Tool textures (Source)

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Revision as of 15:36, 16 February 2011 by MossyBucket (talk | contribs) (More research... (Apparently 2-3 of the textures didn't work the first time around. I have no idea why.))
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Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in Hammer by using "tools\" as a filter in the texture browser.

Tip.pngTip:WiseClipped - tutorial on using many of the Source Tool textures shown below.


Image Name Visible (if worldbrush) Casts shadows Cuts VIS leaves Blocks NPC LOS Solid to NPCs Solid to Player(s) Solid to physics Solid to bullets Usage / Notes
Toolsareaportal.gif Areaportal
N/A
No
Yes
No
Use with areaportals (func_areaportals and func_areaportalwindows). (This table assumes this use.)
Toolsblack.gif Black
Yes
Yes
Yes
Yes
todo (This is the tools/toolsblack texture, not the halflife/black texture.)
Toolsblocklos.gif Block LOS
No
No
No
Yes
No
Blocks the line-of-sight of NPCs and bots. Also casts shadows, so may need to be used in conjunction with func_brushes to avoid cosmetic glitches.
Toolsblockbullets.gif Block bullets
No
No
Yes
Yes
Solid to bullets but not light or other objects. This does not automatically stop bullets, it's a regular wall only solid to bullets. Also creates visleafs like a normal brush.
Toolsblocklight.gif Block light
No
Yes
Yes
Yes
Deprecated? Also blocks NPC LOS. This texture used to cut visleaves previously.
Toolsclip.gif Clip
No
No
No
Yes
Solid to all objects. Is not rendered. Does not block physically simulated projectiles. In Left 4 Dead and Left 4 Dead 2 this clips players as both special infected and survivors. Does not function in Portal.
Icon-Bug.pngBug:In Half-Life 2: Deathmatch it only acts as a player clip (solid only to players).  [todo tested in ?]
Toolsplayercont.gif ControlClip
Yes
Yes
Yes
Yes
Purpose is not entirely confirmed. Seems that it is necessary for func_vehicleclip.(See "player clip" below for the tool texture that restricts player movement.)
Toolsdotted.png
Dotted
Yes
No
Yes
Yes
The toolsdotted texture has very few applications. As with a normal texture, a brush textured with toolsdotted cuts up world geometry and VIS leaves. However, the toolsdotted texture is rendered over all brush geometry as long as the player is standing in a leaf that can see the toolsdotted face. Furthermore, a brush with toolsdotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a toolsdotted-textured brush will not be removed from the map in any way.
Toolsfog.gif Fog
Yes
No
Yes
Yes
Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolshint.gif Hint
Possibly
Suggests optimal ways for the compiler to cut visleafs. (Sometimes ignored by the compiler.)
Toolsinvisible.gif Invisible
Solid to all objects, invisible and does not cast shadows
Toolsladder.gif Ladder
Invisible; Use in Counter-Strike: Source with func_ladder.
Toolsnodraw.gif No Draw
Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows.
Toolsnodraw.gif No Draw Roof
Counter-Strike: Source specific. Identical to No Draw, the only difference being a separate texture name to differentiate them.
Toolsnpcclip.gif NPC clip
Solid to NPCs but not players or other objects, is not rendered.
Toolsoccluder.gif Occluder
Used for func_occluder entities.
Toolsorigin.gif Origin
Use to set the rotation origin of rotating entities; deprecated for use in Source maps (Basic idea of an origin brush was used in Goldsource mapping.)
Toolsplayerclip.gif Player clip
No
No
No
Solid to players but not NPCs or other objects, is not rendered. In L4D and L4D2 this clips players as survivors, but not as special infected.
Toolsskip.gif Skip
No
Invisible; has no effect on anything. Useful in combination with HINT. SKIP faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving, place-holding objects.
Toolsskybox.gif Skybox
No
Use to make 2D skyboxes. Casts light if there is a light_environment entity in the map. Cannot be used in the same PVS as toolsskybox2d.
Toolsskybox2d.gif 2D Skybox
Available only in the Orange Box engine and later. Use to make 2D skyboxes without displaying the 3D Skybox. Casts light if there is a light_environment entity in the map. Cannot be used in the same PVS as toolsskybox.
Toolsskyfog.gif SkyFog
[Todo] toolsskyfog.vmt does not contain any properties.
Toolstrigger.gif Trigger
Use on Trigger and func_viscluster entities and Buyzones in Counter-Strike: Source. Also don't forget to move the selected trigger brush(es) ToEntity so you can change the properties.
Fogvolume.jpg Fog Volume
(Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level