Tool textures (Source): Difference between revisions
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Note:Here's a tutorial on using many of the Source Tool textures shown below
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(Player control clip) |
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| [[Image:Toolsplayercont.gif]] | | [[Image:Toolsplayercont.gif]] | ||
| Player clip control | | Player clip control | ||
| Purpose is unknown, possibly | | Purpose is unknown, possibly a clip texture for player-controlled vehicles e.g. Airboat, Jeep. (See "player clip" below for the tool texture that restricts player movement.) | ||
|- | |- | ||
| [[Image:Toolsfog.gif]] | | [[Image:Toolsfog.gif]] |
Revision as of 11:29, 3 January 2006
The tools textures can easily be found in Hammer by running "tools" as a filter word in the texture browser. These textures have extra attributes that most textures do not.

Image | Name | Special attributes |
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Area portal | Use with func_areaportals and func_areaportalwindows |
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Black | Black texture, unaffected by light. |
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Block LOS | Blocks the line-of-sight of NPCs and bots |
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Block bullets | Solid to bullets but not light or other objects. |
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Block light | Invisible; casts shadow like standard materials |
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Clip | Solid to all objects. Is not rendered. |
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Player clip control | Purpose is unknown, possibly a clip texture for player-controlled vehicles e.g. Airboat, Jeep. (See "player clip" below for the tool texture that restricts player movement.) |
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Fog | Does not seem to work. |
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Hint | Divides visleafs. |
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Invisible | Solid to all objects, invisible and does not cast shadows |
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Ladder | Invisible; Use in Counter-Strike: Source with func_ladder. |
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No Draw | Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush |
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NPC clip | Solid to NPCs but not players or other objects, is not rendered. |
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Occluder | Use with func_occluders |
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Origin | Use to set the rotation origin of rotating entities; obsolete in Source |
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Player clip | Solid to players but not NPCs or other objects, is not rendered. |
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Skip | 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. |
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Skybox | Use to make 2D skyboxes. Casts light if there is a light_environment entity in the map. |
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SkyFog | |
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Trigger | Use on Trigger 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. |