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| {{Warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.}} | | {{Warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.}} |
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| | [[File:DOD hlbasics-cr_matwood.png|64px]] || cr_matwood || {{dod}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|[[func_wall]]}} with {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush for metalic props. | | | [[File:DOD hlbasics-cr_matwood.png|64px]] || cr_matwood || {{dod}} Makes wood sounds when walked on, if present in {{Path|sound/materials|txt}}. Tie to a {{Ent|func_wall}} with {{Code|renderamt}} set to {{Code|0}} (aka invisible) to use as a clip brush for metalic props. |
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| {{Warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.}} | | {{Warning|Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.}} |
Revision as of 07:17, 15 May 2023
Template:EntityTabs
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HALFLIFE.WAD
Image |
Name |
Usage / Notes
|
 |
{BLUE |
An invisible brush face if attached to func_wall or similar brush entity with rendermode solid. Warning:Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
{INVISIBLE |
Functions same as {BLUE.
|
 |
AAATRIGGER |
Used for trigger brush entities.
|
 |
BLACK |
A plain black texture for unlit areas, such as the bottom of deep pits. Warning:Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
CLIP |
See Clip texture
|
 |
ORIGIN |
Treated as the origin point for rotating entities, such as func_door_rotating.
|
 |
SKY |
Used for displaying the skybox. Bug:VHLT expects the sky tool texture to be lowercase and will not compile skies correctly if the tool texture does not fit these critera. [todo tested in ?]
|
 |
TRANSLUCENT |
|
 |
WHITE |
|
HLBASICS.WAD
HLBASICS.WAD
is found in
Counter-Strike: Condition Zero and
Day of Defeat, and is used to avoid needing to load HALFLIFE.WAD
for maps that don't use base Half-Life 1 textures. [Clarify] Some of these are also in
Condition Zero Deleted Scenes, via RITUAL_STANDARD.WAD
, as well as in
Counter-Strike: Condition Zero, via CZRITUAL_STANDARD.WAD
.
Image |
Name |
Usage / Notes
|
 |
{blue |
An invisible brush face if attached to func_wall or similar brush entity with rendermode solid. Warning:Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
aaa_1 |
|
 |
aaa_2 |
|
 |
aaa_3 |
|
 |
aaa_hurt |
|
 |
aaa_multi |
|
 |
aaa_once |
|
 |
aaa_push |
|
 |
aaa_push2 |
|
 |
AAATRIGGER |
Used for trigger brush entities.
|
 |
clip |
See Clip texture.
|
 |
cr_matleaf |
Makes leaf sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for leafy props. Warning:Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
cr_matmetal |
  Makes metal sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props. Warning:Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
hint |
|
 |
ORIGIN |
Treated as the origin point for rotating entities, such as func_door_rotating.
|
 |
SKIP |
|
 |
sky |
Used for displaying the skybox.
|
Condition Zero only
Image |
Name |
Usage / Notes
|
 |
bark |
|
 |
black |
|
 |
cr_matbark |
Makes wood sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props. Warning:Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
cr_matcard |
Unused, likely intended for non-existent "cardboard" material.
|
 |
cull |
|
 |
leaf |
|
 |
loc |
|
 |
skycull |
|
Day of Defeat only
Image |
Name |
Usage / Notes
|
 |
cr_mathvymetal |
Identical to CR_MATMETAL. Bug:Likely intended to be used for "Heavy Metal" material, available in DoD's  sound/materials.txt , but not used by this texture. Use IR_PIPEM8 instead. [todo tested in ?]
|
 |
cr_matsand |
Makes sand sounds when walked on, if present in  sound/materials.txt . Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Warning:Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
cr_matwood |
Makes wood sounds when walked on, if present in  sound/materials.txt . Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Warning:Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
|
 |
NULL |
Identical to ZHLT's NULL texture.
|
ZHLT.WAD
ZHLT.WAD
is used for the additional features provided by the ZHLT and VHLT compilers. It does not come with any vanilla first-party GoldSrc title, but instead comes with ZHLT/VHLT.
Image |
Name |
Usage / Notes
|
 |
AAATRIGGER |
Used for trigger brush entities.
|
 |
BEVEL |
|
 |
Black_HIDDEN |
Identical to NULL, but has a lightmap.
|
 |
BOUNDINGBOX |
|
 |
CLIP |
See Clip texture
|
 |
CLIPBEVEL |
|
 |
CLIPBEVELBRUSH |
|
 |
CLIPHULL1 |
|
 |
CLIPHULL2 |
|
 |
CLIPHULL3 |
Like CLIP, but only affects
|
 |
CONTENTEMPTY |
|
 |
CONTENTWATER |
Not drawn in game, and inverts the normals of all other faces of the brush. Usually used to simulate volumetric lighting.
|
 |
HINT |
|
 |
NOCLIP |
Not drawn in game, and disables collision for all faces on the brush.
|
 |
NULL |
Not drawn in game, seals leaks, and is skipped by HLRAD. 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.
Note:While no lightmap data is generated on NULL faces, NULL brushes still cast shadows, unless tied to a func_wall.
Tip:Despite common misconception, it is not necessary to use NULL on faces that don't touch visleaves, as these are automatically removed by HLBSP. This means faces that are outside the map and faces that are flush with another one.
|
 |
ORIGIN |
Treated as the origin point for rotating entities, such as func_door_rotating.
|
 |
SKIP |
|
 |
sky |
Used for displaying the skybox. Bug:VHLT expects the sky tool texture to be lowercase and will not compile skies correctly if the tool texture does not fit these critera. [todo tested in ?]
|
 |
SOLIDHINT |
|
Missing ZHLT tool textures
ZHLT supports some additional tool textures that aren't found in ZHLT.WAD or any official WAD file.
Image |
Name |
Usage / Notes
|
N/A |
!cur_0 |
|
N/A |
!cur_90 |
|
N/A |
!cur_180 |
|
N/A |
!cur_270 |
|
N/A |
!cur_dwn |
|
N/A |
!cur_up |
|
N/A |
SPLITFACE |
|
External links