Tool textures (Source 2): Difference between revisions
Jump to navigation
Jump to search

(little bit of cleanup and categorizing some. page still sucks through.) |
No edit summary |
||
Line 2: | Line 2: | ||
{{Source 2 topicon}} | {{Source 2 topicon}} | ||
{{ | {{TabsBar|main=Tool textures}} | ||
Revision as of 01:51, 2 February 2025



This article or section needs to be cleaned up to conform to a higher standard of quality because:
These files were quickly thrown here from
Half-Life: Alyx and
Counter-Strike 2. Most info is probably identical to their
Source counterparts[confirm]
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.



This article or section needs to be cleaned up to conform to a higher standard of quality because:
Categorize textures between ones specific to one game, and engine wide ones
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.Tool textures are used, mostly by the entities they're named after, but sometimes by parts of the engine such visibility calculations, to perform special tasks. They can be easily found in the Asset Browser using "tools" as a filter.
General
General
These tool textures have not been organized yet.
Image | Name | Visible if Mesh |
Casts shadows | Block Visibility |
Blocks NPC LOS | Solid to NPCs | Solid to player(s) | Solid to physics | Solid to bullets | Blocks sound (only in ![]() |
Usage / Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
audioblocker | No | No | No | No | No | No | No | No | Yes | Muffles audio if mesh blocks line of sight of the audio origin. See Audio Blocker page for more info |
![]() |
fogvolume | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
postprocessingvolume | ? | ? | ? | ? | ? | ? | ? | ? | No | Todo: Figure out Might only be used in HLA or other Source 2 games? Not in CS2 |
![]() |
skyvisblocker | No | No | ? | ? | ? | No | No | ? | No | Todo: Figure out |
![]() |
tools_cs_place | No | No | No | No | No | No | No | No | No | Meshes with this texture are meant to be tied to the env_cs_place entity to create Location name callouts. (only in ![]() |
![]() |
tools_func_occluder | ? | ? | ? | ? | ? | ? | ? | ? | No | Todo: Figure out |
![]() |
tools_postprocess_volume | ? | ? | ? | ? | ? | ? | ? | ? | No | Meshes with this texture are meant to be tied to the post_processing_volume entity. |
![]() |
tools_spawn_volume | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsblack | No | Yes | Yes | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsblock_los | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsblockbomb | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsblockbullets | No | No | ? | ? | ? | Yes | Yes | Yes | No | Todo: Figure out |
![]() |
toolsblocklight | No | Yes | No | No | No | No | No | No | No | Blocklight, does not add to VIS |
![]() |
toolsblocksound | No | No | No | No | No | No | No | No | Yes | Same as AudioBlocker, but with slightly different tool textures parameters |
![]() |
toolsclip | No | No | ? | ? | ? | Yes | No | No | No | Todo: Figure out |
![]() |
toolscontrolclip | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out Likely leftover and previously deprecated in Source 2007, but present in Team Fortress 2. |
![]() |
toolsfog | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsgrenadeclip | No | No | ? | ? | ? | No | ? | No | No | Todo: Figure out |
![]() |
toolsgrey | Yes | Yes | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsignorenpc | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsinvisible | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsinvisibleladder | No | No | ? | ? | ? | Yes | No | No | No | Todo: Figure out |
![]() |
toolslightmapres | No | No | No | No | No | No | No | No | No | Placed near playable bounds of a map, helps the Lightmap generator in VRAD3 to calculate which meshes to prioritize and which ones to bias down |
![]() |
toolslightvolumeboundary | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsmarkupvolumeai | ? | ? | ? | ? | ? | ? | ? | ? | No | Todo: Figure out |
![]() |
toolsnavattribute | ? | ? | ? | ? | ? | ? | ? | ? | No | Todo: Figure out |
![]() |
toolsnavclip | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsnodraw | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsnodraw_grate | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsnodraw_metal | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsnodraw_plastic | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsnodraw_wood | No | No | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
toolsnpcclip | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsoccluder | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out Presumably the same as tools_func_occluder, just from a different game[confirm] |
![]() |
toolsotherclip | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsplayerclip | No | No | ? | ? | ? | Yes | No | No | No | Todo: Figure out |
![]() |
toolsprecipitation | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsskip | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
toolsskybox | No | No | ? | ? | ? | No | No | ? | No | Todo: Figure out |
![]() |
toolssolidblocklight | No | Yes | Yes | Yes | No | No ((in ![]() |
No | No | No | the same as Blocklight , but creates VIS |
![]() |
toolsteleportclip | No | No | N/A | No | No | Yes | No | No | No | ![]() ![]() ![]() ![]() |
![]() |
toolstrigger | No | No | ? | ? | ? | No | No | No | No | Todo: Figure out |
![]() |
visblocker | No | No | Yes | No | No | No | No | No | No | Todo: Figure out |
General — Game-specific
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 Mesh |
Casts shadows | Block Visibility |
Blocks NPC LOS | Solid to NPCs | Solid to player(s) | Solid to physics | Solid to bullets | Blocks sound (only in ![]() |
Usage / Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
climb | No | No | ? | ? | ? | Yes | Yes | No | No | Todo: Figure out Most likely leftover from when Valve imported L4D2 into Source 2 internally |
![]() |
wrongway | Yes | Yes | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |
![]() |
wrongway_timer | ? | ? | ? | ? | ? | Yes | Yes | ? | No | Todo: Figure out |