Ru/Tool textures (Source): Difference between revisions
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{{otherlang2 | {{otherlang2 | ||
|title=Служебные текстуры | |title =Служебные текстуры | ||
}} | }} | ||
{{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]]. | |||
<!-- | |||
{{tip|[[WiseClipped]] — tutorial on using many of the Source Tool textures shown below.}} | |||
--> | |||
{{tip:ru|[[WiseClipped]] — туториал по использованию многих служебных текстур Source.}} | |||
{| | <!-- | ||
{{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]].}} | |||
--> | |||
{{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]].}} | |||
== Общие == | |||
{| 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="black" | |- id="black" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
| <center>Black</center> | | <center>Black</center> | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes|Yes <br /> (marks)}} | ||
| | | {{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 | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes|Yes <br /> (marks)}} | ||
| | | Identical to ''tools/toolsblack'' texture only in white. | ||
|- id=" | |- id="white_arkane" | ||
| [[Image: | | [[Image:Toolswhite.gif]] | ||
| <center> | | <center>White Arkane</center> | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{ | |{{Yes}} | ||
|{{ | |{{N/A}} | ||
| | | {{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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes|Yes <br /> (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 [[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="invisible" | |- id="invisible" | ||
| [[Image:Toolsinvisible.gif]] | | [[Image:Toolsinvisible.gif]] | ||
| <center>Invisible</center> | | <center>Invisible</center> | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
| | | 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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
| | | 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 | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes|Yes <br /> (No Marks)}} | ||
| <!-- | |||
===Nodraw=== | |||
===Nodraw=== | |||
-->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. | |||
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}} | |||
{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}} | |||
{{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.}} | |||
| | |||
|{{ | |||
|- id="origin" | |- id="origin" | ||
| [[Image:Toolsorigin.gif]] | | [[Image:Toolsorigin.gif]] | ||
| <center>Origin</center> | | <center>Origin</center> | ||
|{{N/A}} | |{{N/A}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
|{{No| | |{{No}} | ||
| | | 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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{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=" | |- id="occluder" | ||
| [[Image: | | [[Image:Toolsoccluder.gif]] | ||
| <center> | | <center>[[Occluder]]</center> | ||
|{{Yes | |{{Yes}} | ||
|{{No}} | |||
|{{No}} | |||
|{{No}} | |||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
| Used only for [[func_occluder]] entities. | |||
|{{No | |||
|{{No | |||
|{{No | |||
| | |||
|} | |} | ||
== | == Clips == | ||
{| class="standard-table" | {| 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="clip" | |- id="clip" | ||
| [[Image:Toolsclip.gif]] | | [[Image:Toolsclip.gif]] | ||
| <center>Clip</center> | | <center>Clip</center> | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
| | | 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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
| | | 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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{No | |{{No}} | ||
| | | 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 | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{No|No?}} | |{{No|No?}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes|Yes <br /> (marks)}} | ||
| | | 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 | |||
|} | |} | ||
== | == Sky and fog == | ||
{| class=standard-table | {| 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="fog" | |- id="fog" | ||
| [[Image:Toolsfog.gif]] | | [[Image:Toolsfog.gif]] | ||
| <center>Fog</center> | | <center>Fog</center> | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes | Yes <br /> (marks)}} | ||
| {{confirm| | | {{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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes | Yes <br /> (No Marks)}} | ||
| | | 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 | |{{No}} | ||
|{{No | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes| | |{{Yes | Yes <br /> (No Marks)}} | ||
| | | 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 | |{{No}} | ||
|{{Yes | |{{Yes}} | ||
|{{Yes | |{{Yes}} | ||
| | |{{N/A}} | ||
| | |{{N/A}} | ||
|{{Yes | |{{Yes}} | ||
| | |{{N/A}} | ||
|{{Yes| | |{{Yes | Yes <br /> (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]] | ||
| <center>Fog Volume</center> | | <center>[[fog_volume|Fog Volume]]</center> | ||
|{{Yes | |{{Yes}} | ||
|{{No | |{{No}} | ||
| | |{{No}} | ||
|{{No | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | |{{No}} | ||
| | | 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. | |||
|} | |||
[[ | == Miscellaneous == | ||
[[ | {| 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="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. | |||
|} | |||
== | == VR specific tool textures == | ||
[ | {| 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="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.}} | |||
|} | |||
[[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.
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() ![]() ![]() ![]() vgui/black instead. | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
Identical to tools/toolsblack texture only in white. | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Н/Д | ![]() | |
![]() |
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. | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | Solid to all objects and projectiles, not solid to bullets.![]() ![]() | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch.![]() ![]() | |
![]() |
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.![]() ![]() ![]() ![]() ![]() | |
![]() |
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.
| |
![]() |
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.) | |
![]() |
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. | |
![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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. | |
![]() |
Нет | Нет | Да | Нет | Нет | Нет | Нет | Нет | This texture is used to instruct the compiler to cut visleaves. | |
![]() |
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 | 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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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.![]() ![]() ![]() ![]() See more about clip texture here. | |
![]() |
Нет | Нет | Нет | Нет | Да | Нет | Нет | Нет | Solid to NPCs only.![]() ![]() ![]() | |
![]() |
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.![]() ![]() ![]() ![]() ![]() | |
![]() |
Да | Да | Да | No? | Да | Да | Да | Yes (marks) |
Available only in Source 2006 and earlier, but brought back in ![]() | |
![]() |
Нет | Нет | Нет | Нет | Нет | Нет | Grenades only | Нет | ![]() | |
![]() |
Нет | Нет | Нет | Нет | Нет | Да | Нет | Нет | ![]() | |
![]() |
Нет | Нет | Нет | Н/Д | Н/Д | Нет | Нет | Нет | ![]() | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Да | Нет | Да | Нет | Да | Да | Да | Yes (marks) |
![]() | |
![]() |
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. | |
![]() |
NoLight |
Нет | Да | Да | Да | Да | Да | Да | Н/Д | ![]() |
![]() |
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. | |
![]() |
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" .) ![]() | |
![]() |
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
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() "black" shader.![]() Нужно сделать: Find more about
"black" shader | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Yes (No Marks) |
![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 ![]() | |
Нет | Нет | Нет | Нет | Да | Да | Да | Нет | ![]() ![]() | ||
Both (Visible to Infected) |
Нет | Нет | Нет | Да | Да | Да | Нет | ![]() ![]() | ||
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. | ||
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (marks) |
![]() | |
![]() |
Нет | Нет | Нет | Нет | Да | Да | Да | Yes (No Marks) |
![]() | |
![]() |
Нет | Нет | Да | Нет | Да | Да | Да | Нет | ![]() ![]() Does not seal maps. Creates metal sparks when shot, but bullets pass through. | |
![]() |
Нет | Да | Да | Да | Да | Да | Да | Yes (No Marks) |
![]() | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Yes (No Marks) |
![]() | |
![]() |
Да | Нет | Нет | Нет | Да | Да | Да | Н/Д | ![]() | |
![]() |
Да | Нет | Нет | Нет | Да | Да | Да | Н/Д | ![]() | |
![]() |
Да | Нет | Нет | Нет | Да | Да | Да | Н/Д | ![]() | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Н/Д | ![]() | |
![]() |
Да | Да | Да | Да | Да | Да | Да | Н/Д | ![]() | |
![]() |
Нет | Нет | Да | Да | Да | Да | Да | Да | ![]() | |
![]() |
Да | Нет | Да | Нет | Да | Да | Да | Да | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Нет | Нет | Н/Д | Нет | Нет | Да | Нет | Нет | ![]() ![]() ![]() |