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. Also, many tool textures cut VIS leaves. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.
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[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Material System]] | [[Category:Material System]] | ||
==Tutorials about TOOL TEXTURE (Russian)== | |||
Lessons created by [https://vk.com/project_source Project-S] | |||
[https://vk.com/video-60405636_456239093 description of textures (Описание DEV текстур)] | |||
youtu.be/3L2GZMUQQbs | |||
[https://vk.com/video-60405636_456239091 Block Light - Realstic Shadows (Реальные тени)] | |||
youtu.be/lzelQwP9E1s |
Revision as of 01:16, 1 September 2017
"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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Yes | No | Yes | No | No | No | No | No | Use with areaportals (func_areaportals and func_areaportalwindows). Can be used with other brush entities, such as some triggers. | |
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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. While the tools/toolsblack texture is perfect dark, this texture shines with white color. | |
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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 | No | No | No | Yes | Yes | Yes | Yes (no marks) | Available only in Team Fortress 2. Identical to Block Bullets, the only difference is that this tool texture doesn't block visleaves. | |
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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. See more uses here. | |
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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It's not actually a texture. It's the backside of a brush when a displacement is applied. Kind of like a prop with it's normals; The other side just doesn't exist. Ingame, this side of the displacement will appear invisible, but solid. (like above) | |||||||||
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No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch. | |
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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. This texture is used very often for brushes that don't need to be textured. (for optimization the compiler skips making lightmap on this texture) | |
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No | 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. | |
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No | 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. | |
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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. ![]() | |
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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.)It hides any props while behind a wall with the occluder active. | |
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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.) Origin brushes were used in GoldSource mapping to set the rotation origin of rotating entities. It can still be used to override a brush entity's origin when used as one of its brushes. | |
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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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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(es) ToEntity so you can change the properties. (This table assumes that this texture is used on a trigger type entity.) | |
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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
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 players and NPCs but not other objects. In Left 4 Dead and Left 4 Dead 2 this clips players as both special infected and survivors. Does not function in Portal.
Template:CSGO add ![]() | |
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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. | |
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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.) | |
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No | No | No | No | No | No | Grenades only | No | Available only in Counter-Strike: Global Offensive. Only solid to grenades. | |
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No | No | No | No | No | Yes | No | No | Available only in INFRA. Functionally the same to player clip but allows for steeper angles, up to 63.4349488°. |
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) | ![]() | |
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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) | 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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Yes | No | No | 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 |
Tutorials about TOOL TEXTURE (Russian)
Lessons created by Project-S
description of textures (Описание DEV текстур)
youtu.be/3L2GZMUQQbs
Block Light - Realstic Shadows (Реальные тени)
youtu.be/lzelQwP9E1s