| <center>Nodraw Wood</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (no marks)}} | |||
| Available only in [[Counter-Strike: Source]]. Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | |||
|- id="nodrawportalable" | |||
|[[Image:Nodraw_portalable.png]] | |||
| <center>Nodraw Portalable</center> | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{N/A}} | |||
| 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]] | ||
| Occluder | | <center>Occluder</center> | ||
| | |{{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.) | |||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
| Origin | | <center>Origin</center> | ||
| | |{{N/A}} | ||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Deprecated for use in [[Source]] maps. (After giving the error "''origin brushes not allowed in world''" the compiler will fail.) Basic idea of origin brushes were used in [[GoldSource]] mapping, where they were used to set the rotation origin of rotating [[entity|entities]]. It can still be used on some HL1 entites like [[func_train]] even though it doesn't exist in any of Valve's [[Source]] [[FGD]]'s. | |||
|- id="skip" | |||
| [[Image:Toolsskip.gif]] | |||
| <center>[[Skip]]</center> | |||
|{{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. | |||
|- id="trigger" | |||
| [[Image:Toolstrigger.gif]] | |||
| <center>Trigger</center> | |||
|{{Yes}} | |||
|{{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.) | |||
|- id="Invismetal" | |||
| [[Image:Toolinvismetal.png]] | |||
| <center>Invismetal</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{N/A}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No}} | |||
| Available only in the [[Left 4 Dead]] series. Creates an invisible texture that shows metal marks when shot. | |||
|} | |||
== Clips == | |||
{| class="standard-table" | |||
! Image | |||
! Name | |||
! Visible (if [[worldbrush]]) | |||
! Casts shadows | |||
! Cuts [[visleaf|VIS leaves]] | |||
! Blocks NPC [[LOS]] | |||
! Solid to NPCs | |||
! Solid to Player(s) | |||
! Solid to physics | |||
! Solid to bullets | |||
! Usage / Notes | |||
|- id="clip" | |||
| [[Image:Toolsclip.gif]] | |||
| <center>Clip</center> | |||
|{{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]] and [[Team Fortress 2]] it only acts as a player clip (solid only to players - NOT to projectiles). "Block Bullets" should be used instead if the intention is to block projectiles (and players).}} | |||
|- id="npcclip" | |||
| [[Image:Toolsnpcclip.gif]] | |||
| <center>NPC Clip</center> | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
| Solid to [[NPC]]s but not players or other objects. | |||
|- id="playerclip" | |- id="playerclip" | ||
| [[Image:Toolsplayerclip.gif]] | | [[Image:Toolsplayerclip.gif]] | ||
| Player | | <center>Player Clip</center> | ||
| | |{{No}} | ||
|- id=" | |{{No}} | ||
| [[Image: | |{{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]]. | |||
|- id="playercont" | |||
| [[Image:Toolsplayercont.gif]] | |||
| <center>Player Control Clip</center> | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{No|No?}} | |||
|{{Yes}} | |||
|{{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 == | |||
{| class=standard-table | |||
! Image | |||
! Name | |||
! Visible (if [[worldbrush]]) | |||
! Casts shadows | |||
! Cuts [[visleaf|VIS leaves]] | |||
! Blocks NPC [[LOS]] | |||
! Solid to NPCs | |||
! Solid to Player(s) | |||
! Solid to physics | |||
! Solid to bullets | |||
! Usage / Notes | |||
|- id="fog" | |||
| [[Image:Toolsfog.gif]] | |||
| <center>Fog</center> | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (leaves marks)}} | |||
| {{confirm|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]] | | [[Image:Toolsskybox.gif|64px]] | ||
| [[Skybox|Skybox]] | | <center>[[Skybox|Skybox]]</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{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. | |||
|- id="skybox" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
| [[Skybox (2D)|2D Skybox]] | | <center>[[Skybox (2D)|2D Skybox]]</center> | ||
| | |{{No}} | ||
|{{No}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes}} | |||
|{{Yes|Yes (no marks)}} | |||
| Available only in [[Source 2007]] 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 | | <center>SkyFog</center> | ||
| | |{{No}} | ||
| | |{{Yes}} | ||
| | |{{Yes}} | ||
| | | | ||
| | | | ||
|{{Yes}} | |||
| | |||
|{{Yes|Yes (leaves 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>.) {{confirm|It can be fixed to function properly if it's [[vmt]] settings are changed in the Source code and recompiled}} | |||
|- id="fog volume" | |- id="fog volume" | ||
| [[Image:Fogvolume.jpg]] | | [[Image:Fogvolume.jpg]] | ||
| Fog Volume | | <center>Fog Volume</center> | ||
| | |{{Yes}} | ||
|{{No}} | |||
| | |||
|{{No}} | |||
| | |||
| | |||
| | |||
| | |||
| Available only in ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' and later. Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level | |||
|} | |} | ||
[[category:Glossary | |||
[[Category:Level Design | [[category:Glossary]] | ||
[[Category:Material System | [[Category:Level Design]] | ||
[[Category:Material System]] |
Revision as of 07:56, 14 December 2012
"Clip" redirects here.
- Подробнее о текстуре Clip см. здесь clip texture.
- Подробнее о инструменте "Clip" Hammer Editor см. здесь Hammer Clipping Tool.
Tool текстуры используются для особых задач на карте, их легко можно найти в Hammer вписав "tools\" в окошко Filter браузера текстур.


Tools текстуры
Изображение | Имя | Видимая (if worldbrush) | Отбрасывает тени | Режет листья (VIS) VIS leaves | Блокирует обзор NPC LOS | Блок. проход NPCs | Блок. проход Игрока(ов) | Блок. проход физиксов | Блок. проход пуль | Использование / Замечания |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Да | Нет | Да | Нет | Нет | Нет | Нет | Нет | Используется с areaportals (func_areaportals и func_areaportalwindows). | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (leaves marks) | Эта текстура не может быть освещена никаким источником света. (Для примера такая текстура используется в начале Half-Life 2 когда идёт ролик с G-man) | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (leaves marks) | Противоположна предыдущей текстуре. Она всегда белая и излучает белый свет. | |
![]() |
Нет | Нет | Нет | Да | Нет | Нет | Нет | Нет | Текстура блокирует обзор NPC | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Yes (no marks) | Текстура блокирует прохождение пуль. | |
![]() |
Нет | Да | Нет | Нет | Нет | Нет | Нет | Нет | Создание собственных теней при компиляции VRAD. Не может использоваться в качестве закрытия leaks. Подробнее об использовании здесь. | |
Да | Нет | Да | Нет | Да | Да | Да | 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. | ||
![]() |
Нет | Нет | Да | Нет | Нет | Нет | Нет | Нет | Эта структура используется, чтобы указать компилятору собственные visleaves. Используется вместе с Tools Skip | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | Имеет коллизию для всех объектов. Используется в качестве кнопок, дверей и.т.п. | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | Используется с текстурой func_ladder (создание лестницы). Не используется в играх серии Half-Life 2. | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Yes (no marks) | Полностью прозрачная текстура. Имеет обычную коллизию, не отбрасывает теней. Может использоваться в качестве устранения leaks. | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Yes (no marks) | Available only in Counter-Strike: Source. Identical to Nodraw, the only difference being a separate texture name to differentiate them. | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Yes (no marks) | Available only in Counter-Strike: Source. Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Н/Д | Available only in Portal 2. Identical to Nodraw, the only difference is that Portals can be placed on this texture. ![]() | |
![]() |
Н/Д | Нет | Нет | Нет | Нет | Нет | Нет | Нет | Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.) | |
![]() |
Н/Д | Нет | Нет | Нет | Нет | Нет | Нет | Нет | Deprecated for use in Source maps. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Basic idea of origin brushes were used in GoldSource mapping, where they were used to set the rotation origin of rotating entities. It can still be used on some HL1 entites like func_train even though it doesn't exist in any of Valve's Source FGD's. | |
![]() |
Нет | Нет | Нет | Нет | Нет | Нет | Нет | Нет | 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. | |
![]() |
Да | Нет | Нет | Нет | Нет | Нет | Нет | Нет | 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.) | |
![]() |
Нет | Нет | Н/Д | Нет | Да | Да | Да | Нет | Available only in the Left 4 Dead series. Creates an invisible texture that shows metal marks when shot. |
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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Нет | Нет | Нет | Нет | Да | Да | Нет | Нет | 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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Нет | Нет | Нет | Нет | Да | Нет | Нет | Нет | Solid to NPCs but not players or other objects. | |
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Нет | Нет | Нет | Нет | Нет | Да | Нет | Нет | 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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Да | Да | Да | No? | Да | Да | Да | 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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Да | Нет | Да | Нет | Да | Да | Да | Yes (leaves marks) | ![]() | |
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Нет | Нет | Да | Да | Да | Да | Да | 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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Нет | Нет | Да | Да | Да | Да | Да | 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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Нет | Да | Да | Да | Yes (leaves marks) | The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog" .) ![]() | ||||
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Да | Нет | Нет | Available only in Left 4 Dead and later. Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |