Tool textures (Source): Difference between revisions
(Cleaned up third-party games (GMOD is an exception), aswell as cleaned up filenames. toolscontrolclip (Player control clip) isn't present in GMOD (unless you mount Source 2006 game or earlier which cause hammer to display it in texture browser).) |
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{{LanguageBar}} | {{LanguageBar}} | ||
{{Source topicon}} | {{Source topicon}} | ||
<!-- Note: This page only includes tool textures available in all Source games, and some specific to later Valve games. Description may contain both first-party and third-party games.--> | |||
<onlyinclude>{{tabs|Tool textures|goldsrc = 1|source = 1|custom1=Tool textures (Source)/Third-party games|custom1alt=Source (Third-party)|source2 = 1}}</onlyinclude> | <onlyinclude>{{tabs|Tool textures|goldsrc = 1|source = 1|custom1=Tool textures (Source)/Third-party games|custom1alt=Source (Third-party)|source2 = 1}}</onlyinclude> | ||
{{Toc-right}} | {{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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A {{Code|[[%tooltexture]]}} may also be set, which is only to be seen in Hammer's texture browser, while the {{Code|[[$basetexture]]}} is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work. | A {{Code|[[%tooltexture]]}} may also be set, which is only to be seen in Hammer's texture browser, while the {{Code|[[$basetexture]]}} is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work. | ||
This page contains tool textures which can be found on any Source games (including description for third-party games which changes how the tool texture works or have different behavior). For third-party games specific tool textures, see [[/Third-party|third-party page]]. | |||
{{tip|[[WiseClipped]] gives a tutorial on using many of the Source Tool textures shown below.}} | {{tip|[[WiseClipped]] gives a tutorial on using many of the Source Tool textures shown below.}} | ||
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|- id="nodrawportalable" | |- id="nodrawportalable" | ||
|[[File:Nodraw_portalable.png|64px]] | |[[File:Nodraw_portalable.png|64px]] | ||
| <center> | | <center>{{Mono|tools/toolsnodraw_portal}}</center> | ||
| {{No}} | | {{No}} | ||
| {{Yes}} | | {{Yes}} | ||
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|- id="areaportal" | |- id="areaportal" | ||
| [[File:Toolsareaportal.gif|64px]] | | [[File:Toolsareaportal.gif|64px]] | ||
| <center>[[Areaportal|toolsareaportal]]</center> | | <center>{{Mono|tools/[[Areaportal|toolsareaportal]]}}</center> | ||
| {{Yes}} | | {{Yes}} | ||
| {{No}} | | {{No}} | ||
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|- id="hint" | |- id="hint" | ||
| [[File:Toolshint.gif|64px]] | | [[File:Toolshint.gif|64px]] | ||
| <center>[[Hint brush|toolshint]]</center> | | <center>{{Mono|tools/[[Hint brush|toolshint]]}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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|- id="skip" | |- id="skip" | ||
| [[File:Toolsskip.gif|64px]] | | [[File:Toolsskip.gif|64px]] | ||
| <center>[[Skip|toolsskip]]</center> | | <center>{{Mono|tools/[[Skip|toolsskip]]}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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|- id="occluder" | |- id="occluder" | ||
| [[File:Toolsoccluder.gif|64px]] | | [[File:Toolsoccluder.gif|64px]] | ||
| <center>[[Occluder|toolsoccluder]]</center> | | <center>{{Mono|tools/[[Occluder|toolsoccluder]]}}</center> | ||
| {{Yes}} | | {{Yes}} | ||
| {{No}} | | {{No}} | ||
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|- id="clip" | |- id="clip" | ||
| [[File:Toolsclip.gif|64px]] | | [[File:Toolsclip.gif|64px]] | ||
| <center>toolsclip</center> | | <center>{{Mono|tools/toolsclip}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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|- id="npcclip" | |- id="npcclip" | ||
| [[File:Toolsnpcclip.gif|64px]] | | [[File:Toolsnpcclip.gif|64px]] | ||
| <center>toolsnpcclip</center> | | <center>{{Mono|tools/toolsnpcclip}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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|- id="playerclip" | |- id="playerclip" | ||
| [[File:Toolsplayerclip.gif|64px]] | | [[File:Toolsplayerclip.gif|64px]] | ||
| <center>toolsplayerclip</center> | | <center>{{Mono|tools/toolsplayerclip}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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|- id="playercont" | |- id="playercont" | ||
| [[File:Toolsplayercont.gif|64px]] | | [[File:Toolsplayercont.gif|64px]] | ||
| <center> | | <center>{{Mono|tools/toolscontrolclip}}</center> | ||
| {{Yes}} | | {{Yes}} | ||
| {{Yes}} | | {{Yes}} | ||
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| {{Yes}} | | {{Yes}} | ||
| {{Yes|Yes <br /> (Marks)}} | | {{Yes|Yes <br /> (Marks)}} | ||
| {{src07|removed | | {{src07|removed}} | ||
{{ModernDeprecated|This texture has to be tied to an entity to gain any special abilities, but '''what''' entity is not yet confirmed. | {{ModernDeprecated|This texture has to be tied to an entity to gain any special abilities, but '''what''' entity is not yet confirmed. | ||
This texture, along with trigger, works on {{Ent|func_vehicleclip}}. It was removed in {{src07|1}}.<br> (See Player Clip above for the tool texture that restricts player movement.)}} | |||
|} | |} | ||
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|- id="grenadeclip" | |- id="grenadeclip" | ||
| [[File:Toolsgrenadeclip.png|64px]] | | [[File:Toolsgrenadeclip.png|64px]] | ||
| <center> | | <center>{{Mono|tools/toolsgrenadeclip}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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| {{No}} | | {{No}} | ||
| {{csgo}} Solid to grenades only. | | {{csgo}} Solid to grenades only. | ||
|- id="droneclip" | |- id="droneclip" | ||
| [[File:toolsdroneclip.jpg|64px]] | | [[File:toolsdroneclip.jpg|64px]] | ||
| <center> | | <center>{{Mono|tools/toolsdroneclip}}</center> | ||
| {{No}} | | {{No}} | ||
| {{No}} | | {{No}} | ||
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| {{No}} | | {{No}} | ||
| {{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry. | | {{csgo}} Used to prevent [[drone]]s getting stuck on complex geometry. | ||
|} | |} | ||
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=== Sky and Fog — Game-Specific === | === 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. | ||
There are no game specific tool textures in this section. | |||
== Miscellaneous == | == Miscellaneous == | ||
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| {{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="hide" | |- id="hide" | ||
| [[File:Toolshide.png|64px]] | | [[File:Toolshide.png|64px]] | ||
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| {{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="invisibledisplacement" | |- id="invisibledisplacement" | ||
| [[File:Toolsinvisibledisplacement.gif|64px]] | | [[File:Toolsinvisibledisplacement.gif|64px]] | ||
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| 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="toolswarmlight" | |- id="toolswarmlight" | ||
| [[File:Toolswarmlight.png|64px]] | | [[File:Toolswarmlight.png|64px]] | ||
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Used with {{Ent|func_brush}} to make it non-solid and fade away when approached.<br> | 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 {{Ent|lights.rad}}, so it won't actually emit any light for [[VRAD]] to compile.<br> | 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 | Only used in {{code|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="wrongway" | |- id="wrongway" | ||
| [[File:Toolswrongway.png|64px]] | | [[File:Toolswrongway.png|64px]] |
Revision as of 10:51, 31 January 2025
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's texture browser, while the $basetexture is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.
This page contains tool textures which can be found on any Source games (including description for third-party games which changes how the tool texture works or have different behavior). For third-party games specific tool textures, see third-party page.






For example, have 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.
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 | Filename | 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 lights/white (which is available in all Source games). Using glass surfaceprop. | |
![]() |
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.![]() This texture is basically ![]() If you want to block grenades or other thrown objects, create a trigger_multiple, using a filter_activator_model to filter for the grenade model, with the outputs " OnStartTouch - !Activator - Kill ". If the game has multiple thrown objects use a filter_activator_model for each model and a filter_multi.
| |
![]() |
No | No | Yes | No | Yes | Yes | Yes | No | Solid to prop_physics, projectiles, players, & NPCs. Not solid to bullets.
| |
![]() |
No | No | Yes | No | Yes | Yes | Yes | No | Used for ladders in 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.![]() ![]() ![]() ![]() Todo: Insert this "glass footsteps" version into the list
![]() ![]() | |
![]() |
N/A | No | No | No | No | No | No | No | ![]() ![]() | |
![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() "black" shader.![]() Todo: Find more about
"black" shader | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() ![]() Inherits various City17 %keywords from Tools/ToolsBlack. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() | |
![]() |
No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() | |
![]() |
No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
![]() |
Optimization
Image | Filename | 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 VVIS to cut visleaves along this texture, but does nothing else. | |
![]() |
No | No | No | No | No | No | No | No | Has no effect on anything (except bomb in ![]() 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. | |
![]() |
Yes | No | No | No | No | No | No | No | Used only for the occluding sides of func_occluder entities.
Unlike toolstrigger, toolsoccluder will correctly work when VBSP is compiled with -nodrawtriggers. |
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 | Filename | 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.
![]()
| |
![]() |
No | No | No | No | Yes | No | No | No | Solid to NPCs only.![]() ![]() ![]() ![]() | |
![]() |
No | No | No | No | No | Yes | No | No | Solid to players only.
| |
![]() |
Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) |
(removed since ![]() ![]() (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 | ![]() | |
![]() |
No | No | No | N/A | N/A | No | No | 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 | Filename | 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) |
No effect; uses nonexistent compile flag %CompileFog.
(You can use this for func_smokevolume instead of the Trigger texture, but NOT for func_dustcloud.) | |
![]() |
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. | |
![]() |
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. | |
![]() |
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" .)
![]() | |
![]() |
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.
There are no game specific tool textures in this section.
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 |
---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 texture may be usable in spots where the texture is applied over a translucent material, in order to fix sorting issues, but it has so far never been used in any official campaign. | ||
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. | ||
![]() |
Yes | No | Yes | No | Yes | Yes | Yes | Yes | ![]() | |
![]() |
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. | |
![]() |
Fully Translucent | Depends on use | Depends on use | N/A | Yes | Yes | Yes | Depends on use | ![]() ![]() Officially used like tools/invisibledisplacement for displacement clipping. | |
![]() |
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. | |
![]() |
Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() Used with func_brush to make it non-solid and fade away when approached. | |
![]() |
Yes (in ![]() Only to Infected (in ![]() ![]() |
No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
![]() ![]() ![]()
![]() | |
![]() |
Doesn't work correctly | No | Yes | No | Yes | Yes | Yes | Yes | ![]() ![]() PlayerProximity material proxy.
![]() |