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{{otherlang2
{{otherlang2
|title=Служебные текстуры
|title =Служебные текстуры
|en=Tool textures
}}
}}
{{wip:ru|[[User:Zenelone|Zenelone]] ([[User talk:Zenelone|talk]])}}
{{toc-right}}


''Служебные текстуры'' используются для решения особых задач и создания специальных условий на карте. Найти их довольно просто. Достаточно вписать ''tools\'' в поле Filter в окне [[Hammer Texture Browser|обозревателя текстур]].
<!--
'''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 [[Hammer Texture Browser|texture browser]].
-->
'''Служебные текстуры''' используются для решения особых задач и создания специальных условий на карте. Найти их довольно просто. Достаточно вписать ''tools\'' в поле Filter в окне [[Hammer Texture Browser|обозревателя текстур]].


== Основная группа ==
<!--
{{tip|[[WiseClipped]] — tutorial on using many of the Source Tool textures shown below.}}
-->
{{tip:ru|[[WiseClipped]] — туториал по использованию многих служебных текстур Source.}}


{|class="standard-table"
<!--
!Изображение
{{note|All tool textures that are assumed to be texturing an entity, work exactly like ordinary textures if applied to world brushes instead. As this makes them useless for world brushes, their visibility as world brushes is irrelevant. Also, many tool textures cut [[visleafs]]. If you aren't texturing an entity, you should tie the brush to [[func_detail]] or [[func_brush]] for [[Optimization_(level_design)|optimization]].}}
!Название
-->
!Видима после компиляции
{{note:ru|Все текстуры, для которых нужны энтити, работают как обычные текстуры, если их нанести на обычный [[world_brush:ru|ворлд браш]]. При этом подобные служебные текстуры (для энтити) абсолютно бесполезны. Также, большинство служебных текстур режут [[visleaf:ru|визлисты]]. Если вы красите не энтити, то вы можете привязать браш к [[func_detail:ru]] или [[func_brush:ru]] для [[Optimization_(level_design)|оптимизации]].}}
!Отбрасывает тень
 
!Влияет на генерацию [[Visleaf|VIS зон]]
== Общие ==
!Блокирует обзор NPC ([[LOS]])
 
!Блокирует проход NPC
{| class="standard-table"
!Блокирует проход игрока
! width="64px" | Image
!Блокирует проход физ. объектов
! width="100px" | Name
!Блокирует проход пуль
! width="75px" | Visible if <br /> [[world brush]]
!Свойства/использование/замечания
! width="75px" | Casts shadows
|- id="areaportal"
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
| [[Image:Toolsareaportal.gif]]
! width="75px" | Blocks NPC [[LOS]]
| <center>Areaportal</center>
! width="75px" | Solid to NPCs
|{{Yes|Да}}
! width="75px" | Solid to player(s)
|{{No|Нет}}
! width="75px" | Solid to physics
|{{Yes|Да}}
! width="75px" | Solid to bullets
|{{No|Нет}}
! Usage / Notes
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|Используется с [[areaportal]]s ([[func_areaportal]]s и [[func_areaportalwindow]]s).
|- id="black"
|- id="black"
| [[Image:Toolsblack.gif]]
| [[Image:Toolsblack.gif]]
| <center>Black</center>
| <center>Black</center>
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (оставляет следы)}}
|{{Yes|Yes <br /> (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)
| {{note|This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.}} This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color. An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2.<br>
{{Warning|In {{css}} and {{csgo}} this texture is [[LightmappedGeneric]] use <code>vgui/black</code> instead.}}
|- id="white"
|- id="white"
| [[Image:Toolswhite.gif]]
| [[Image:Toolswhite.gif]]
| <center>White</center>
| <center>White</center>
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (оставляет следы)}}
|{{Yes|Yes <br /> (marks)}}
| Противоположна предыдущей текстуре. Она всегда белая и излучает белый свет.
| Identical to ''tools/toolsblack'' texture only in white.
|- id="blocklos"
|- id="white_arkane"
| [[Image:Toolsblocklos.gif]]
| [[Image:Toolswhite.gif]]
| <center>Block LOS</center>
| <center>White Arkane</center>
|{{No|Нет}}
|{{Yes}}
|{{No|Нет}}
|{{Yes}}
|{{No|Нет}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{Yes}}
|{{No|Нет}}
|{{Yes}}
|{{No|Нет}}
|{{Yes}}
|{{No|Нет}}
|{{N/A}}
| Текстура блокирует обзор NPC
| {{dm}} Acts the same as ''White'', but for some reason is used instead.
|- id="blockbullets"
|- id="blockbullets"
| [[Image:Toolsblockbullets.gif]]
| [[Image:Toolsblockbullets.gif]]
| <center>Block Bullets</center>
| <center>Block Bullets</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (нет следов)}}
|{{Yes|Yes <br /> (No Marks)}}
|Текстура блокирует прохождение пуль.
| 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"
| [[Image:Toolsblocklight.gif]]
| <center>Block Light</center>
|{{No|Нет}}
|{{Yes|Да}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
| Создание собственных теней при компиляции [[VRAD]]. Не может использоваться в качестве закрытия [[leak:ru|утечек]]. Подробнее об использовании [[Advanced Lighting#Shadow creation|здесь]].
|- id="dotted"
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div>
| <center>Dotted</center>
|{{Yes|Да}}
|{{No|Нет}}
|{{Yes|Да}}
|{{No|Нет}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да (оставляет следы)}}
| Грань, покрытая этой текстурой, отображается поверх всей остальной геометрии. Также, браш с этой текстурой не блокирует видимость и не отпихивает грань, которой касается, а это значит, что никакой браш, попавший в зону с текстурой Dotted, не будет удалён с карты.
|- id="hint"
| [[Image:Toolshint.gif]]
| <center>[[Hint brush|Hint]]</center>
|{{No|Нет}}
|{{No|Нет}}
|{{Yes|Да}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
| Эта структура используется, чтобы указать компилятору собственные [[visleaves]]. Используется вместе с [[Skip|Tools Skip]]
|- id="invisible"
|- id="invisible"
| [[Image:Toolsinvisible.gif]]
| [[Image:Toolsinvisible.gif]]
| <center>Invisible</center>
| <center>Invisible</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
| Препятствие для всех объектов. Используется в качестве кнопок, дверей и.т.п.
| Solid to all objects and projectiles, not solid to bullets.<br>{{l4d}}{{l4d2}}Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it.
{{warning|Solid to bullets in {{css}} and {{csgo}}}}
|- id="ladder"
|- id="ladder"
| [[Image:Toolsladder.gif]]
| [[Image:Toolsladder.gif]]
| <center>(Invisible) Ladder</center>
| <center>(Invisible) Ladder</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
| Используется с текстурой [[func_ladder]] (создание лестницы). Не используется в играх серии [[Half-Life 2]].
| Used with [[func_ladder]] in the most multiplayer games except [[Half-Life 2 Deathmatch]].<br>{{l4d}}{{l4d2}} Ladder will not work if used with func_ladder.
|- id="nodraw"
|- id="nodraw"
| [[Image:Toolsnodraw.gif]]
| [[Image:Toolsnodraw.gif]]
| <center>Nodraw</center>
| <center>Nodraw</center>
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (нет следов)}}
|{{Yes|Yes <br /> (No Marks)}}
| Полностью прозрачная текстура. Простое препятствие, не отбрасывает теней. Может использоваться в качестве устранения [[leak:ru|утечек]].
| <!--  
|- id="nodrawroof"
===Nodraw===
|[[Image:Toolsnodraw.gif]]
===Nodraw===
| <center>Nodraw Roof</center>
-->Not drawn in game, seals [[leak]]s, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead if this behavior is desired.
|{{No|Нет}}
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}}
|{{Yes|Да}}
{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}}
|{{Yes|Да}}
{{note|Despite common misconception, it is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are automatically removed by [[VBSP]]. This means faces that are outside the map and faces that are flush with another one.}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да (нет следов)}}
| Только в [[Counter-Strike: Source]]. Идентична ''Nodraw'', только имеет другое имя, чтобы отличать их.
|- id="nodrawwood"
|[[Image:Toolsnodraw.gif]]
| <center>Nodraw Wood</center>
|{{No|Нет}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да (нет следов)}}
| Только в [[Counter-Strike: Source]]. Идентична ''Nodraw'', разница лишь в том, что при ударе по брашу слышится звук дерева.
|- id="nodrawportalable"
|[[Image:Nodraw_portalable.png]]
| <center>Nodraw Portalable</center>
|{{No|Нет}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{N/A|Нет данных}}
| Только в [[Portal 2]]. Идентична  ''Nodraw'' с той разницей, что на ней можно размещать Порталы. {{note:ru|В [[Portal|Portal 1]] порталы можно размещать на обычной Nodraw.}}
|- id="occluder"
| [[Image:Toolsoccluder.gif]]
| <center>Occluder</center>
|{{N/A}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
|{{No|Нет}}
| Используется для энтить [[func_occluder]]. (Данная таблица предусматривает, что браш, окрашенный такой текстурой, будет превращён в энтитю [[func_occluder]].)
|- id="origin"
|- id="origin"
| [[Image:Toolsorigin.gif]]
| [[Image:Toolsorigin.gif]]
| <center>Origin</center>
| <center>Origin</center>
|{{N/A}}
|{{N/A}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
| Устаревшая текстура, использовалась в [[Half Life 1]] в качестве браша "Origin" (например, ось двери).
| Leftover from [[GoldSource]], where a brush with this texture was used to set the rotation origin of rotating [[entity|entities]]. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error <code>origin brushes not allowed in world</code>. Not available in all branches.
|- id="blocklos"
| [[Image:Toolsblocklos.gif]]
| <center>Block LOS</center>
|{{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.)
|- id="blocklight"
| [[Image:Toolsblocklight.gif]]
| <center>Block Light</center>
|{{No}}
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. See more uses [[Advanced Lighting#Shadow creation|here]].
|- id="trigger"
| [[Image:Toolstrigger.gif]]
| <center>Trigger</center>
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
| Used on [[Trigger]] and [[func_viscluster]] entities.
|}
 
== Optimisation ==
{| class="standard-table"
! width="64px" | Image
! width="100px" | Name
! width="75px" | Visible if <br /> [[world brush]]
! width="75px" | Casts shadows
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! width="75px" | Blocks NPC [[LOS]]
! width="75px" | Solid to NPCs
! width="75px" | Solid to player(s)
! width="75px" | Solid to physics
! width="75px" | Solid to bullets
! Usage / Notes
|- id="areaportal"
| [[Image:Toolsareaportal.gif]]
| <center>[[Areaportal]]</center>
|{{Yes}}
|{{No}}
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
| Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). Can be used with other brush entities, such as some triggers.
|- id="hint"
| [[Image:Toolshint.gif]]
| <center>[[Hint brush|Hint]]</center>
|{{No}}
|{{No}}
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
| This texture is used to instruct the compiler to cut [[visleaves]].
|- id="skip"
|- id="skip"
| [[Image:Toolsskip.gif]]
| [[Image:Toolsskip.gif]]
| <center>[[Skip]]</center>
| <center>[[Skip]]</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|Не имеет никаких свойств. При компиляции карты полностью игнорируется. Используется для группировки объектов или совместно с ToolsHint.
| 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="occluder"
| [[Image:Toolstrigger.gif]]
| [[Image:Toolsoccluder.gif]]
| <center>Trigger</center>
| <center>[[Occluder]]</center>
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
| Используется для энтить [[Trigger]] и [[func_viscluster]], а также Buyzones в [[Counter-Strike: Source]]. Не забывайте превращать браш, окрашенный такой текстурой, в [[trigger]] [[brush|браши]]. Кнопка ToEntity на правой панели [[Hammer]].
| Used only for [[func_occluder]] entities.
|- id="Invismetal"
| [[Image:Toolinvismetal.png]]
| <center>Invismetal</center>
|{{No|Нет}}
|{{No|Нет}}
|{{N/A}}
|{{No|Нет}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{Yes|Да}}
|{{No|Нет}}
| Только в серии [[Left 4 Dead]]. Создает невидимую текстуру со свойствами металла.
|}
|}


== [[Clip texture|Clip-группа]] ==
== Clips ==


{| class="standard-table"
{| class="standard-table"
! Изображение
! width="64px" | Image
! Имя
! width="100px" | Name
! Видимая (if [[worldbrush]])
! width="75px" | Visible if <br /> [[world brush]]
! Отбр. тени
! width="75px" | Casts shadows
! Режет листья [[visleaf|VIS листья]]
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! Блок. обзор NPC [[LOS]]
! width="75px" | Blocks NPC [[LOS]]
! Блок. проход NPCs
! width="75px" | Solid to NPCs
! Блок. проход Игрока(ов)
! width="75px" | Solid to player(s)
! Блок. проход физиксов
! width="75px" | Solid to physics
! Блок. проход пуль
! width="75px" | Solid to bullets
! Использование / Замечания
! Usage / Notes
|- id="clip"
|- id="clip"
| [[Image:Toolsclip.gif]]
| [[Image:Toolsclip.gif]]
| <center>Clip</center>
| <center>Clip</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
| Прозрачное препятствие, не даёт пройти игрокам. В [[Left 4 Dead]] и [[Left 4 Dead 2]] не даёт пройти как выжившим, так и инфицированным. Не работает в игре [[Portal]]. {{bug|В [[Half-Life 2: Deathmatch]] и [[Team Fortress 2]] эта текстура блокирует прохождение игроков, но не их пули и снаряды, для этих целей используйте текстуру "Block Bullets".}}
| Solid to players and [[NPC]]s but not other objects. In [[Source 2013]], it's also solid to item pickups like ammo packs but not dropped weapons.<br>{{css}}{{csgo}} Solid to dropped C4.<br>{{csgo}}{{GMOD}} Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.
See more about [[Clip texture| clip texture here]].
|- id="npcclip"
|- id="npcclip"
| [[Image:Toolsnpcclip.gif]]
| [[Image:Toolsnpcclip.gif]]
| <center>NPC Clip</center>
| <center>NPC Clip</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
| Блокирует прохождение [[NPC]]s, но не игроков и др. объектов.
| Solid to [[NPC]]s only.<br>{{csgo}} Solid to bots.<br>{{l4d}}{{l4d2}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it.
|- id="playerclip"
|- id="playerclip"
| [[Image:Toolsplayerclip.gif]]
| [[Image:Toolsplayerclip.gif]]
| <center>Player Clip</center>
| <center>Player Clip</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
| Препятствие только для игроков. В L4D и L4D2 блокирует только игроков но не спец. инфицированных (мини боссы). Как было упомянуто выше в описании "Clip", эта текстура не блокирует снаряды и пули в [[Half-Life 2: Deathmatch]] и [[Team Fortress 2]].
| Solid to players only. In [[Source 2013]], it's also solid to item pickups like ammo packs but not dropped weapons.<br>{{csgo}} Solid to players '''''and bots'''''.<br>{{css}}{{csgo}} Solid to dropped C4.<br>{{l4d}}{{l4d2}} Solid to the survivors only.
|- id="playercont"
|- id="playercont"
| [[Image:Toolsplayercont.gif]]
| [[Image:Toolsplayercont.gif]]
| <center>Player Control Clip</center>
| <center>Player Control Clip</center>
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{No|No?}}
|{{No|No?}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (оставляет следы)}}
|{{Yes|Yes <br /> (marks)}}
| Только в [[Source 2006]] и ранее. Очевидно, что эта текстура должна быть привязана к энтите, чтобы получить какую-то особенность, но эта энтитя неизвестна. Возможно, речь о func_vehicleclip. (См. выше про текстуру "player clip", которая ограничивает перемещение игрока.)
| Available only in [[Source 2006]] and earlier, but brought back in {{GMOD}}. 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.)
|- id="grenadeclip"
| [[Image:Toolsgenadeclip.png]]
| <center>Grenade Clip</center>
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes|Grenades only}}
|{{No}}
| {{csgo}} Solid to grenades only.
|- id="stairs"
| [[Image:Toolsstairs.png]]
| <center>Stairs</center>
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{No}}
|{{No}}
|{{INFRA}} Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°.
|- id="droneclip"
| [[Image:toolsdroneclip.jpg]]
| <center>Drone Clip</center>
|{{No}}
|{{No}}
|{{No}}
|{{N/A}}
|{{N/A}}
|{{No}}
|{{No}}
|{{No}}
|{{csgo}} Used to prevent [[drone]] getting stuck on complex geometry.
|- id="xenleavesclip"
| [[Image:Toolsclip_xenleavesversion.png|64px]]
| <center>Clip Xen Leaves Version</center>
|{{No}}
|{{No}}
|{{Yes}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{No}}
| {{bms}} A special clip used for clipping the leaves in xen
|}
|}


== Скайбоксы и туман ==
== Sky and fog ==
 
{| class=standard-table
{| class=standard-table
! Изображение
! width="64px" | Image
! Имя
! width="100px" | Name
! Видимость (если [[worldbrush]])
! width="75px" | Visible if <br /> [[world brush]]
! Отбрасывает тень
! width="75px" | Casts shadows
! Влияет на генерацию [[Visleaf|VIS зон]]
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! Блокирует обзор NPC ([[LOS]])
! width="75px" | Blocks NPC [[LOS]]
! Блокирует проход NPC
! width="75px" | Solid to NPCs
! Блокирует проход игрока
! width="75px" | Solid to player(s)
! Блокирует проход физ. объектов
! width="75px" | Solid to physics
! Блокирует проход пуль
! width="75px" | Solid to bullets
! Использование / Примечания
! Usage / Notes
|- id="fog"
|- id="fog"
| [[Image:Toolsfog.gif]]
| [[Image:Toolsfog.gif]]
| <center>Fog</center>
| <center>Fog</center>
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (оставляет следы)}}
|{{Yes | Yes <br /> (marks)}}
| {{confirm|Как будто не работает?}} (Вы можете использовать её в качестве текстуры для триггера [[func_smokevolume]], но НЕ для [[func_dustcloud]].)
| {{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|64px]]
| [[Image:Toolsskybox.gif|64px]]
| <center>[[Skybox|Skybox]]</center>
| <center>[[Skybox|Skybox]]</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (нет следов)}}
|{{Yes | Yes <br /> (No Marks)}}
| Текстура используется для создания 2D [[skybox:ru|скайбоксов]]. Испускает свет, если на карте стоит энтитя [[light_environment]]. Нельзя использовать в той же [[PVS]], что и текстура ''toolsskybox2d''.
| This texture is used to make 3D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map.<br> Cannot be used in the same [[PVS]] as the ''toolsskybox2d'' tool texture.<br>Things such as another area of a map will render on top of the skybox. An areaportal can stop this from happening, but it's ''generally'' better practice to add more scenery to cover the stuff that shouldn't be seen, reposition those things out of view, or just don't have an opening in that area.
|- id="skybox_nolight"
| [[Image: Toolsskybox_nolight.jpg | 64px]]
| <center>Skybox<br />NoLight</center>
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Works identical to ''Skybox'', but does not casts any light rays.  
|- id="skybox"
|- id="skybox"
| [[Image:Toolsskybox2d.gif|64px]]
| [[Image:Toolsskybox2d.gif|64px]]
| <center>[[Skybox (2D)|2D Skybox]]</center>
| <center>[[Skybox (2D)|2D Skybox]]</center>
|{{No|Нет}}
|{{No}}
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да (нет следов)}}
|{{Yes | Yes <br /> (No Marks)}}
| Только в [[Source 2007]] и позднее. Используется для создания 2D [[skybox|скайбоксов]], не отображает [[3D Skybox]]. Испускает свет, если на карте есть энтитя light_environment. Нельзя использовать в той же [[PVS]], что и текстура ''toolsskybox''.
| Available only in [[Source 2007]] and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a light_environment entity in the map. {{bug|Light cast from this texture can still be blocked by 3d skybox geometry.}}<br>Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture.
|- id="skyfog"
|- id="skyfog"
| [[Image:Toolsskyfog.gif]]
| [[Image:Toolsskyfog.gif]]
| <center>SkyFog</center>
| <center>SkyFog</center>
|{{No|Нет}}
|{{No}}
|{{Yes|Да}}
|{{Yes}}
|{{Yes|Да}}
|{{Yes}}
|
|{{N/A}}
|
|{{N/A}}
|{{Yes|Да}}
|{{Yes}}
|
|{{N/A}}
|{{Yes|Да (оставляет следы)}}
|{{Yes | Yes <br /> (marks)}}
| Текстура SkyFog не содержит никаких свойств, а также не существует шейдера с таким именем. (Генерируется ошибка <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) {{confirm|Это можно исправить в настройках [[vmt]], изменив исходный код и перекомпилировав снова.}}
| 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]]
| <center>Fog Volume</center>
| <center>[[fog_volume|Fog Volume]]</center>
|{{Yes|Да}}
|{{Yes}}
|{{No|Нет}}
|{{No}}
|
|{{No}}
|{{No|Нет}}
|{{No}}
|
|{{No}}
|
|{{No}}
|
|{{No}}
|
|{{No}}
| Только в ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' и позже. Используется совместно с несколькими [[env_fog_controller|env_fog_controllers]], чтобы изменять цвет и плотность тумана на карте.
| Available only in ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' and later.<br> Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level.<br> Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered.  
|}
|}


=== {{Portal2}} Portal 2 ===
{| class=standard-table
! width="64px" | Image
! width="100px" | Name
! width="75px" | Visible if <br /> [[world brush]]
! width="75px" | Casts shadows
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! width="75px" | Blocks NPC [[LOS]]
! width="75px" | Solid to NPCs
! width="75px" | Solid to player(s)
! width="75px" | Solid to physics
! width="75px" | Solid to bullets
! Usage / Notes
|- colspan="11" | General
|- id="black_cheap"
| [[Image:Toolsblack.gif]]
| <center>Black cheap</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
| {{Template:Portal2}} Identical to tools/toolsblack, the only difference is that uses special <code>"black"</code> shader.<br/> {{GMOD}} has a replacement that works with older engines. <br/>{{todo|Find more about <code>"black"</code> shader}}
|- id="black_noportal"
| [[Image:Toolsblack.gif]]
| <center>Black noportal</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
| {{Portal2}} Identical to tools/toolsblack, the only difference is that Portals can't be placed on it.
|- id="black_noportal_nofog"
| [[Image:Toolsblack.gif]]
| <center>Black noportal nofog</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
| {{Portal2}} Identical to tools/toolsblack_noportal, the only difference is no fog.
|- id="black_noportal_skybox"
| [[Image:Toolsblack.gif]]
| <center>Black noportal skybox</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
| {{Portal2}} The same as tools/toolsblack_cheap
|- id="nodrawportalable"
|[[Image:Nodraw_portalable.png]]
| <center>Nodraw Portalable</center>
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (No Marks)}}
| {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture.
|}


[[category:Glossary]]
== Miscellaneous ==
[[Category:Level Design]]
{| class=standard-table
[[Category:Material System]]
! width="64px" | Image
! width="100px" | Name
! width="75px" | Visible if <br /> [[world brush]]
! width="75px" | Casts shadows
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! width="75px" | Blocks NPC [[LOS]]
! width="75px" | Solid to NPCs
! width="75px" | Solid to player(s)
! width="75px" | Solid to physics
! width="75px" | Solid to bullets
! Usage / Notes
|- id="invisibledisplacement"
| [[Image:Toolsinvisibledisplacement.gif]]
| <center>Invisible Displacement</center>
|{{no}}
|{{no}}
|{{no}}
|{{no}}
|{{yes}}
|{{yes}}
|{{yes}}
|{{Yes | Yes <br /> (No Marks)}}
| Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. Light is not blocked by this texture, except for {{csgo}}.
|- id="climb"
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
| <center>Climb</center>
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{No}}
| {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus. Use ''Climb Versus'' Instead.
|- id="climb_versus"
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
| <center>Climb Versus</center>
|{{Both|Both<br>(Visible to Infected)}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{No}}
| {{l4d}}{{l4d2}} A ladder only for infected, must be used with [[func_ladder]], otherwise it will be ignored by the navigation mesh editor and Special infected which do not require a navigation mesh to move.<br>
|- id="dotted"
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div>
| <center>Dotted</center>
|{{Yes}}
|{{No}}
|{{Yes}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes | Yes <br /> (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="toolsdynamicdifficulty"
| [[Image:toolsdynamicdifficulty.jpg]]
| <center>Dynamic Difficulty</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes | Yes <br /> (marks)}}
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system.
|- id="interactive"
| [[Image:toolsinteractive.jpg]]
| <center>Interactive</center>
|{{No}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes | Yes <br /> (No Marks)}}
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity to specify the only surfaces available for the player to interact with the entity
|- id="Invismetal"
| [[Image:Toolinvismetal.png]]
| <center>Invismetal</center>
|{{No}}
|{{No}}
|{{Yes}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{No}}
| {{l4d}}{{l4d2}} Invisible texture, with metal [[$surfaceprop|surface properties.]] Simmilar to how ''Nodraw Metal'' Should have worked.<br> Does not seal maps.<br>Creates metal sparks when shot, but bullets pass through.
|- id="noninteractive"
| [[Image:toolsnoninteractive.jpg]]
| <center>Non-Interactive</center>
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes|Yes <br /> (No Marks)}}
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity
|- id="shiproom"
| [[Image:toolsshiproom.jpg]]
| <center>Ship Room</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes | Yes <br /> (No Marks)}}
| {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship
|- id="func_fishes"
| [[Image: tools_func_fishes.jpg]]
| <center>Func fishes</center>
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Used with the [[func_fishes]] entity to spawn fish inside of its volume.
|- id="func_leaves"
| [[Image: tools_func_leaves.jpg]]
| <center>Func leaves</center>
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Used with the [[func_leaves]] entity to spawn leaves particles inside its volume.
|- id="tools_vitrail_light"
| [[Image: tools_vitrail_light.jpg]]
| <center>Vitrail Light</center>
|{{Yes}}
|{{No}}
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Purpose currently unknown, properly used with some type of brush entity.
|- id="tools_gray"
| [[Image: toolsgray.jpg]]
| <center>Gray</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Purpose unknown, just a grey texture.
|- id="waterbounds"
| [[Image: waterbounds.jpg]]
| <center>Waterbounds</center>
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{N/A}}
| {{dm}} Used underwater when water meets the skybox.
|- id="blockbomb"
| [[Image: blockbomb.jpg]]
| <center>Block Bomb</center>
|{{No}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
| {{csgo}} Original purpose probably was to only block the C4 but it currently works just like a normal Clip brush.
|- id="hide"
| [[Image:Toolsblack.gif]]
| <center>Hide</center>
|{{Yes}}
|{{No}}
|{{Yes}}
|{{No}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
|{{Yes}}
| {{bms}} A gradient from transparent to black.
|}


==Уроки о служебных текстурах==
== VR specific tool textures ==
Авторство уроков за [https://vk.com/project_source Project-S]


[https://vk.com/video-60405636_456239093 Описание DEV текстур]
{| class="standard-table"
 
! width="64px" | Image
youtu.be/3L2GZMUQQbs
! width="100px" | Name
 
! width="75px" | Visible if <br /> [[world brush]]
[https://vk.com/video-60405636_456239091 Реалистичные тени]
! width="75px" | Casts shadows
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
! width="75px" | Blocks NPC [[LOS]]
! width="75px" | Solid to NPCs
! width="75px" | Solid to player(s)
! width="75px" | Solid to physics
! width="75px" | Solid to bullets
! Usage / Notes
|- id="black"
| [[File:Teleportclip.png]]
| <center>Teleport Clip</center>
|{{No}}
|{{No}}
|{{N/A}}
|{{No}}
|{{No}}
|{{Yes}}
|{{No}}
|{{No}}
|{{Hlalyx}}{{VRHome}} Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands. {{confirm|Does not appear to function in SteamVR Home.}}
|}


youtu.be/lzelQwP9E1s
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]]

Revision as of 12:12, 18 March 2021

Template:Otherlang2 Template:Wip:ru

Служебные текстуры используются для решения особых задач и создания специальных условий на карте. Найти их довольно просто. Достаточно вписать tools\ в поле Filter в окне обозревателя текстур.

Template:Tip:ru

Template:Note:ru

Общие

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsblack.gif
Black
Да Да Да Да Да Да Да Yes
(marks)
Note.pngПримечание:This is the tools/toolsblack texture, not the halflife/black texture.
This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color. An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2.
Warning.pngПредупреждение:In Counter-Strike: Source and Counter-Strike: Global Offensive this texture is LightmappedGeneric use vgui/black instead.
Toolswhite.gif
White
Да Да Да Да Да Да Да Yes
(marks)
Identical to tools/toolsblack texture only in white.
Toolswhite.gif
White Arkane
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Acts the same as White, but for some reason is used instead.
Toolsblockbullets.gif
Block Bullets
Нет Нет Да Нет Да Да Да 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.
Toolsinvisible.gif
Invisible
Нет Нет Да Нет Да Да Да Нет Solid to all objects and projectiles, not solid to bullets.
Left 4 DeadLeft 4 Dead 2Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it.
Warning.pngПредупреждение:Solid to bullets in Counter-Strike: Source and Counter-Strike: Global Offensive
Toolsladder.gif
(Invisible) Ladder
Нет Нет Да Нет Да Да Да Нет Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch.
Left 4 DeadLeft 4 Dead 2 Ladder will not work if used with func_ladder.
Toolsnodraw.gif
Nodraw
Нет Да Да Да Да Да Да Yes
(No Marks)
Not drawn in game, seals leaks, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.
Portal Portals can be placed on it, but not in Portal 2. Use Nodraw Portalable instead if this behavior is desired.
Note.pngПримечание:The "glass footsteps" version of this texture in Portal 2 does not seal maps.
Note.pngПримечание:While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.
Note.pngПримечание:Despite common misconception, it is not necessary to use nodraw on faces that don't touch visleaves, as these are automatically removed by VBSP. This means faces that are outside the map and faces that are flush with another one.
Toolsorigin.gif
Origin
Н/Д Нет Нет Нет Нет Нет Нет Нет Leftover from GoldSource, where a brush with this texture was used to set the rotation origin of rotating entities. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error origin brushes not allowed in world. Not available in all branches.
Toolsblocklos.gif
Block LOS
Нет Нет Нет Да Нет Нет Нет Нет 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.)
Toolsblocklight.gif
Block Light
Нет Да Нет Нет Нет Нет Нет Нет Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. See more uses here.
Toolstrigger.gif
Trigger
Да Нет Нет Нет Нет Нет Нет Нет Used on Trigger and func_viscluster entities.

Optimisation

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsareaportal.gif
Areaportal
Да Нет Да Нет Нет Нет Нет Нет Use with areaportals (func_areaportals and func_areaportalwindows). Can be used with other brush entities, such as some triggers.
Toolshint.gif
Hint
Нет Нет Да Нет Нет Нет Нет Нет This texture is used to instruct the compiler to cut visleaves.
Toolsskip.gif
Skip
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.
Toolsoccluder.gif
Occluder
Да Нет Нет Нет Нет Нет Нет Нет Used only for func_occluder entities.

Clips

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsclip.gif
Clip
Нет Нет Нет Нет Да Да Нет Нет Solid to players and NPCs but not other objects. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Counter-Strike: Global OffensiveGarry's Mod Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.

See more about clip texture here.

Toolsnpcclip.gif
NPC Clip
Нет Нет Нет Нет Да Нет Нет Нет Solid to NPCs only.
Counter-Strike: Global Offensive Solid to bots.
Left 4 DeadLeft 4 Dead 2 Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it.
Toolsplayerclip.gif
Player Clip
Нет Нет Нет Нет Нет Да Нет Нет Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: Global Offensive Solid to players and bots.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Left 4 DeadLeft 4 Dead 2 Solid to the survivors only.
Toolsplayercont.gif
Player Control Clip
Да Да Да No? Да Да Да Yes
(marks)
Available only in Source 2006 and earlier, but brought back in Garry's Mod. 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.)
Toolsgenadeclip.png
Grenade Clip
Нет Нет Нет Нет Нет Нет Grenades only Нет Counter-Strike: Global Offensive Solid to grenades only.
Toolsstairs.png
Stairs
Нет Нет Нет Нет Нет Да Нет Нет INFRA Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°.
Toolsdroneclip.jpg
Drone Clip
Нет Нет Нет Н/Д Н/Д Нет Нет Нет Counter-Strike: Global Offensive Used to prevent drone getting stuck on complex geometry.
Toolsclip xenleavesversion.png
Clip Xen Leaves Version
Нет Нет Да Нет Да Да Да Нет Black Mesa A special clip used for clipping the leaves in xen

Sky and fog

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsfog.gif
Fog
Да Нет Да Нет Да Да Да Yes
(marks)
Подтвердить:Does not seem to work?
(You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolsskybox.gif
Skybox
Нет Нет Да Да Да Да Да Yes
(No Marks)
This texture is used to make 3D 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.
Things such as another area of a map will render on top of the skybox. An areaportal can stop this from happening, but it's generally better practice to add more scenery to cover the stuff that shouldn't be seen, reposition those things out of view, or just don't have an opening in that area.
Toolsskybox nolight.jpg
Skybox
NoLight
Нет Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Works identical to Skybox, but does not casts any light rays.
Toolsskybox2d.gif
2D Skybox
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.
Icon-Bug.pngБаг:Light cast from this texture can still be blocked by 3d skybox geometry.  [нужно проверить в ?]

Cannot be used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
SkyFog
Нет Да Да Н/Д Н/Д Да Н/Д Yes
(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".)
Подтвердить:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled
Fogvolume.jpg
Fog Volume
Да Нет Нет Нет Нет Нет 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.
Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered.

Portal 2 Portal 2

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsblack.gif
Black cheap
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack, the only difference is that uses special "black" shader.
Garry's Mod has a replacement that works with older engines.
Нужно сделать: Find more about "black" shader
Toolsblack.gif
Black noportal
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack, the only difference is that Portals can't be placed on it.
Toolsblack.gif
Black noportal nofog
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack_noportal, the only difference is no fog.
Toolsblack.gif
Black noportal skybox
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 The same as tools/toolsblack_cheap
Nodraw portalable.png
Nodraw Portalable
Нет Да Да Да Да Да Да Yes
(No Marks)
Portal 2 Identical to Nodraw, the only difference is that Portals can be placed on this texture.

Miscellaneous

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsinvisibledisplacement.gif
Invisible Displacement
Нет Нет Нет Нет Да Да Да Yes
(No Marks)
Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. Light is not blocked by this texture, except for Counter-Strike: Global Offensive.
L4d2-Climb versus.png
Climb
Нет Нет Нет Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 A ladder only for Infected. Not Visible to Infected Players during Versus. Use Climb Versus Instead.
L4d2-Climb versus.png
Climb Versus
Both
(Visible to Infected)
Нет Нет Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 A ladder only for infected, must be used with func_ladder, otherwise it will be ignored by the navigation mesh editor and Special infected which do not require a navigation mesh to move.
Toolsdotted.png
Dotted
Да Нет Да Нет Да Да Да Yes
(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.
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Да Да Да Да Да Да Да Yes
(marks)
SiN Episodes Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Toolsinteractive.jpg
Interactive
Нет Нет Нет Нет Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity
Toolinvismetal.png
Invismetal
Нет Нет Да Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 Invisible texture, with metal surface properties. Simmilar to how Nodraw Metal Should have worked.
Does not seal maps.
Creates metal sparks when shot, but bullets pass through.
Toolsnoninteractive.jpg
Non-Interactive
Нет Да Да Да Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity
Toolsshiproom.jpg
Ship Room
Да Да Да Да Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas upon the ship
Tools func fishes.jpg
Func fishes
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Used with the func_fishes entity to spawn fish inside of its volume.
Tools func leaves.jpg
Func leaves
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Used with the func_leaves entity to spawn leaves particles inside its volume.
Tools vitrail light.jpg
Vitrail Light
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Purpose currently unknown, properly used with some type of brush entity.
Toolsgray.jpg
Gray
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Purpose unknown, just a grey texture.
Waterbounds.jpg
Waterbounds
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Used underwater when water meets the skybox.
Blockbomb.jpg
Block Bomb
Нет Нет Да Да Да Да Да Да Counter-Strike: Global Offensive Original purpose probably was to only block the C4 but it currently works just like a normal Clip brush.
Toolsblack.gif
Hide
Да Нет Да Нет Да Да Да Да Black Mesa A gradient from transparent to black.

VR specific tool textures

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Teleportclip.png
Teleport Clip
Нет Нет Н/Д Нет Нет Да Нет Нет Half-Life: AlyxSteamVR Home Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands.
Подтвердить:Does not appear to function in SteamVR Home.