Tool textures (Source) - Third-party games

 

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 third-party Source games only.
 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. Note:All tool textures that are assumed to be texturing an entity work exactly like ordinary textures if applied to world brushes instead. As this makes them useless for world brushes, their visibility as world brushes is irrelevant. Also, many tool textures cut VIS leaves. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.
Note:All tool textures that are assumed to be texturing an entity work exactly like ordinary textures if applied to world brushes instead. As this makes them useless for world brushes, their visibility as world brushes is irrelevant. Also, many tool textures cut VIS leaves. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization. Warning:Some games may have outdated or obsolete tool textures in the "Dev" folder, such as
Warning:Some games may have outdated or obsolete tool textures in the "Dev" folder, such as dev/dev_windowportal in 
 .
. Note:Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.
Note:Next to tool textures, there are also brush entities, which can perform tasks similar to tool textures.
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.
 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
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 | N/A |  Identical to Tools/ToolsBlack, but for some reason is used instead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsWhite, but for some reason is used instead. | |
|   | No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |  Identical to Tools/ToolsBlockBullets, but uses the "forcefield" surfaceprop. | |
|   | Non-Solid | No | Yes | Yes | Yes | No | No | No | No |  Not solid to anything, but blocks LOS. Useful as a utility texture, like buttons you should be able to clip into. | 
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Tools/ToolsNodraw, but will make stone impact sounds when hit. | |
|   | Invisible | No | No | No | No | Yes | Yes | Yes | N/A |  A translucent Nodraw texture. Cannot be used to seal the map. | 
|   | Noshadow | No | No | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Nodraw but does not cast any shadows. | 
|   | No | No | Yes | Yes | Yes | Yes | Yes | N/A |  Seven, materials all identical to Tools/ToolsNodraw but using different surfaceprop types (chitin, dirt, grass, metal, sand, stone, wood) and not casting any shadows. | |
|   | Yes | No | No | No | No | No | No | No |  Identical to Trigger, but used for func_viscluster. | |
|   | Yes | No | No | No | No | No | No | No |  Identical to Trigger, but used for newxog_volume. | |
|   | Yes | No | No | No | No | No | No | No |  Identical to Trigger, but used for trigger_csm_volume. | |
|   | No | No | No | No | Yes | Yes | Yes | No |  A tool texture used for color_correction_volume. | |
|   | No | No | No | No | Yes | Yes | Yes | No |  A tool texture used for trigger_soundscape. | 
Optimization
There are currently no third-party games using custom tool textures for optimization.
Clips
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 | Yes | No | No |  Functionally the same to Player Clip, but allows for steeper angles when walking on, up to 63.4349488°. | |
|   | No | No | Yes | No | Yes | Yes | Yes | No |  A special clip used for clipping the leaves in Xen. | |
|   | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Todo: Figure out  Presumably solid to the camera[confirm] | |
|   | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Todo: Figure out   | 
Sky and Fog
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | NoLight | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Skybox, but does not cast any light rays.  Tip:This is also true of Nodraw in any game while the skybox is visible. | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |  Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system. | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Used with the func_fishes entity to spawn fish inside of its volume. | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Used with the func_leaves entity to spawn leaves particles inside its volume. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Purpose unknown; just a gray texture. | |
|   | No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |  Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  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. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |  Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas on the ship. | |
|   | Yes | No | No | No | Yes | Yes | Yes | N/A |  Purpose currently unknown, probably used with some type of brush entity. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Used underwater when water meets the skybox. | 
























