Tool textures (Source): Difference between revisions
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| | {{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. <br> | ||
| Could be used in areas blocked by [[func_playerinfected_clip]] Where Player Infected can not go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes. | |||
| |- 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> | ||
Revision as of 11:40, 10 July 2021
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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.
 Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below. Note:All tool textures that are assumed to be texturing an entity, work exactly like ordinary textures if applied to 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.
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. Note:Some games may have outdated or obsolete tool textures in the "Dev" folder. Such as "Dev/dev_windowportal" in the L4D series.
Note:Some games may have outdated or obsolete tool textures in the "Dev" folder. Such as "Dev/dev_windowportal" in the L4D series.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.
, 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) |  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. | |
|   | 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. 
 | |
|   | Ladder | No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except  . | 
|   | 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.  Portals can be placed on it, but not in  . Use Nodraw Portalable instead if this behavior is desired.  Note:The "glass footsteps" version of this texture in  does not seal maps.  Note:While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows. | |
|   | 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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Identical to Tools/ToolsBlack, the only difference is that uses special "black"shader. has a replacement that works with older engines. Todo: Find more about  "black"shader | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |   Identical to Tools/ToolsBlack, but no fog will appear in front of it. Uses "UnlitGeneric" shader. Suprisingly uses City17 %keywords in VMT, despite HL2 not having this texture. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  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 | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Identical to Tools/ToolsBlack, but does not render fog. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Identical to Tools/ToolsBlack_Cheap. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Identical to Tools/ToolsBlack, but for some reason is used instead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsBlack, but for some reason is used instead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsWhite, but for some reason is used instead. | |
|   | No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsBlockBullets, but doesn't block visleaves. | |
|   | No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsBlockBullets, but uses forcefield surfaceprop. | |
| 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 | 
|   | Non-Solid | No | Yes | Yes | Yes | No | No | No | No |  Not solid to anything, but blocks LOS. Useful as a utillity texture, like buttons you should be able to clip into. | 
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsNodraw, but with a different texture name. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsNodraw, but will make wood impact sounds when hit. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsNodraw, but will make stone impact sounds when hit. | |
|   | Invisible | No | No | No | No | Yes | Yes | Yes | N/A |  A translucent Nodraw texture, cannot be used to seal the map. | 
|   | Noshadow | No | No | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsNodraw but does not cast any shadows. | 
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsNodraw but with metal surfaceprop, Does not show metal marks. You may want to use Tools/Invismetal instead. | |
|   | No | No | Yes | Yes | Yes | Yes | Yes | N/A |  Seven materials all Identical to Tools/ToolsNodraw but uses different  surfaceprop types (chitin, dirt, grass, metal, sand, stone, wood) and also do not casts any shadows. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsNodraw, but Portals can be placed on this texture. | |
|   | Yes | No | No | No | No | No | No | No |  Identical to Trigger, but used for func_viscluster | |
| 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 | No | No | No | No | No | No | No |  Identical to Trigger, but used for newxog_volume | |
|   | Yes | No | No | No | No | No | No | No |  Identical to Trigger, but used for trigger_csm_volume | |
|   | No | No | No | No | Yes | Yes | Yes | No |  A tool texture used for color_correction_volume | |
|   | No | No | No | No | Yes | Yes | Yes | No |  A tool texture used for trigger_soundscape | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | 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. | |
|   | No | No | Yes | No | No | No | No | No | Instructs the vvis to cut visleaves along this texture, no matter its orientation. | |
|   | 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. | |
|   | 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.
, 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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | No | No | Yes | Yes | No | No | Solid to players and NPCs but not other objects. Template:Game link it's also solid to item pickups like ammo packs but not dropped weapons. 
 | |
|   | No | No | No | No | Yes | No | No | No | Solid to NPCs only.  Solid to bots.   Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it. | |
|   | No | No | No | No | No | Yes | No | No | Solid to players only. Template:Game link, it's also solid to item pickups like ammo packs but not dropped weapons. | |
|   | Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) | (removed since  )(also in  ) 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
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | No | No | No | No | Solid to Grenades | No |  Solid to grenades only. | |
|   | No | No | No | No | No | Yes | No | No |  Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°. | |
|   | No | No | No | N/A | N/A | No | No | No |  Used to prevent drone getting stuck on complex geometry. | |
|   | No | No | Yes | No | Yes | Yes | Yes | No |  A special clip used for clipping the leaves in xen | 
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.
, 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 | No | Yes | No | Yes | Yes | Yes | Yes (Marks) |  Confirm:Does not seem to work? | |
|   | 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. | |
|   | 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.  Bug:Light cast from this texture can still be blocked by 3d skybox geometry.  [todo tested in ?] Cannot be used in the same PVS as the toolsskybox tool texture. | |
|   | 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".) Confirm:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled | |
|   | 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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | NoLight | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Skybox, but does not casts any light rays. | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | Yes | Yes | Yes | Yes | Yes | Yes |  Acts like Tools/ToolsInvisible, possibly unimplemented. | |
| No | No | No | No | Yes | Yes | Yes | No |   A ladder only for Infected. Not Visible to Infected Players during Versus, but can be climbed up on. Use Climb Versus Instead. Could be used in areas blocked by func_playerinfected_clip Where Player Infected can not go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes. | ||
| Visible to Infected | No | No | No | Yes | Yes | Yes | No |   Seemingly identical to Climb Versus. The only difference is "tools\climb_alpha.vmt"  uses $alphatest while "tools/climb_versus.vmt" uses $additive. This tool texture has so far never been used in an official campaigns. | ||
| Visible to Infected | No | No | No | Yes | Yes | Yes | No |   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. | ||
| 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. | ||
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system. | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Used with the func_fishes entity to spawn fish inside of its volume. | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Used with the func_leaves entity to spawn leaves particles inside its volume. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Purpose unknown, just a grey texture. | |
|   | Yes | No | Yes | No | Yes | Yes | Yes | Yes |  A gradient from transparent to black. | |
| 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 | 
|   | No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |  Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity | |
|   | 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 | |
|   | No | No | Yes | No | Yes | Yes | Yes | No |   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. | |
| 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. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  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 | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas upon the ship | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Purpose currently unknown, properly used with some type of brush entity. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |   Not a real tool texture, as it is a basic UntilGeneric texture. However, used as if it was a tool texture with func_brush to make it non-solid and fade away when approached. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Used underwater when water meets the skybox. | |
| 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 | 
|   | Visible to Infected | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |    Used to indicate the borders of the playable area. 
  Tip:All Yes/No flags can be changed if applied to a func_brush. | |
|   | Doesn't work correctly | No | Yes | No | Yes | Yes | Yes | Yes |  Used for brushes that are temporarily blocking Terrorists during the freezetime of the Retakes gamemode. It is only visible to players that are close to the origin of the entity that this material is applied to (e.g. func_brush), achieved with the   Warning:Does not work as intended on world brushes and func_details as they have no origin: The $alpha is either constant or it is equal to the $alpha of the closest functioning application of this material on screen, if existent. | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | N/A | No | No | Yes | No | No |   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. | 





























