Tool textures (Source): Difference between revisions
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{{ | {{Source topicon}} | ||
{{ | {{Lang|title=Tool Textures}} | ||
{{ | {{EntityTabs|Tool textures|goldsrc=1|source=1|source2=1|main=source}} | ||
{{Toc-right}} | |||
[[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]]. | [[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]]. | ||
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{{ | {{Tip|[[WiseClipped]] gives a 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 {{Ent|func_detail}} or {{Ent|func_brush}} for [[Optimization_(level_design)|optimization]].}} | ||
{{ | |||
{{Note|Some games may have outdated or obsolete tool textures in the "Dev" folder, such as <tt>dev/dev_windowportal</tt> in {{l4dseries}}.}} | |||
{{Note|Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.<br>For example, {{l4dseries}} have <code>Clip</code> for both teams, <code>Player Clip</code> for survivors and <code>NPC Clip</code> for infected; however, it also has {{Ent|func_playerinfected_clip}} just for player controlled infected.<br>If you cannot find a tool texture fit for a task, perhaps the game you're mapping for has a brush entity for that.}} | |||
== General == | == General == | ||
=== | === General — Common === | ||
These tool textures are available in every Source engine game.<br> | These tool textures are available in every Source engine game.<br> | ||
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 {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect. | 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 {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect. | ||
{| class="standard-table" | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 32: | Line 37: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="black" | |- id="black" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black</center> | | <center>Black</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{ | | {{Confusion|This is the <tt>Tools/ToolsBlack</tt> texture, not the <tt>Halflife/Black</tt> 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 {{hl2|2}} or for crude buildings in the 3D Skybox.<br> | An example of its use is in the "space" backgrounds during the G-Man monologues in {{hl2|2}} or for crude buildings in the 3D Skybox.<br> | ||
Uses {{ | Uses {{Ent|UnlitGeneric}} in: {{hl2}} {{portalseries}} {{as}} <br> | ||
Uses {{ | Uses {{Ent|LightmappedGeneric}} in: {{csseries|src=1}} {{l4dseries}}<br> | ||
While in most games, the different shader has no impact, it might have a different function in other games. In that case, you may want to use <code>vgui/black</code> instead or make your own tool texture. | While in most games, the different shader has no impact, it might have a different function in other games. In that case, you may want to use <code>vgui/black</code> instead or make your own tool texture. | ||
|- id="white" | |- id="white" | ||
| [[ | | [[File:Toolswhite.gif]] | ||
| <center>White</center> | | <center>White</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{hl2ep2|since}} | | {{hl2ep2|since}} | ||
Identical to <tt>Tools/ToolsBlack</tt>, only in white. | Identical to <tt>Tools/ToolsBlack</tt>, only in white. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[ | | [[File: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 <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.<br> | | 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.<br> | ||
To allow NPCs and their [[line of sight]] to pass through, turn the brush into a {{ | To allow NPCs and their [[line of sight]] to pass through, turn the brush into a {{Ent|func_brush}} with its <tt>Solidity</tt> keyvalue set to a solid state.<br> | ||
{{csgo}} Use <code>blockbullets_cs</code> variant, which correctly stops bullets even with 1 unit thickness. | {{csgo}} Use <code>blockbullets_cs</code> variant, which correctly stops bullets even with 1 unit thickness. | ||
|- id="invisible" | |- id="invisible" | ||
| [[ | | [[File: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 {{ | | Solid to {{Ent|prop_physics}}, projectiles, players, & NPCs. Not solid to bullets.<br> | ||
{{csseries|src=1}}{{tf2}} Also solid to bullets.<br> | {{csseries|src=1}}{{tf2}} Also solid to bullets.<br> | ||
{{l4dseries}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a <tt>tools/invisible</tt> wall.<br> | {{l4dseries}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a <tt>tools/invisible</tt> wall.<br> | ||
{{ | {{Confusion| {{l4dseries}} <tt>Tools/ToolsNodraw_Noshadow</tt> uses the same tool texture in the texture browser, which also blocks LOS!}} | ||
|- id="ladder" | |- id="ladder" | ||
| [[ | | [[File:Toolsladder.gif]] | ||
| <center>(Invisible)<br>Ladder</center> | | <center>(Invisible)<br>Ladder</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| Used with {{ | | Used with {{Ent|func_ladder}} in the most multiplayer games except {{Hl2dm}}.<br> | ||
|- id="nodraw" | |- id="nodraw" | ||
| [[ | | [[File:Toolsnodraw.gif]] | ||
| <center>Nodraw</center> | | <center>Nodraw</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| | | 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" | ||
| [[ | | [[File: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 {{gldsrc|2}}, 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 <tt>origin brushes not allowed in world</tt>. Not available in all branches. | | Leftover from {{gldsrc|2}}, 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 <tt>origin brushes not allowed in world</tt>. Not available in all branches. | ||
|- id="blocklos" | |- id="blocklos" | ||
| [[ | | [[File:Toolsblocklos.gif]] | ||
| <center>Block LOS</center> | | <center>Block LOS</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> {{ | | Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> {{Ent|mat_wireframe|1/2}} will reveal that, while this texture doesn't block [[visleaf|visleaves]], it draws crossing polygons, and they alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around by turning the Block LOS–textured brush into a {{Ent|func_brush}} with its <tt>Solidity</tt> keyvalue set to a solid state. (A Block LOS <tt>func_brush</tt> can still be traversed in this state.) | ||
|- id="blocklight" | |- id="blocklight" | ||
| [[ | | [[File:Toolsblocklight.gif]] | ||
| <center>Block Light</center> | | <center>Block Light</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak]]s. See more uses [[Advanced Lighting#Shadow creation|here]]. | | Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak]]s. See more uses [[Advanced Lighting#Shadow creation|here]]. | ||
|- id="trigger" | |- id="trigger" | ||
| [[ | | [[File:Toolstrigger.gif]] | ||
| <center>Trigger</center> | | <center>Trigger</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Used on [[trigger]]s and on {{ | | Used on [[trigger]]s and on {{Ent|func_viscluster}} entities. | ||
|} | |} | ||
=== | === General — Game-specific === | ||
These tool textures are only available in specific Source engine games. | These tool textures are only available in specific Source engine games. | ||
{| class="standard-table" | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 185: | Line 188: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="black_cheap" | |- id="black_cheap" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Cheap</center> | | <center>Black Cheap</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, the only difference is that uses special <code>"black"</code> shader.<br/> {{Gmod}} has a replacement that works with older engines. <br/>{{ | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, 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" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Nofog</center> | | <center>Black Nofog</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{l4dseries}} Identical to <tt>Tools/ToolsBlack</tt>, but no fog will appear in front of it. Uses the {{ | | {{l4dseries}} Identical to <tt>Tools/ToolsBlack</tt>, but no fog will appear in front of it. Uses the {{Ent|UnlitGeneric}} shader.<br> | ||
Inherits various City17 [[%25keywords]] from <tt>Tools/ToolsBlack</tt>. | Inherits various City17 [[%25keywords]] from <tt>Tools/ToolsBlack</tt>. | ||
|- id="black_noportal" | |- id="black_noportal" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Noportal</center> | | <center>Black Noportal</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game. | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>. 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" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Noportal Nofog</center> | | <center>Black Noportal Nofog</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, but does not render fog. | | {{Portal2}} Identical to <tt>Tools/ToolsBlack</tt>, but does not render fog. | ||
|- id="black_noportal_skybox" | |- id="black_noportal_skybox" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Noportal Skybox</center> | | <center>Black Noportal Skybox</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{Portal2}} Identical to <tt>Tools/ToolsBlack_Cheap</tt>. | | {{Portal2}} Identical to <tt>Tools/ToolsBlack_Cheap</tt>. | ||
|- id="nolight" | |- id="nolight" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Nolight</center> | | <center>Nolight</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{as}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | | {{as}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | ||
|- id="nolight_arkane" | |- id="nolight_arkane" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Black Arkane</center> | | <center>Black Arkane</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | | {{dmmm}} Identical to <tt>Tools/ToolsBlack</tt>, but for some reason is used instead. | ||
|- id="white_arkane" | |- id="white_arkane" | ||
| [[ | | [[File:Toolswhite.gif]] | ||
| <center>White Arkane</center> | | <center>White Arkane</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Identical to <tt>Tools/ToolsWhite</tt>, but for some reason is used instead. | | {{dmmm}} Identical to <tt>Tools/ToolsWhite</tt>, but for some reason is used instead. | ||
|- id="blockbullets" | |- id="blockbullets" | ||
| [[ | | [[File:Toolsblockbullets.gif]] | ||
| <center>Block Bullets 2</center> | | <center>Block Bullets 2</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{tf2}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but doesn't cut [[visleaf|visleaves]]. | | {{tf2}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but doesn't cut [[visleaf|visleaves]]. | ||
|- id="toolsblocksbullets_forcefield" | |- id="toolsblocksbullets_forcefield" | ||
| [[ | | [[File:Toolsblockbullets.gif]] | ||
| <center>Blocks Bullets Forcefield</center> | | <center>Blocks Bullets Forcefield</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | | {{Yes | Yes <br /> (No Marks)}} | ||
| {{Sin}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but uses the "forcefield" [[$surfaceprop|surfaceprop]]. | | {{Sin}} Identical to <tt>Tools/ToolsBlockBullets</tt>, but uses the "forcefield" [[$surfaceprop|surfaceprop]]. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|- id="toolinvisiblenonsolid" | |- id="toolinvisiblenonsolid" | ||
| [[ | | [[File:Toolsinvisiblenonsolid.jpg]] | ||
| <center>Invisible<br />Non-Solid</center> | | <center>Invisible<br />Non-Solid</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{ | | {{No}} | ||
|{{No}} | | {{No}} | ||
| {{Sin}} Not solid to anything, but blocks LOS. | | {{Sin}} Not solid to anything, but blocks LOS. | ||
Useful as a utility texture, like buttons you should be able to clip into. | Useful as a utility texture, like buttons you should be able to clip into. | ||
|- id="nodrawroof" | |- id="nodrawroof" | ||
|[[ | |[[File:Toolsnodraw.gif]] | ||
| <center>Nodraw Roof</center> | | <center>Nodraw Roof</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but with a different texture name. | | {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but with a different texture name. | ||
|- id="nodrawwood" | |- id="nodrawwood" | ||
|[[ | |[[File:Toolsnodraw.gif]] | ||
| <center>Nodraw Wood</center> | | <center>Nodraw Wood</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make wood impact sounds when hit. | | {{css}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make wood impact sounds when hit. | ||
|- id="nodrawstone" | |- id="nodrawstone" | ||
|[[ | |[[File:Toolsnodraw.gif]] | ||
| <center>Nodraw Stone</center> | | <center>Nodraw Stone</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make stone impact sounds when hit. | | {{dmmm}} Identical to <tt>Tools/ToolsNodraw</tt>, but will make stone impact sounds when hit. | ||
|- id="nodrawinvisible" | |- id="nodrawinvisible" | ||
|[[ | |[[File:toolsnodrawinvisible.jpg]] | ||
| <center>Nodraw<br />Invisible</center> | | <center>Nodraw<br />Invisible</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} A translucent Nodraw texture. Cannot be used to seal the map. | | {{dmmm}} A translucent Nodraw texture. Cannot be used to seal the map. | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[ | |[[File:toolsnodrawnoshadow.jpg]] | ||
| <center>Nodraw<br />Noshadow</center> | | <center>Nodraw<br />Noshadow</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Identical to Nodraw but does not cast any shadows. | | {{dmmm}} Identical to Nodraw but does not cast any shadows. | ||
{{ | {{Confusion| {{l4dseries}} Uses the Invisible texture instead.}} | ||
|- id="nodrawnoshadow" | |- id="nodrawnoshadow" | ||
|[[ | |[[File:Toolsnodraw_metal.png]] | ||
| <center>Nodraw Metal</center> | | <center>Nodraw Metal</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{l4d2}} Identical to <tt>Tools/ToolsNodraw</tt> but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use <tt>Tools/Invismetal</tt> instead. | | {{l4d2}} Identical to <tt>Tools/ToolsNodraw</tt> but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use <tt>Tools/Invismetal</tt> instead. | ||
|- id="nodrawsurfaceprop" | |- id="nodrawsurfaceprop" | ||
|[[ | |[[File:toolsnodrawnoshadow.jpg]] | ||
| <center>Nodraw Surfaceprop</center> | | <center>Nodraw Surfaceprop</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Seven, materials all identical to <tt>Tools/ToolsNodraw</tt> but using different [[$surfaceprop|surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows. | | {{dmmm}} Seven, materials all identical to <tt>Tools/ToolsNodraw</tt> but using different [[$surfaceprop|surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows. | ||
|- id="nodrawportalable" | |- id="nodrawportalable" | ||
|[[ | |[[File:Nodraw_portalable.png]] | ||
| <center>Nodraw Portalable</center> | | <center>Nodraw Portalable</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{portal2}} Identical to <tt>Tools/ToolsNodraw</tt>, but portals can be placed on this texture. | | {{portal2}} Identical to <tt>Tools/ToolsNodraw</tt>, but portals can be placed on this texture. | ||
|- id="viscluster" | |- id="viscluster" | ||
| [[ | | [[File:Tools_Viscluster.png|64px]] | ||
| <center>Viscluster</center> | | <center>Viscluster</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} Identical to Trigger, but used for {{ | | {{bms}} Identical to Trigger, but used for {{Ent|func_viscluster}}. | ||
|- id="xogvolume" | |- id="xogvolume" | ||
| [[ | | [[File:Tools_xogvolume.png|64px]] | ||
| <center>XOG Volume</center> | | <center>XOG Volume</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} Identical to Trigger, but used for {{ | | {{bms}} Identical to Trigger, but used for {{Ent|newxog_volume}}. | ||
|- id="csmvolume" | |- id="csmvolume" | ||
| [[ | | [[File:Tools_csm_volume.png]] | ||
| <center>CSM Volume</center> | | <center>CSM Volume</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} Identical to Trigger, but used for {{ | | {{bms}} Identical to Trigger, but used for {{Ent|trigger_csm_volume}}. | ||
|- id="colorcorrection" | |- id="colorcorrection" | ||
| [[ | | [[File:Tools_color_correction.png|64px]] | ||
| <center>Color Correction</center> | | <center>Color Correction</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} A tool texture used for {{ | | {{bms}} A tool texture used for {{Ent|color_correction_volume}}. | ||
|- id="soundscapetrigger" | |- id="soundscapetrigger" | ||
| [[ | | [[File:Toolstrigger soundscape.png|64px]] | ||
| <center>Soundscape Trigger</center> | | <center>Soundscape Trigger</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} A tool texture used for {{ | | {{bms}} A tool texture used for {{Ent|trigger_soundscape}}. | ||
|} | |} | ||
== Optimization == | == Optimization == | ||
{| class="standard-table" | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 516: | Line 496: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="areaportal" | |- id="areaportal" | ||
| [[ | | [[File:Toolsareaportal.gif]] | ||
| <center>[[Areaportal]]</center> | | <center>[[Areaportal]]</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Use with [[areaportal]]s (<code>{{ | | Use with [[areaportal]]s (<code>{{Ent|func_areaportal}}s</code> and <code>{{Ent|func_areaportalwindow}}s</code>). Can be used with other brush entities, such as some triggers. | ||
|- id="hint" | |- id="hint" | ||
| [[ | | [[File:Toolshint.gif]] | ||
| <center>[[Hint brush|Hint]]</center> | | <center>[[Hint brush|Hint]]</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Instructs [[VVIS]] to cut [[visleaves]] along this texture, but does nothing else. | | Instructs [[VVIS]] to cut [[visleaves]] along this texture, but does nothing else. | ||
|- id="skip" | |- id="skip" | ||
| [[ | | [[File: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. Skip faces are removed during compile, so a brush textured with Skip won't prevent leaks. | | 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 (to prevent the other sides from cutting vis) and as a tool in Hammer for grouping, moving and place-holding objects. | Useful in combination with Hint tool textures (to prevent the other sides from cutting vis) and as a tool in Hammer for grouping, moving and place-holding objects. | ||
|- id="occluder" | |- id="occluder" | ||
| [[ | | [[File:Toolsoccluder.gif]] | ||
| <center>[[Occluder]]</center> | | <center>[[Occluder]]</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| Used only for the occluding sides of {{ | | Used only for the occluding sides of {{Ent|func_occluder}} entities. | ||
|} | |} | ||
== Clips == | == Clips == | ||
=== | === Clips — Common === | ||
These tool textures are available in every source engine game.<br> | These tool textures are available in every source engine game.<br> | ||
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 {{css}},{{csgo}},{{l4dseries}}, etc.). | 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 {{css}},{{csgo}},{{l4dseries}}, etc.). | ||
{| class="standard-table" | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 583: | Line 564: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="clip" | |- id="clip" | ||
| [[ | | [[File: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.<br> | | Solid to players and [[NPC]]s but not other objects.<br> | ||
{{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | {{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | ||
Line 599: | Line 580: | ||
:See more about [[Clip texture| clip texture here]]. | :See more about [[Clip texture| clip texture here]]. | ||
|- id="npcclip" | |- id="npcclip" | ||
| [[ | | [[File: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>{{css}}{{csgo}} Solid to [[bot]]s. Not solid to [[hostage_entity|hostages]].<br>{{l4dseries}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it. | | Solid to [[NPC]]s only.<br>{{css}}{{csgo}} Solid to [[bot]]s. Not solid to [[hostage_entity|hostages]].<br>{{l4dseries}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it. | ||
|- id="playerclip" | |- id="playerclip" | ||
| [[ | | [[File: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 [[player]]s only.<br> | | Solid to [[player]]s only.<br> | ||
{{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | {{src13}} Also solid to item pickups like ammo packs but not dropped weapons.<br> | ||
Line 626: | Line 607: | ||
{{l4dseries}} Solid to the survivors only.<br> | {{l4dseries}} Solid to the survivors only.<br> | ||
|- id="playercont" | |- id="playercont" | ||
| [[ | | [[File:Toolsplayercont.gif]] | ||
| <center>Player Control Clip</center> | | <center>Player Control Clip</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
|{{hl2ep2|removed}}{{Gmod|also}} | | {{hl2ep2|removed}}{{Gmod|also}} | ||
This texture has to be tied to an entity to gain any special abilities, but '''what''' entity is not yet confirmed. | 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 {{ | Seems that it is necessary for {{Ent|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. | These tool textures are only available in specific Source engine games. | ||
{| class="standard-table" | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 655: | Line 637: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="grenadeclip" | |- id="grenadeclip" | ||
| [[ | | [[File:Toolsgrenadeclip.png]] | ||
| <center>Grenade Clip</center> | | <center>Grenade Clip</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{both|Solid to Grenades}} | | {{both|Solid to Grenades}} | ||
|{{No}} | | {{No}} | ||
| {{csgo}} Solid to grenades only. | | {{csgo}} Solid to grenades only. | ||
|- id="stairs" | |- id="stairs" | ||
| [[ | | [[File:Toolsstairs.png]] | ||
| <center>Stairs</center> | | <center>Stairs</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Infra}} Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°. | | {{Infra}} Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°. | ||
|- id="droneclip" | |- id="droneclip" | ||
| [[ | | [[File:toolsdroneclip.jpg]] | ||
| <center>Drone Clip</center> | | <center>Drone Clip</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry. | | {{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry. | ||
|- id="xenleavesclip" | |- id="xenleavesclip" | ||
| [[ | | [[File:Toolsclip_xenleavesversion.png|64px]] | ||
| <center>Clip Xen Leaves Version</center> | | <center>Clip Xen Leaves Version</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{bms}} A special clip used for clipping the leaves in Xen. | | {{bms}} A special clip used for clipping the leaves in Xen. | ||
|} | |} | ||
== Sky and Fog == | == Sky and Fog == | ||
===Sky and | === Sky and Fog — Common === | ||
These tool textures are available in every Source engine game.<br> | These tool textures are available in every Source engine game.<br> | ||
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 {{css}},{{csgo}},{{l4dseries}}, ect.). | 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 {{css}},{{csgo}},{{l4dseries}}, ect.). | ||
{| class=standard-table | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 721: | Line 704: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="fog" | |- id="fog" | ||
| [[ | | [[File:Toolsfog.gif]] | ||
| <center>Fog</center> | | <center>Fog</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | | {{Yes | Yes <br /> (Marks)}} | ||
| {{ | | {{Confirm|Does not seem to work?}} (You can use this for {{Ent|func_smokevolume}} instead of the Trigger texture, but NOT for {{Ent|func_dustcloud}}.) | ||
|- id="skybox" | |- id="skybox" | ||
| [[ | | [[File: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 <br /> (No Marks)}} | | {{Yes | Yes <br /> (No Marks)}} | ||
| This texture is used to make 3D [[skybox]]es. Casts light if there is a {{ | | This texture is used to make 3D [[skybox]]es. Casts light if there is a {{Ent|light_environment}} entity in the map.<br> Cannot be used in the same [[PVS]] as the <tt>toolsskybox2d</tt> tool texture{{why}}.<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" | ||
| [[ | | [[File: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 <br /> (No Marks)}} | | {{Yes | Yes <br /> (No Marks)}} | ||
| {{Src07|since}} | | {{Src07|since}} | ||
Used to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a <tt>light_environment</tt> entity in the map. {{ | Used to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a <tt>light_environment</tt> 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 <tt>toolsskybox</tt> tool texture. | ||
|- id="skyfog" | |- id="skyfog" | ||
| [[ | | [[File:Toolsskyfog.gif]] | ||
| <center>SkyFog</center> | | <center>SkyFog</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{Yes | Yes <br /> (Marks)}} | | {{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>.) {{ | | 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|Can it be fixed to function properly if its [[VMT]] settings are changed in the Source code and recompiled?}} | ||
|- id="fog volume" | |- id="fog volume" | ||
| [[ | | [[File:Fogvolume.jpg]] | ||
| <center>[[fog_volume|Fog Volume]]</center> | | <center>[[fog_volume|Fog Volume]]</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
| {{l4d|since}} | | {{l4d|since}} | ||
Used in conjunction with multiple {{ | Used in conjunction with multiple {{Ent|env_fog_controller}}s 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. | ||
|} | |} | ||
===Sky and | === Sky and Fog — Game-Specific === | ||
These tool textures are only available in specific Source engine games. | These tool textures are only available in specific Source engine games. | ||
{| class=standard-table | {| class="standard-table" | ||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 799: | Line 782: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="skybox_nolight" | |- id="skybox_nolight" | ||
| [[ | | [[File: Toolsskybox_nolight.jpg | 64px]] | ||
| <center>Skybox<br />NoLight</center> | | <center>Skybox<br />NoLight</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Identical to <tt>Skybox</tt>, but does not cast any light rays.{{ | | {{dmmm}} Identical to <tt>Skybox</tt>, but does not cast any light rays.{{Tip|This is also true of Nodraw in any game while the skybox is visible.}} | ||
|} | |} | ||
Line 817: | Line 800: | ||
Some of these textures are not even "real" tool textures, as they do not possess any [[Material_Map_Compile_Flags|Compile Flags]], but they have some important use that no other texture available can do. | Some of these textures are not even "real" tool textures, as they do not possess any [[Material_Map_Compile_Flags|Compile Flags]], but they have some important use that no other texture available can do. | ||
{| class=standard-table | {| class="standard-table" | ||
|- style="z-index:1; position:sticky; top:0" | |||
! width="64px" | Image | ! width="64px" | Image | ||
! width="100px" | Name | ! width="100px" | Name | ||
Line 830: | Line 814: | ||
! Usage / Notes | ! Usage / Notes | ||
|- id="blockbomb" | |- id="blockbomb" | ||
| [[ | | [[File: blockbomb.jpg]] | ||
| <center>Block Bomb</center> | | <center>Block Bomb</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
| {{csgo}} Acts like <tt>Tools/ToolsInvisible</tt>. Possibly unimplemented. | | {{csgo}} Acts like <tt>Tools/ToolsInvisible</tt>. Possibly unimplemented. | ||
|- id="climb" | |- id="climb" | ||
| <div style="text-align: center;">[[ | | <div style="text-align: center;">[[File:L4d2-Climb_versus.png]]</div> | ||
| <center>Climb</center> | | <center>Climb</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{l4dseries}} A ladder only for Infected. '''Not''' visible to Infected Players during Versus, but can be climbed on. Use '''Climb Versus''' Instead. <br> | | {{l4dseries}} A ladder only for Infected. '''Not''' visible to Infected Players during Versus, but can be climbed on. Use '''Climb Versus''' Instead. <br> | ||
Could be used in areas blocked by {{ | Could be used in areas blocked by {{Ent|func_playerinfected_clip}} where Player Infected cannot 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;">[[ | | <div style="text-align: center;">[[File:Climb alpha.png|64px]]</div> | ||
| <center>Climb Alpha</center> | | <center>Climb Alpha</center> | ||
|{{Both|Visible to Infected}} | | {{Both|Visible to Infected}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{l4dseries}} Seemingly identical to '''Climb Versus'''. The only difference is that <tt>tools\climb_alpha.[[vmt]]</tt> uses {{ | | {{l4dseries}} Seemingly identical to '''Climb Versus'''. The only difference is that <tt>tools\climb_alpha.[[vmt]]</tt> uses {{Ent|$alphatest}}, while <tt>tools/climb_versus.vmt</tt> uses {{Ent|$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" | ||
| <div style="text-align: center;">[[ | | <div style="text-align: center;">[[File:L4d2-Climb_versus.png]]</div> | ||
| <center>Climb Versus</center> | | <center>Climb Versus</center> | ||
|{{Both|Visible to Infected}} | | {{Both|Visible to Infected}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{l4dseries}} A ladder only for infected. Must be used with {{ | | {{l4dseries}} A ladder only for infected. Must be used with {{Ent|func_ladder}}; otherwise, it will be ignored by the navigation mesh editor.<br> | ||
|- id="dotted" | |- id="dotted" | ||
| <div style="text-align: center;">[[ | | <div style="text-align: center;">[[File:Toolsdotted.png]]</div> | ||
| <center>Dotted</center> | | <center>Dotted</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | | {{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 or 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. | | 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 or 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" | |- id="toolsdynamicdifficulty" | ||
| [[ | | [[File:toolsdynamicdifficulty.jpg]] | ||
| <center>Dynamic Difficulty</center> | | <center>Dynamic Difficulty</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes | Yes <br /> (Marks)}} | | {{Yes | Yes <br /> (Marks)}} | ||
| {{Sin}} Solid to grenades. Tied to the {{ | | {{Sin}} Solid to grenades. Tied to the {{Ent|trigger_dynamic_difficulty}} entity for the game's difficulty system. | ||
|- id="func_fishes" | |- id="func_fishes" | ||
| [[ | | [[File: tools_func_fishes.jpg]] | ||
| <center>Func Fishes</center> | | <center>Func Fishes</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Used with the {{ | | {{dmmm}} Used with the {{Ent|func_fishes}} entity to spawn fish inside of its volume. | ||
|- id="func_leaves" | |- id="func_leaves" | ||
| [[ | | [[File: tools_func_leaves.jpg]] | ||
| <center>Func Leaves</center> | | <center>Func Leaves</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Used with the {{ | | {{dmmm}} Used with the {{Ent|func_leaves}} entity to spawn leaves particles inside its volume. | ||
|- id="tools_gray" | |- id="tools_gray" | ||
| [[ | | [[File: toolsgray.jpg]] | ||
| <center>Gray</center> | | <center>Gray</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Purpose unknown; just a gray texture. | | {{dmmm}} Purpose unknown; just a gray texture. | ||
|- id="hide" | |- id="hide" | ||
| [[ | | [[File:Toolsblack.gif]] | ||
| <center>Hide</center> | | <center>Hide</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
| {{bms}} A gradient from transparent to black. | | {{bms}} A gradient from transparent to black. | ||
{{csgo}} Has identical texture called <tt>cs_assault/assault_hide01</tt>. | {{csgo}} Has identical texture called <tt>cs_assault/assault_hide01</tt>. | ||
|- id="interactive" | |- id="interactive" | ||
| [[ | | [[File:toolsinteractive.jpg]] | ||
| <center>Interactive</center> | | <center>Interactive</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | | {{Yes | Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the {{ | | {{ship}} Utility texture tied to the {{Ent|ship_base_interaction}} brush entity to specify the only surfaces available for the player to interact with the entity. | ||
|- id="invisibledisplacement" | |- id="invisibledisplacement" | ||
| [[ | | [[File:Toolsinvisibledisplacement.gif]] | ||
| <center>Invisible Displacement</center> | | <center>Invisible Displacement</center> | ||
|{{ | | {{No}} | ||
|{{ | | {{No}} | ||
|{{ | | {{No}} | ||
|{{ | | {{No}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{both | Depends on game}} | | {{both | Depends on game}} | ||
| Light is not blocked by this texture, except in {{csgo}}.<br> | | Light is not blocked by this texture, except in {{csgo}}.<br> | ||
Despite being in the <tt>Materials/Tools</tt> folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for [[Clip_texture|displacement clipping]], where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult.<br> | Despite being in the <tt>Materials/Tools</tt> folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for [[Clip_texture|displacement clipping]], where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult.<br> | ||
{{tf2}} Uses {{ | {{tf2}} Uses {{Ent|$decal|1}} and {{Ent|$surfaceprop|"dirt"}}.<br> | ||
|- id="Clear" | |- id="Clear" | ||
| [[ | | [[File:Toolswhite.gif]] | ||
| <center>Clear</center> | | <center>Clear</center> | ||
|{{Both|Fully Translucent}} | | {{Both|Fully Translucent}} | ||
|{{Both|Depends on use}} | | {{Both|Depends on use}} | ||
|{{Both|Depends on use}} | | {{Both|Depends on use}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Both|Depends on use}} | | {{Both|Depends on use}} | ||
| {{l4dseries}} Basic {{ | | {{l4dseries}} Basic {{Ent|LightmappedGeneric}} that has no abilities other than being invisible.<br> | ||
Officially used like <tt>tools/invisibledisplacement</tt> for [[Clip_texture|displacement clipping]].<br> | Officially used like <tt>tools/invisibledisplacement</tt> for [[Clip_texture|displacement clipping]].<br> | ||
Has no VMT properties other than {{ | Has no VMT properties other than {{Ent|$alphatest|1}}. | ||
|- id="Invismetal" | |- id="Invismetal" | ||
| [[ | | [[File:Toolinvismetal.png]] | ||
| <center>Invismetal</center> | | <center>Invismetal</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
| {{l4dseries}} Invisible texture, with metal [[$surfaceprop|surface properties.]] Simmilar to how Nodraw Metal should have worked.<br> | | {{l4dseries}} Invisible texture, with metal [[$surfaceprop|surface properties.]] Simmilar to how Nodraw Metal should have worked.<br> | ||
Creates metal sparks when shot, but bullets pass through.<br> | Creates metal sparks when shot, but bullets pass through.<br> | ||
Does not seal maps.<br> | Does not seal maps.<br> | ||
{{ | {{Tip|You may want to edit the VMT to add <code>%CompileDetail 1</code> to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a {{Ent|func_detail}} or other entity.}} | ||
|- id="Locked" | |- id="Locked" | ||
| '''No Image''' | | '''No Image''' | ||
| <center>Locked</center> | | <center>Locked</center> | ||
|{{N/A}} | | {{N/A}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{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. | | 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" | ||
| [[ | | [[File:toolsnoninteractive.jpg]] | ||
| <center>Non-Interactive</center> | | <center>Non-Interactive</center> | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes|Yes <br /> (No Marks)}} | | {{Yes|Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the {{ | | {{ship}} Utility texture tied to the {{Ent|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" | |- id="shiproom" | ||
| [[ | | [[File:toolsshiproom.jpg]] | ||
| <center>Ship Room</center> | | <center>Ship Room</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes | Yes <br /> (No Marks)}} | | {{Yes | Yes <br /> (No Marks)}} | ||
| {{ship}} Utility texture tied to the {{ | | {{ship}} Utility texture tied to the {{Ent|ship_trigger_room}} brush entity to create several different rooms and special areas on the ship. | ||
|- id="tools_vitrail_light" | |- id="tools_vitrail_light" | ||
| [[ | | [[File: tools_vitrail_light.jpg]] | ||
| <center>Vitrail Light</center> | | <center>Vitrail Light</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Purpose currently unknown, properly used with some type of brush entity. | | {{dmmm}} Purpose currently unknown, properly used with some type of brush entity. | ||
|- id="toolswarmlight" | |- id="toolswarmlight" | ||
| [[ | | [[File:Toolswarmlight.png]] | ||
| <center>Warm Light</center> | | <center>Warm Light</center> | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
| {{l4dseries}} Basic {{ | | {{l4dseries}} Basic {{Ent|UnlitGeneric}} texture that has no abilities.<br> | ||
Used with {{ | Used with {{Ent|func_brush}} to make it non-solid and fade away when approached.<br> | ||
It being <tt>UnlitGeneric</tt> makes it seems as if it were glowing in a warm color, but is not listed in {{ | It being <tt>UnlitGeneric</tt> makes it seems as if it were glowing in a warm color, but is not listed in {{Ent|lights.rad}}, so it won't actually emit any light for [[VRAD]] to compile.<br> | ||
Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building, to simulate glowing light in a room.<br> | Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building, to simulate glowing light in a room.<br> | ||
|- id="waterbounds" | |- id="waterbounds" | ||
| [[ | | [[File: waterbounds.jpg]] | ||
| <center>Waterbounds</center> | | <center>Waterbounds</center> | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{N/A}} | | {{N/A}} | ||
| {{dmmm}} Used underwater when water meets the skybox. | | {{dmmm}} Used underwater when water meets the skybox. | ||
|- id="wrongway" | |- id="wrongway" | ||
| [[ | | [[File:Toolswrongway.png|64px]] | ||
| <center>WrongWay</center> | | <center>WrongWay</center> | ||
|{{both|Visible to Infected}} | | {{both|Visible to Infected}} | ||
|{{ | | {{No}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{No}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes}} | ||
|{{ | | {{Yes|Yes<br>(No Marks)}} | ||
| {{l4dseries}}{{csgo}} Used to indicate the borders of the playable area.<br> | | {{l4dseries}}{{csgo}} Used to indicate the borders of the playable area.<br> | ||
{{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 {{csgo mode|Wingman}} [[CS:GO Game Modes|game mode]]. It has the same properties as ''WrongWay Timer''.<br> | {{csgo}} Used especially for the {{csgo mode|Wingman}} [[CS:GO Game Modes|game mode]]. It has the same properties as ''WrongWay Timer''.<br> | ||
{{Tip|All Yes/No flags can be changed if applied to a {{ | {{Tip|All Yes/No flags can be changed if applied to a {{Ent|func_brush}}.}} | ||
|- id="wrongway_timer" | |- id="wrongway_timer" | ||
| [[ | | [[File:Wrongway timer.png|64px]] | ||
| <center>WrongWay Timer</center> | | <center>WrongWay Timer</center> | ||
|{{Both|Doesn't work correctly}} | | {{Both|Doesn't work correctly}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{Yes}} | | {{Yes}} | ||
| {{csgo}} Used for brushes that are temporarily blocking Terrorists during the freezetime of the {{csgo mode|Retakes}} [[CS:GO Game Modes|game mode]]. It is only visible to [[player]]s that are close to the origin of the entity that this material is applied to (e.g., {{ | | {{csgo}} Used for brushes that are temporarily blocking Terrorists during the freezetime of the {{csgo mode|Retakes}} [[CS:GO Game Modes|game mode]]. It is only visible to [[player]]s that are close to the origin of the entity that this material is applied to (e.g., {{Ent|func_brush}}), achieved with the <code>PlayerProximity</code> [[material proxies|material proxy]]. | ||
{{Warning|Does not work as intended on [[world brush]]es and {{ | {{Warning|Does not work as intended on [[world brush]]es and {{Ent|func_detail}}s as they have no origin: In-game, the {{Ent|$alpha}} is either equal to the <tt>$alpha</tt> of the closest functioning application of this material on screen or - if there is none - the <tt>$alpha</tt> remains "stuck" at some value, no matter the proximity.}} | ||
|} | |} | ||
Line 1,154: | Line 1,114: | ||
| [[File:Teleportclip.png]] | | [[File:Teleportclip.png]] | ||
| <center>Teleport Clip</center> | | <center>Teleport Clip</center> | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{N/A}} | | {{N/A}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Yes}} | | {{Yes}} | ||
|{{No}} | | {{No}} | ||
|{{No}} | | {{No}} | ||
|{{Hla}}{{Svrh}} Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands. {{ | | {{Hla}}{{Svrh}} 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]] | |||
[[Category: Glossary]] | |||
[[Category: Level Design]] | |||
[[Category: Material System]] |
Revision as of 01:41, 3 April 2023
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 utilizing 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 in-game; however, the self made tool textures must be shipped with the map, else they might not work.






For example,


Clip
for both teams, Player Clip
for survivors and NPC Clip
for infected; however, it also has func_playerinfected_clip just for player controlled infected.If you cannot find a tool texture fit for a task, perhaps the game you're mapping for has a brush entity for that.
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) |
(in all games since ![]() Identical to Tools/ToolsBlack, only in white. | |
![]() |
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.![]() ![]() ![]() ![]() ![]() | |
![]() |
N/A | No | No | No | No | No | No | No | Leftover from ![]() | |
![]() |
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 they alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around by 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 triggers and on 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) |
![]() ![]() Inherits various City17 %keywords from Tools/ToolsBlack. | |
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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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Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() Useful as a utility 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 | ![]() | |
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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 | ![]() |
Optimization
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 VVIS to cut visleaves along this texture, but does nothing else. | |
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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 (to prevent the other sides from cutting vis) 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 the occluding sides of 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 ,
,
, etc.).
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.
| |
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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.
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Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) |
(removed since ![]() ![]() 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 |
---|---|---|---|---|---|---|---|---|---|---|
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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[Why?]. 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) |
(in all games since ![]() 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
These are textures that have a special use, sometimes only seen in one single game.
Some of these textures are not even "real" tool textures, as they do not possess any Compile Flags, but they have some important use that no other texture available can do.
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 | ![]() ![]() Could be used in areas blocked by func_playerinfected_clip where Player Infected cannot 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 | ![]() ![]() 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 or 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 | ![]() | |
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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 | Depends on game | Light is not blocked by this texture, except in ![]() Despite being in the Materials/Tools folder, this is not a tool texture. It has no abilities. It is simply an invisible texture used for displacement clipping, where you make an invisible displacement instead of a clip brush because making intricate clip brushes is difficult. | |
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Fully Translucent | Depends on use | Depends on use | N/A | Yes | Yes | Yes | Depends on use | ![]() ![]() Officially used like tools/invisibledisplacement for displacement clipping. | |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() ![]() Creates metal sparks when shot, but bullets pass through. ![]() %CompileDetail 1 to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a func_detail or other entity. | |
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 | ![]() ![]() Used 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 | ![]() | |
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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 | ![]() ![]() PlayerProximity material proxy.
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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 | ![]() ![]() ![]() |