Tool textures (Source): Difference between revisions
(→Miscellaneous: added title after every tenth listing, to prevent having to scroll.) |
(replaced all "acts the same as" to "identical to. Changed all texture names in notes with full path. Changed all italic names to bold, making the entire page nicer to look at. also changed "skip" description) |
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{note|This is the '' | | {{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.<br> | 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.<br> | ||
An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2, or crude buildings in the 3D Skybox.<br> | An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2, or crude buildings in the 3D Skybox.<br> | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| Identical to '' | | Identical to '''Tools/ToolsBlack''' texture only in white. | ||
{{since|{{ep2}}}} | {{since|{{ep2}}}} | ||
|- id="blockbullets" | |- id="blockbullets" | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{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. | | 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]] | ||
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| Solid to [[prop_physics]], projectiles, players, npcs. Not solid to bullets.<br> | | Solid to [[prop_physics]], projectiles, players, npcs. Not solid to bullets.<br> | ||
{{css}}{{csgo}} Also solid to bullets.<br> | {{css}}{{csgo}} Also solid to bullets.<br> | ||
{{l4d}}{{l4d2}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall. | {{l4d}}{{l4d2}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall.<br> | ||
{{confusion|{{l4d}}{{l4d2}} '''Tools/ToolsNodraw_Noshadow''' uses the same tool texture in the texture browser, which also blocks LOS!}} | |||
|- id="ladder" | |- id="ladder" | ||
| [[Image:Toolsladder.gif]] | | [[Image:Toolsladder.gif]] | ||
Line 194: | Line 195: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Template:Portal2}} Identical to | | {{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_nofog" | |- id="black_nofog" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{l4d}}{{l4d2}} Identical to | | {{l4d}}{{l4d2}} Identical to '''Tools/ToolsBlack''', but no fog will appear in front ot it. Uses "UnlitGeneric" shader.<br> | ||
Suprisingly uses City17 [[%25keywords]] in VMT, despite HL2 not having this texture. | Suprisingly uses City17 [[%25keywords]] in VMT, despite HL2 not having this texture. | ||
|- id="black_noportal" | |- id="black_noportal" | ||
Line 219: | Line 220: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to | | {{Portal2}} Identical to '''Tools/ToolsBlack'''. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game | ||
|- id="black_noportal_nofog" | |- id="black_noportal_nofog" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 231: | Line 232: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to | | {{Portal2}} Identical to '''Tools/ToolsBlack''', but does not render fog. | ||
|- id="black_noportal_skybox" | |- id="black_noportal_skybox" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 243: | Line 244: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} | | {{Portal2}} Identical to '''Tools/ToolsBlack_Cheap'''. | ||
|- id="nolight" | |- id="nolight" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
Line 255: | Line 256: | ||
|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{Yes|Yes <br /> (Marks)}} | ||
| {{as}} | | {{as}} Identical to '''Tools/ToolsBlack''', but for some reason is used instead. | ||
|- id="nolight_arkane" | |- id="nolight_arkane" | ||
| [[Image:Toolsblack.gif]] | | [[Image:Toolsblack.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} | | {{dm}} Identical to '''Tools/ToolsBlack''', but for some reason is used instead. | ||
|- id="white_arkane" | |- id="white_arkane" | ||
| [[Image:Toolswhite.gif]] | | [[Image:Toolswhite.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} | | {{dm}} Identical to '''Tools/ToolsWhite''', but for some reason is used instead. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{tf2}} Identical to '' | | {{tf2}} Identical to '''Tools/ToolsBlockBullets''', but doesn't block [[visleaf|visleaves]]. | ||
|- id="toolsblocksbullets_forcefield" | |- id="toolsblocksbullets_forcefield" | ||
| [[Image:Toolsblockbullets.gif]] | | [[Image:Toolsblockbullets.gif]] | ||
Line 300: | Line 301: | ||
|{{No}} | |{{No}} | ||
|{{Yes}} | |{{Yes}} | ||
|{{ | |{{yes}} | ||
|{{ | |{{yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{Yes | Yes <br /> (No Marks)}} | ||
| {{Sin Emergence}} | | {{Sin Emergence}} Identical to '''Tools/ToolsBlockBullets''', but uses '''forcefield''' [[$surfaceprop|surfaceprop]]. | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{no}} | |||
|{{No}} | |{{No}} | ||
| {{Sin Emergence}} Not solid to anything, but blocks LOS. | |||
| {{Sin Emergence}} Not solid to | Useful as a utillity texture, like buttons you should be able to clip into. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to '' | | {{css}} Identical to '''Tools/ToolsNodraw''', but with a different texture name. | ||
|- id="nodrawwood" | |- id="nodrawwood" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to '' | | {{css}} Identical to '''Tools/ToolsNodraw''', but will make wood impact sounds when hit. | ||
|- id="nodrawstone" | |- id="nodrawstone" | ||
|[[Image:Toolsnodraw.gif]] | |[[Image:Toolsnodraw.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} Identical to '' | | {{dm}} Identical to '''Tools/ToolsNodraw''', but will make stone impact sounds when hit. | ||
|- id="nodrawinvisible" | |- id="nodrawinvisible" | ||
|[[Image:toolsnodrawinvisible.jpg]] | |[[Image:toolsnodrawinvisible.jpg]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} A translucent ''Nodraw'' texture, cannot be used to seal the map. | | {{dm}} A translucent '''Nodraw''' texture, cannot be used to seal the map. | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[Image:toolsnodrawnoshadow.jpg]] | |[[Image:toolsnodrawnoshadow.jpg]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} Identical to '' | | {{dm}} Identical to '''Tools/ToolsNodraw''' but does not cast any shadows. | ||
{{l4d}}{{l4d2}} Uses | {{confusion|{{l4d}}{{l4d2}} Uses '''Tools/ToolsInvisible''' texture instead.}} | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[Image:Toolsnodraw_metal.png]] | |[[Image:Toolsnodraw_metal.png]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{l4d2}} | | {{l4d2}} Identical to '''Tools/ToolsNodraw''' but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use '''Tools/Invismetal''' instead. | ||
|- id="nodrawsurfaceprop" | |- id="nodrawsurfaceprop" | ||
|[[Image:toolsnodrawnoshadow.jpg]] | |[[Image:toolsnodrawnoshadow.jpg]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} Seven materials all | | {{dm}} Seven materials all Identical to '''Tools/ToolsNodraw''' but uses different [[$surfaceprop | surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and also do not casts any shadows. | ||
|- id="nodrawportalable" | |- id="nodrawportalable" | ||
|[[Image:Nodraw_portalable.png]] | |[[Image:Nodraw_portalable.png]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | |{{Yes|Yes <br /> (No Marks)}} | ||
| {{portal2}} Identical to '' | | {{portal2}} Identical to '''Tools/ToolsNodraw''', but Portals can be placed on this texture. | ||
|- id="viscluster" | |- id="viscluster" | ||
| [[Image:Tools_Viscluster.png|64px]] | | [[Image:Tools_Viscluster.png|64px]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to ''Trigger'' but used for [[func_viscluster]] | | {{bms}} Identical to '''Trigger''', but used for [[func_viscluster]] | ||
|- id="title" | |- id="title" | ||
|{{tabletitle|Image}} | |{{tabletitle|Image}} | ||
Line 461: | Line 463: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to ''Trigger'' but used for [[newxog_volume]] | | {{bms}} Identical to '''Trigger''', but used for [[newxog_volume]] | ||
|- id="csmvolume" | |- id="csmvolume" | ||
| [[Image:Tools_csm_volume.png]] | | [[Image:Tools_csm_volume.png]] | ||
Line 473: | Line 475: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| {{bms}} Identical to ''Trigger'' but used for [[trigger_csm_volume]] | | {{bms}} Identical to '''Trigger''', but used for [[trigger_csm_volume]] | ||
|- id="colorcorrection" | |- id="colorcorrection" | ||
| [[Image:Tools_color_correction.png|64px]] | | [[Image:Tools_color_correction.png|64px]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| | | Instructs the [[vvis]] to cut [[visleaves]] along this texture, no matter its orientation. | ||
|- id="skip" | |- id="skip" | ||
| [[Image:Toolsskip.gif]] | | [[Image:Toolsskip.gif]] | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| Has no effect on anything. | | Has no effect on anything. '''Skip''' faces are removed during compile, so a brush textured with skip won't prevent leaks. | ||
Useful in combination with '''Hint''' tool textures, and as a tool in Hammer for grouping, moving and place-holding objects. | |||
|- id="occluder" | |- id="occluder" | ||
| [[Image:Toolsoccluder.gif]] | | [[Image:Toolsoccluder.gif]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | |{{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.) | | 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.) | ||
|} | |} | ||
===Clips - Game Specific=== | ===Clips - Game Specific=== | ||
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|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
|{{both|Grenades | |{{both|Solid to Grenades}} | ||
|{{No}} | |{{No}} | ||
| {{csgo}} Solid to grenades only. | | {{csgo}} Solid to grenades only. | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{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. | | 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" | |- id="skybox" | ||
| [[Image:Toolsskybox2d.gif|64px]] | | [[Image:Toolsskybox2d.gif|64px]] | ||
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|{{Yes}} | |{{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | |{{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. | | 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]] | ||
Line 768: | Line 771: | ||
|{{No}} | |{{No}} | ||
|{{No}} | |{{No}} | ||
| | | {{since|{{l4d}}}} | ||
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. | |||
|} | |} | ||
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|{{Yes}} | |{{Yes}} | ||
|{{N/A}} | |{{N/A}} | ||
| {{dm}} | | {{dm}} Identical to '''Skybox''', but does not casts any light rays. | ||
|} | |} | ||
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|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus, but can be climbed up on. Use ''Climb Versus'' Instead. | | {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus, but can be climbed up on. Use '''Climb Versus''' Instead. | ||
|- id="climbalpha" | |- id="climbalpha" | ||
| <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div> | | <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div> | ||
Line 847: | Line 851: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} Seemingly identical to | | {{l4d}}{{l4d2}} Seemingly identical to '''Climb Versus'''. The only difference is "tools\climb_alpha.[[vmt]]" uses $alphatest while "tools/climb_versus.vmt" uses $additive.<br> | ||
This tool texture has so far never been used in an official campaigns. | This tool texture has so far never been used in an official campaigns. | ||
|- id="climb_versus" | |- id="climb_versus" | ||
Line 981: | Line 985: | ||
|{{Yes}} | |{{Yes}} | ||
|{{No}} | |{{No}} | ||
| {{l4d}}{{l4d2}} Invisible texture, with metal [[$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. | | {{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="Locked" | |- id="Locked" | ||
| '''No Image''' | | '''No Image''' | ||
Line 994: | Line 998: | ||
|{{N/A}} | |{{N/A}} | ||
| This is a special tool texture, intended to prevent [[vmex]] from decompiling any maps using this custom tool texture. [[BSPSource]] ignores this, rendering it useless. | | This is a special tool texture, intended to prevent [[vmex]] from decompiling any maps using this custom tool texture. [[BSPSource]] ignores this, rendering it useless. | ||
It does not ''really'' exist, as every user has to make their own, but it is listed here for completeness sake. | It does not '''really''' exist, as every user has to make their own, but it is listed here for completeness sake. | ||
|- id="noninteractive" | |- id="noninteractive" | ||
| [[Image:toolsnoninteractive.jpg]] | | [[Image:toolsnoninteractive.jpg]] | ||
Line 1,084: | Line 1,088: | ||
{{l4d}} Only visible to Infected players.<br> | {{l4d}} Only visible to Infected players.<br> | ||
{{l4d2}} No campaign uses this tool texture anymore. See [[L4D_Level_Design/Versus_Maps#Blocking_the_Infected_Team|L4D Level Design: Blocking the Infected Team]] for more info<br> | {{l4d2}} No campaign uses this tool texture anymore. See [[L4D_Level_Design/Versus_Maps#Blocking_the_Infected_Team|L4D Level Design: Blocking the Infected Team]] for more info<br> | ||
{{csgo}} Used especially for the [[Creating a Wingman Map|Wingman]] [[CSGO Game Mode Commands|gamemode]]. It has the same properties as ''WrongWay Timer''.<br> | {{csgo}} Used especially for the [[Creating a Wingman Map|Wingman]] [[CSGO Game Mode Commands|gamemode]]. It has the same properties as '''WrongWay Timer''.<br> | ||
Its [[VMT]] file uses the <code>PlayerProximity</code> and <code>Subtract</code> [[material proxies|material proxy]] so that it is only visible to [[player]]s that are close to the origin of the entity that this material is applied to.<br> | Its [[VMT]] file uses the <code>PlayerProximity</code> and <code>Subtract</code> [[material proxies|material proxy]] so that it is only visible to [[player]]s that are close to the origin of the entity that this material is applied to.<br> | ||
{{Tip|All Yes/No flags can be changed if applied to a [[func_brush]].}} | {{Tip|All Yes/No flags can be changed if applied to a [[func_brush]].}} |
Revision as of 11:38, 20 April 2021
Other page tools |
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See content in Table of contents.
Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in Hammer by using "tools\" as a filter in the texture browser.
Anyone can make their very own tool texture, by utilising available Material Map Compile Flags, such as %compilenonsolid 1
, %compileDetail 1
and %compilenodraw 1
for a tool texture which is not solid, does not cut visleafs and is invisible.
A %tooltexture
may also be set, which is only to be seen in Hammer, while the $basetexture is seen ingame.
However, the self made tool textures must be shipped with the map, else they might not work.



General
General - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() 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. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
Identical to Tools/ToolsBlack texture only in white.
(in all games since | |
![]() |
No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block all projectiles, though. Projectiles from NPCs such as the acid spit from antlion workers, will still get through. To allow NPCs and their line of sight to pass through, turn the brush into a func_brush with its Solidity keyvalue set to a solid state. | |
![]() |
No | No | Yes | No | Yes | Yes | Yes | No | Solid to prop_physics, projectiles, players, npcs. Not solid to bullets.
| |
![]() |
No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch.![]() ![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | 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.![]() ![]() ![]() ![]() ![]() | |
![]() |
N/A | 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 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.
| |
![]() |
No | No | No | Yes | No | No | No | No | Blocks the line of sight of NPCs and bots. mat_wireframe 1/2 will reveal that while this texture doesn't block visleaves, it draws crossing polygons, and them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through turning the Block LOS textured brush into a func_brush with its Solidity keyvalue set to a solid state. (A Block LOS func_brush can still be traversed in this state.) | |
![]() |
No | Yes | No | No | No | No | No | No | Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. See more uses here. | |
![]() |
Yes | No | No | No | No | No | No | No | Used on Trigger and func_viscluster entities. |
General - Game specific
These tool textures are only available in specific source engine games.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() "black" shader.![]() Todo: Find more about
"black" shader | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() ![]() Suprisingly uses City17 %keywords in VMT, despite HL2 not having this texture. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
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No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
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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 |
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Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() Useful as a utillity texture, like buttons you should be able to clip into. |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Invisible |
No | No | No | No | Yes | Yes | Yes | N/A | ![]() |
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Noshadow |
No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | No | No | No | No | No | No | No | ![]() | |
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 |
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Yes | No | No | No | No | No | No | No | ![]() | |
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Yes | No | No | No | No | No | No | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | No | Yes | No | No | No | No | No | Use with areaportals (func_areaportals and func_areaportalwindows). Can be used with other brush entities, such as some triggers. | |
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No | No | Yes | No | No | No | No | No | Instructs the vvis to cut visleaves along this texture, no matter its orientation. | |
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No | No | No | No | No | No | No | No | Has no effect on anything. Skip faces are removed during compile, so a brush textured with skip won't prevent leaks.
Useful in combination with Hint tool textures, and as a tool in Hammer for grouping, moving and place-holding objects. | |
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Yes | No | No | No | No | No | No | No | Used only for func_occluder entities. |
Clips
Clips - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | No | No | Yes | Yes | No | No | 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. | |
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No | No | No | No | Yes | No | No | No | Solid to NPCs only.![]() ![]() ![]() | |
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No | No | No | No | No | Yes | No | No | Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.![]() ![]() ![]() ![]() ![]() | |
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Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) |
Available only in Source 2006 and earlier, but brought back in ![]() |
Clips - Game Specific
These tool textures are only available in specific source engine games.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | No | No | No | No | Solid to Grenades | No | ![]() | |
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No | No | No | No | No | Yes | No | No | ![]() | |
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No | No | No | N/A | N/A | No | No | No | ![]() | |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() |
Sky and fog
Sky and Fog - Common
These tool textures are available in every source engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,
,
,
, ect.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | No | Yes | No | Yes | Yes | Yes | Yes (Marks) |
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No | No | Yes | Yes | Yes | Yes | Yes | 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. | |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
Available only in Source 2007 and later. Use to make 2D skyboxes without displaying the 3D Skybox. Casts light if there is a light_environment entity in the map. ![]() Cannot be used in the same PVS as the toolsskybox tool texture. | |
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No | Yes | Yes | N/A | N/A | Yes | N/A | 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" .) ![]() | |
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Yes | No | No | No | No | No | No | No | (in all games since ![]() Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level. |
Sky and Fog - Game Specific
These tool textures are only available in specific source engine games.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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NoLight |
No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | Yes | Yes | Yes | Yes | Yes | Yes | ![]() | |
No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() This tool texture has so far never been used in an official campaigns. | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Yes | No | Yes | No | Yes | Yes | Yes | 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. | ||
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | Yes | No | Yes | Yes | Yes | Yes | ![]() | |
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 |
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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
Light is not blocked by this texture, except for ![]() Todo: Explain where it is used and how it works
| |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() ![]() Does not seal maps. Creates metal sparks when shot, but bullets pass through. | |
No Image | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | This is a special tool texture, intended to prevent vmex from decompiling any maps using this custom tool texture. BSPSource ignores this, rendering it useless.
It does not really exist, as every user has to make their own, but it is listed here for completeness sake. | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() However, used as if it was a tool texture with func_brush to make it non-solid and fade away when approached. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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 |
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Visible to Infected | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
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Doesn't work correctly | No | Yes | No | Yes | Yes | Yes | Yes | ![]() Its VMT file uses the ![]() ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | N/A | No | No | Yes | No | No | ![]() ![]() ![]() |