Служебные текстуры

From Valve Developer Community
< Ru
Revision as of 10:39, 21 May 2021 by Max34 (talk | contribs) (немного сделал перевод и обновление статьи)
Jump to navigation Jump to search
English (en)Español (es)Русский (ru)中文 (zh)Translate (Translate)
Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality.
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.

Служебные текстуры используются для решения особых задач и создания специальных условий на карте. Найти их довольно просто. Достаточно вписать "tools\" в поле Filter в окне обозревателя текстур.

Каждый может создать свою собственную служебную текстуру, используя доступные флаги компиляции карты материалов, такие как %compilenonsolid 1, %compileDetail 1 и %compilenodraw 1 для служебной текстуры, которая не является твёрдой, не режет Vis-листву, а также невидима.
Также, можно установить %tooltexture, который будет виден только в Hammer, а в игре будет отображаться $basetexture.
Служебные текстуры, сделанные своими руками, должны идти вместе с картой, иначе они не будут работать.


Template:Tip:ru Template:Note:ru Template:Note:ru

Общие

Общие - Обычные

Эти служебные текстуры доступны в каждой Source Engine игре.
Некоторые из этих текстур имеют особый функционал в некоторых играх. Эти специальные функции отмечены значком игры, указанным в примечаниях. Например: Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead,Left 4 Dead 2, и т.д.

Текстура Название Видима как
world brush
Отбрасывает тени Режет
Листья видимости
Блокирует у NPC линию взгляда Твёрдая для NPC Твёрдая для игрока(ов) Твёрдая для физики Твёрдая для пуль Использование / Примечания
Toolsblack.gif
Black
Да Да Да Да Да Да Да Да
(Marks)
Template:Note:ru

Чаще всего, данная текстура используется для тех брашей, которые находятся далеко и являются очень тёмными. Его нельзя осветить никаким источником света, но на него влияет цвет тумана.
Примером использования является "космический" фон во время монолога G-Man'a в Half-Life 2 или грубые здания в 3D Skybox.
Использует UnlitGeneric в: Half-Life 2 Portal Portal 2 Alien Swarm
Использует LightmappedGeneric в: Counter-Strike: Source Counter-Strike: Global Offensive Left 4 Dead Left 4 Dead 2
While at least in L4D2 the different shader has no impact, it might be possible that it does have a different function in other games. In which case you may want to use vgui/black instead, или сделать свою собственную служебную текстуру.

Toolswhite.gif
White
Да Да Да Да Да Да Да Да
(Marks)
Идентична текстуре Tools/ToolsBlack, только эта текстура белая.

(Во всех играх начиная с Half-Life 2: Episode Two)

Toolswhite.gif
White Arkane
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Acts the same as White, but for some reason is used instead.
Toolsblockbullets.gif
Block Bullets
Нет Нет Да Нет Да Да Да Да
(No Marks)
Прежде всего данная текстура тверда для пуль, но также для NPC и физических снарядов. Однако она блокирует не все снаряды. Снаряды от NPC, такие как кислотный плевок от муравьиного льва, пройдут насквозь.

Чтобы позволить NPC и их линии взгляда пройти, превратите браш в func_brush с keyvalue значением Solidity, установленным в твёрдое состояние.

Toolsinvisible.gif
Invisible
Нет Нет Да Нет Да Да Да Нет Является твёрдой для prop_physics, снарядов, игрока(ов), NPC. Не является твёрдой для пуль.

В Counter-Strike: Source и Counter-Strike: Global Offensive является твёрдой для пуль.
Left 4 DeadLeft 4 Dead 2 Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall.

Warning.pngВозможна путаница:Left 4 DeadLeft 4 Dead 2 Tools/ToolsNodraw_Noshadow Использует ту же служебную текстуру в браузере текстур, которая также блокирует линию взгляда!
Toolsladder.gif
(Invisible)
Ladder
Нет Нет Да Нет Да Да Да Нет Используется с func_ladder в большинстве мультиплеерных играх, корме Half-Life 2: Deathmatch.

Template:Warning:ru

Toolsnodraw.gif
Nodraw
Нет Да Да Да Да Да Да Да
(No Marks)
Not drawn in game, seals leaks, and is skipped by VRAD. Блокирует видимость при использовании на всех поверхностях одного и того же браша. Optimally, every face that can't be seen during normal gameplay should have this texture. Каждое сторона браша, которую нельзя увидеть во время обычного игрового процесса, должна быть покрыта этой текстурой, для большей оптимизации.
В Portal порталы могут быть установлены на эту текстуру, но не в Portal 2. В таком случае желательно использовать "Nodraw Portable".

Template:Note:ru Template:Note:ru Template:Note:ru

Toolsorigin.gif
Origin
Н/Д Нет Нет Нет Нет Нет Нет Нет Leftover from GoldSource, where a brush with this texture was used to set the rotation origin of rotating 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 origin brushes not allowed in world. Not available in all branches.
Toolsblocklos.gif
Block LOS
Нет Нет Нет Да Нет Нет Нет Нет 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 them alone are capable of preventing the engine from rendering enveloped brushwork. This can be worked around through 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.)
Toolsblocklight.gif
Block Light
Нет Да Нет Нет Нет Нет Нет Нет Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. See more uses here.
Toolstrigger.gif
Trigger
Да Нет Нет Нет Нет Нет Нет Нет Used on Trigger and func_viscluster entities.

Optimisation

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
Toolsareaportal.gif
Areaportal
Да Нет Да Нет Нет Нет Нет Нет Use with areaportals (func_areaportals and func_areaportalwindows). Can be used with other brush entities, such as some triggers.
Toolshint.gif
Hint
Нет Нет Да Нет Нет Нет Нет Нет This texture is used to instruct the compiler to cut visleaves.
Toolsskip.gif
Skip
Нет Нет Нет Нет Нет Нет Нет Нет Has no effect on anything. Useful in combination with Hint tool textures. 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 and place-holding objects.
Toolsoccluder.gif
Occluder
Да Нет Нет Нет Нет Нет Нет Нет Used only for func_occluder entities.

Clips

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
Toolsclip.gif
Clip
Нет Нет Нет Нет Да Да Нет Нет Solid to players and NPCs but not other objects. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Counter-Strike: Global OffensiveGarry's Mod Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.

See more about clip texture here.

Toolsnpcclip.gif
NPC Clip
Нет Нет Нет Нет Да Нет Нет Нет Solid to NPCs only.
Counter-Strike: Global Offensive Solid to bots.
Left 4 DeadLeft 4 Dead 2 Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it.
Toolsplayerclip.gif
Player Clip
Нет Нет Нет Нет Нет Да Нет Нет Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: Global Offensive Solid to players and bots.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Left 4 DeadLeft 4 Dead 2 Solid to the survivors only.
Toolsplayercont.gif
Player Control Clip
Да Да Да No? Да Да Да Yes
(marks)
Available only in Source 2006 and earlier, but brought back in Garry's Mod. It is obvious that 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.)
Toolsgenadeclip.png
Grenade Clip
Нет Нет Нет Нет Нет Нет Grenades only Нет Counter-Strike: Global Offensive Solid to grenades only.
Toolsstairs.png
Stairs
Нет Нет Нет Нет Нет Да Нет Нет INFRA Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°.
Toolsdroneclip.jpg
Drone Clip
Нет Нет Нет Н/Д Н/Д Нет Нет Нет Counter-Strike: Global Offensive Used to prevent drone getting stuck on complex geometry.
Toolsclip xenleavesversion.png
Clip Xen Leaves Version
Нет Нет Да Нет Да Да Да Нет Black Mesa A special clip used for clipping the leaves in xen

Sky and fog

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
Toolsfog.gif
Fog
Да Нет Да Нет Да Да Да Yes
(marks)
Подтвердить:Does not seem to work?
(You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolsskybox.gif
Skybox
Нет Нет Да Да Да Да Да 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.
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.
Toolsskybox nolight.jpg
Skybox
NoLight
Нет Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Works identical to Skybox, but does not casts any light rays.
Toolsskybox2d.gif
2D Skybox
Нет Нет Да Да Да Да Да Yes
(No Marks)
Available only in Source 2007 and later. Use to make 2D skyboxes without displaying the 3D Skybox.
Casts light if there is a light_environment entity in the map.
Icon-Bug.pngБаг:Light cast from this texture can still be blocked by 3d skybox geometry.  [нужно проверить в ?]

Cannot be used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
SkyFog
Нет Да Да Н/Д Н/Д Да Н/Д 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".)
Подтвердить:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled
Fogvolume.jpg
Fog Volume
Да Нет Нет Нет Нет Нет Нет Нет Available only in Left 4 Dead and later.
Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level.
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.

Portal 2 Portal 2

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
Toolsblack.gif
Black cheap
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack, the only difference is that uses special "black" shader.
Garry's Mod has a replacement that works with older engines.
Нужно сделать: Find more about "black" shader
Toolsblack.gif
Black noportal
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack, the only difference is that Portals can't be placed on it.
Toolsblack.gif
Black noportal nofog
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 Identical to tools/toolsblack_noportal, the only difference is no fog.
Toolsblack.gif
Black noportal skybox
Да Да Да Да Да Да Да Yes
(marks)
Portal 2 The same as tools/toolsblack_cheap
Nodraw portalable.png
Nodraw Portalable
Нет Да Да Да Да Да Да Yes
(No Marks)
Portal 2 Identical to Nodraw, the only difference is that Portals can be placed on this texture.

Miscellaneous

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
Toolsinvisibledisplacement.gif
Invisible Displacement
Нет Нет Нет Нет Да Да Да Yes
(No Marks)
Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid. Light is not blocked by this texture, except for Counter-Strike: Global Offensive.
L4d2-Climb versus.png
Climb
Нет Нет Нет Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 A ladder only for Infected. Not Visible to Infected Players during Versus. Use Climb Versus Instead.
L4d2-Climb versus.png
Climb Versus
Both
(Visible to Infected)
Нет Нет Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 A ladder only for infected, must be used with func_ladder, otherwise it will be ignored by the navigation mesh editor and Special infected which do not require a navigation mesh to move.
Toolsdotted.png
Dotted
Да Нет Да Нет Да Да Да 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 nor 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.
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Да Да Да Да Да Да Да Yes
(marks)
SiN Episodes Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Toolsinteractive.jpg
Interactive
Нет Нет Нет Нет Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity
Toolinvismetal.png
Invismetal
Нет Нет Да Нет Да Да Да Нет Left 4 DeadLeft 4 Dead 2 Invisible texture, with metal surface properties. Simmilar to how Nodraw Metal Should have worked.
Does not seal maps.
Creates metal sparks when shot, but bullets pass through.
Toolsnoninteractive.jpg
Non-Interactive
Нет Да Да Да Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_base_interaction brush entity as a measure to help identify surfaces from which the player are unable to interact with said entity
Toolsshiproom.jpg
Ship Room
Да Да Да Да Да Да Да Yes
(No Marks)
The Ship: Murder Party Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas upon the ship
Tools func fishes.jpg
Func fishes
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Used with the func_fishes entity to spawn fish inside of its volume.
Tools func leaves.jpg
Func leaves
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Used with the func_leaves entity to spawn leaves particles inside its volume.
Tools vitrail light.jpg
Vitrail Light
Да Нет Нет Нет Да Да Да Н/Д Dark Messiah of Might and Magic Purpose currently unknown, properly used with some type of brush entity.
Toolsgray.jpg
Gray
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Purpose unknown, just a grey texture.
Waterbounds.jpg
Waterbounds
Да Да Да Да Да Да Да Н/Д Dark Messiah of Might and Magic Used underwater when water meets the skybox.
Blockbomb.jpg
Block Bomb
Нет Нет Да Да Да Да Да Да Counter-Strike: Global Offensive Original purpose probably was to only block the C4 but it currently works just like a normal Clip brush.
Toolsblack.gif
Hide
Да Нет Да Нет Да Да Да Да Black Mesa A gradient from transparent to black.

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
Teleportclip.png
Teleport Clip
Нет Нет Н/Д Нет Нет Да Нет Нет Half-Life: AlyxSteamVR Home Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands.
Подтвердить:Does not appear to function in SteamVR Home.