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工具纹理

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Tool textures(en)主要用于工具,但有时也被引擎用于执行特殊任务。在Hammer(en)中,可以通过在纹理浏览器(en)中使用"tools\"作为过滤器轻松找到它们,但其他工具纹理可能位于不同的目录中。

任何人都可以通过利用可用的材质编译标志(en)来制作自己的工具纹理,例如使用%compileNonSolid(en) 1%compileDetail(en) 1%compileNodraw(en) 1来创建一个非固体、不切割可视区域(en)且不可见的工具纹理。

也可以设置%tooltexture(en),这仅在Hammer的纹理浏览器中可见,而$basetexture(en)在游戏中可见;但是,自制的工具纹理必须随地图一起发布,否则可能无法工作。

本页面包含所有起源引擎游戏中可以找到的工具纹理(包括对第三方游戏的描述,这些游戏改变了工具纹理的工作方式或有不同的行为)。关于第三方游戏特定的工具纹理,请参见第三方游戏页面(en)

Tip.png提示:WiseClipped(en)提供了关于使用下面展示的许多起源引擎工具纹理的教程。
Note.png注意:所有假定用于实体纹理的工具纹理如果应用于世界笔刷,其行为与普通纹理完全相同。由于这使得它们对世界笔刷无用,它们作为世界笔刷的可见性是无关紧要的。此外,许多工具纹理会切割VIS区域(en)。如果您不是为实体纹理化,应将笔刷绑定到func_detailfunc_brush以进行优化(en)
Warning.png警告:某些游戏可能在"Dev"文件夹中包含过时或废弃的工具纹理,例如求生之路系列求生之路系列中的dev/dev_windowportal
Note.png注意:除了工具纹理外,还有笔刷实体可以执行类似于工具纹理的任务。

例如,求生之路系列求生之路系列有适用于双方的[[Zh/

  1. clip|Clip]](en),适用于幸存者的[[Zh/
  2. playerclip|Player Clip]](en)和适用于感染者的[[Zh/
  3. npcclip|NPC Clip]](en);但它也有仅适用于玩家控制的感染者的func_playerinfected_clip
如果找不到适合任务的工具纹理,也许您正在制作地图的游戏有对应的笔刷实体。
Tip.png提示:其中一些工具纹理会切割VIS区域(en),例如toolsinvisibletoolsinvisibleladderinvismetal。这些纹理永远不会被看到,为它们创建可视区域是浪费的。
您可能希望向有问题的材质添加%CompileDetail以防止它们切割可视区域。修改后的VMT文件不需要与编译后的地图共享,因为只有vbsp(en)在构建地图时使用这些编译标志。
但您需要使用自定义文件夹(en)(如果可用,首选),或者将这些文件打包成vpk文件,并通过编辑gameinfo(en)将其加载到Hammer中,使修改后的文件位于所有其他文件夹和搜索路径之上。
Note.png注意:对于toolsinvisibleladder,在某些游戏中可以改用%CompileClip(和可选的$translucent)而不是%CompileNoDraw%CompilePassBullets,但仅当绑定到func_ladder(en)时有效(在胜利之日:起源中有效,在反恐精英:起源中无效)。

通用

通用 — 常见

这些工具纹理在所有起源引擎游戏中都可用。
其中一些纹理在某些游戏中有特殊功能。这些特殊功能通过在描述中列出游戏图标来注明(如反恐精英:起源反恐精英:全球攻势求生之路系列求生之路系列传送门2等)。

图像 文件名 作为世界笔刷时可见 投射阴影 切割VIS区域(en) 阻挡NPC视线(en) 对NPC固体 对玩家固体 对物理固体 对子弹固体 用途/备注
Toolsblack.gif
toolsblack
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
Warning.png混淆的风险:这是UnlitGeneric(en)Tools/ToolsBlack纹理,不是LightmappedGeneric(en)Halflife/Black纹理。

此纹理常用于远处的笔刷,它们很暗。它不能被任何类型的光照亮,但会受到雾色的影响。
半衰期2 半衰期2中G-Man独白期间的"太空"背景或3D天空盒中的简陋建筑中可以看到它的使用示例。
使用UnlitGeneric(en)的游戏:半衰期2 传送门(系列) 异形丛生
使用LightmappedGeneric(en)的游戏:Counter-Strike seriesCounter-Strike series 胜利之日:起源 求生之路系列求生之路系列
在使用LightmappedGeneric的游戏中,您可能希望使用vgui/black代替(以避免浪费光照贴图使用)或制作自己的工具纹理。

Toolswhite.gif
toolswhite
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
半衰期2:第二章
Note.png注意:军团要塞2 军团要塞2中没有

lights/white(在所有起源引擎游戏中都可用)相同,但默认情况下不投射任何光(en)。使用玻璃表面属性(en)

Toolsblockbullets.gif
toolsblockbullets(en)
No No Yes No Yes Yes Yes
(无痕迹)
Warning.png警告:此工具纹理实际上只是一个在所有方面都不可见的固体墙。它没有任何有用的功能。
有关如何实际阻挡子弹和投射物的信息,请参见Blockbullets(en)

反恐精英:全球攻势 使用blockbullets_cs变体,即使厚度为1单位也能正确停止子弹。

Toolsinvisible.gif
toolsinvisible
No No Yes No Yes Yes Yes No prop_physics、投射物、玩家和NPC固体。对子弹不固体。

Counter-Strike seriesCounter-Strike series军团要塞2 也对子弹固体。
求生之路系列求生之路系列 吸烟者、膨胀者和喷吐者可以通过它攻击你。幸存者在接触到toolsinvisible墙时会停止被吸烟者拖拽。

Warning.png混淆的风险: 求生之路系列求生之路系列 ToolsNodraw_Noshadow在纹理浏览器中使用相同的工具纹理,也会阻挡视线!
Toolsladder.gif
toolsinvisibleladder
No No Yes No Yes Yes Yes No 用于大多数多人游戏中的梯子(半衰期2:死亡竞赛除外),可以单独使用,也可以绑定到func_ladder
Icon-Important.png重要:在梯子和任何细节笔刷之间至少留出一个单位的间隙,以防止它吃掉绘制梯子的笔刷面。这在求生之路系列求生之路系列中不是问题,它将笔刷梯子保持为单独的实体。
Toolsnodraw.gif
toolsnodraw
No Yes Yes Yes Yes Yes Yes
(无痕迹)
在游戏中不绘制,密封泄漏(en),并被VRAD跳过。如果在同一笔刷的所有面上使用,会阻挡可见性。理想情况下,每个在正常游戏过程中看不到的面都应使用此纹理。
传送门 可以在其上放置传送门,但在传送门2中不行。如果需要此行为,请使用Nodraw Portalable。
Note.png注意:传送门2中此纹理的"玻璃脚步声"版本不会密封(en)地图。
待完善: 将此"玻璃脚步声"版本插入列表中
Note.png注意:虽然nodraw面上不生成光照贴图数据,但nodraw笔刷仍会投射阴影。
Note.png注意:尽管有常见的误解,但不需要在位于地图外部的面和与同一实体的其他面齐平的面上使用nodraw,因为这些面会被VBSP(en)自动移除。此外,func_detail(en)面如果接触结构面将被移除,但反之则不会(完全被func_detail遮挡的面仍应使用nodraw)。
Toolsorigin.gif
toolsorigin
N/A No No No No No No No [Obsolete-notext.png 已弃用]金源 金源遗留下来的,使用带有此纹理的笔刷来设置旋转实体(en)的旋转原点。在起源引擎中仍然有效(覆盖实体的origin键值),但不再必要。当放置在笔刷实体外部时,编译器会失败并显示错误"origin brushes not allowed in world"。
Toolsblocklos.gif
toolsblock_los
No No No Yes No No No No 阻挡NPC(en)bot(en)视线(en)
mat_wireframe 1/2将显示,虽然此纹理不阻挡可视区域(en),但它绘制交叉多边形,仅这些多边形就能阻止引擎渲染包围的笔刷工作。可以通过将Block LOS纹理的笔刷转换为func_brush并将其Solidity键值设置为固体状态来解决此问题。(在此状态下,Block LOS func_brush仍然可以穿过。)
Toolsblocklight.gif
toolsblocklight
No Yes No No No No No No 人工投射阴影。仅在编译时由VRAD(en)使用。不密封泄漏(en)。更多用途请参见高级照明(en)
Toolstrigger.gif
toolstrigger(en)
Yes No No No No No No No 用于触发器(en)func_viscluster实体。如果在没有EF_NODRAW的实体上使用,则可见。

通用 — 游戏特定

这些工具纹理仅在特定的起源引擎游戏中可用。

图像 文件名 作为世界笔刷时可见 投射阴影 切割VIS区域(en) 阻挡NPC视线(en) 对NPC固体 对玩家固体 对物理固体 对子弹固体 用途/备注
Toolsblack.gif
toolsblack_cheap
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
传送门2ToolsBlack相同,唯一的区别是使用特殊的Black(en)着色器。
Garry's Mod有一个适用于旧引擎的替代品。
Toolsblack.gif
toolsblack_nofog
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
求生之路系列求生之路系列ToolsBlack相同,但不会有雾出现在它前面。使用UnlitGeneric(en)着色器。

继承自ToolsBlack的各种City17 %25keywords(en)

Toolsblack.gif
toolsblack_noportal
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
传送门2ToolsBlack相同。似乎本意是作为不可传送门的版本,但在最终游戏中,普通纹理已经是这种情况。
Toolsblack.gif
toolsblack_noportal_nofog
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
传送门2ToolsBlack相同,但不渲染雾。
Toolsblack.gif
toolsblack_noportal_skybox
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
传送门2 功能类似于ToolsBlack_Cheap,但使用$basetexture(en)并包含来自半衰期2 HL2的关键字。由于$basetexture(en)参数对Black(en)着色器没有任何影响,这暗示该材质可能以前使用过UnlitGeneric(en)着色器。
Toolsblack.gif
toolsnolight
Yes Yes Yes Yes Yes Yes Yes
(有痕迹)
异形丛生ToolsBlack相同,但不知为何被替代使用。
Toolsblockbullets.gif
toolsblockbullets2
No No No No Yes Yes Yes
(无痕迹)
军团要塞2ToolsBlockBullets相同,但不切割可视区域(en)
Toolsnodraw.gif
toolsnodraw_roof
No Yes Yes Yes Yes Yes Yes
(无痕迹)
反恐精英:起源ToolsNodraw相同,但纹理名称不同。
Toolsnodraw.gif
toolsnodraw_wood
No Yes Yes Yes Yes Yes Yes
(无痕迹)
反恐精英:起源ToolsNodraw相同,但被击中时会发出木制撞击声。
Toolsnodraw metal.png
toolsnodraw_metal
No Yes Yes Yes Yes Yes Yes
(无痕迹)
求生之路2ToolsNodraw相同,但具有金属表面属性(en)。不显示金属痕迹。您可能希望改用Invismetal
Nodraw portalable.png
toolsnodraw_portal
No Yes Yes Yes Yes Yes Yes
(无痕迹)
传送门2ToolsNodraw相同,但可以在该纹理上放置传送门。

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
Toolsareaportal.gif
toolsareaportal
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.
Toolshint.gif
toolshint
No No Yes No No No No No Instructs VBSP to cut visleaves along this texture, but does nothing else.
Toolsskip.gif
toolsskip
No No No No No No No No Has no effect on anything (except bomb in 反恐精英:起源). Skip faces are removed during compile, so a brush textured with Skip won't prevent leaks.

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.

Icon-Bug.png错误:In 反恐精英:起源, skip brushes act as clip brushes for the bomb.
Tip.png提示:This can be exploited by a mapper to prevent the bomb from falling into a pit if planted too close to the edge.
Toolsoccluder.gif
toolsoccluder
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 反恐精英:起源, 反恐精英:全球攻势, 求生之路系列求生之路系列, 传送门2, 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
Toolsclip.gif
toolsclip
No No No No Yes Yes No No Solid to players and NPCs but not other objects.

起源2013 Also solid to item pickups like ammo packs but not dropped weapons.
反恐精英:起源反恐精英:全球攻势 Solid to dropped C4. Solid to hostages in 反恐精英:起源.
反恐精英:全球攻势Garry's Mod Feature 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.

Tip.png提示:If you need a clip of a specific material like Clip_Glass in a game that does not have these various clip materials, you can make a brush using any regular material with the property you want and then turn it into a func_brush that is always solid but not rendered.
See more about clip texture here.
Toolsnpcclip.gif
toolsnpcclip
No No No No Yes No No No Solid to NPCs only.
反恐精英:起源反恐精英:全球攻势 Solid to bots. Not solid to hostages.
求生之路系列求生之路系列 Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it.
Toolsplayerclip.gif
toolsplayerclip
No No No No No Yes No No Solid to players only.

起源2013 Also solid to item pickups like ammo packs but not dropped weapons.
反恐精英:起源反恐精英:全球攻势 Solid to players, bots (!), and dropped C4. Solid to hostages in 反恐精英:起源.
求生之路系列求生之路系列 Solid to the survivors only.

Toolsplayercont.gif
toolscontrolclip
Yes Yes Yes N/A Yes Yes Yes Yes
(Marks)
(被移除起源2007 以来) (也存在于 军团要塞2 之中)
Obsolete-notext.png已弃用: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 func_vehicleclip. It was removed in 半衰期2 base since 起源2007, but exist in 军团要塞2 and 起源2.
(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 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
Toolsgrenadeclip.png
toolsgrenadeclip
No No No No No No Solid to Grenades No 反恐精英:全球攻势 Solid to grenades only.
Toolsdroneclip.jpg
toolsdroneclip
No No No N/A N/A No No No 反恐精英:全球攻势 Used to prevent drones getting stuck on complex geometry.

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 反恐精英:起源, 反恐精英:全球攻势, 求生之路系列求生之路系列, 传送门2, 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
Toolsfog.gif
toolsfog
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.)

Toolsskybox.png
toolsskybox
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.
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.
Toolsskybox2d.gif
toolsskybox2d
No No Yes Yes Yes Yes Yes Yes
(No Marks)
(存在于自 起源2007 以来) Used to make 2D skyboxes without displaying the 3D Skybox.
Casts light if there is a light_environment entity in the map.
Icon-Bug.png错误:Light cast from this texture can still be blocked by 3D skybox geometry.

No effect if used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
toolsskyfog
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 "toolsskyfog" uses unknown shader "SkyFog".)
证实:Can it be fixed to function properly if its VMT settings are changed in the Source code and recompiled?
Fogvolume.jpg
toolsfogvolume
Yes No No No No No No No (存在于自 求生之路 以来)

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.

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 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
Blockbomb.jpg
toolsblockbomb
No No Yes Yes Yes Yes Yes Yes 反恐精英:全球攻势 Acts like ToolsInvisible. Possibly unimplemented.
L4d2-Climb versus.png
climb
No No No No Yes Yes Yes No 求生之路系列求生之路系列 A ladder only for Infected. Not visible to Infected Players during Versus, but can be climbed on. Use Climb Versus Instead.

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.

Climb alpha.png
climb_alpha
Visible to Infected No No No Yes Yes Yes No 求生之路系列求生之路系列 Same as Climb Versus, with the only difference being that climb_alpha uses $alphatest, while climb_versus uses $additive.

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.

L4d2-Climb versus.png
climb_versus
Visible to Infected No No No Yes Yes Yes No 求生之路系列求生之路系列 A ladder only for infected. Must be used with func_ladder; otherwise, it will be ignored by the navigation mesh editor.
Hulkwall.png
hulkwall
Visible to Infected Yes Yes Yes Yes Yes Yes Yes 求生之路系列求生之路系列 This is an obsolete visual cue texture of a wall that can be broken by special infected players.
The texture itself has no special abilities other than being invisible to survivors.
This texture is since superceeded by ../effects/tankwall. But this one was not removed from the game.
See This page for further information.
Hulkwallglow.png
hulkwallglow
Visible to Infected Yes Yes Yes Yes Yes Yes Yes 求生之路系列求生之路系列 This is an obsolete visual cue texture of a wall that can be broken by special infected players.
The texture itself has no special abilities other than being invisible to survivors.
This texture is since superceeded by ../effects/tankwall. But this one was not removed from the game.
See This page for further information.
L4d-effects-tankwall.png
../effects/tankwall
Visible to Infected Yes Yes Yes Yes Yes Yes Yes 求生之路系列求生之路系列 This is the "new" visual cue texture of a wall that can be broken by special infected players.
The texture itself has no special abilities other than being invisible to survivors.
See This page for further information.
Toolsdotted.png
toolsdotted
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.
证实:This effect is probably just due to having $alphatest.
Toolsinvisibledisplacement.gif
toolsinvisibledisplacement
No No No No Yes Yes Yes Depends on game (存在于 军团要塞2 之中)
Light is not blocked by this texture, except in 反恐精英:全球攻势.

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.
军团要塞2 Uses $decal 1 and $surfaceprop "dirt".

Toolswhite.gif
../effects/clear
Fully Translucent Depends on use Depends on use N/A Yes Yes Yes Depends on use 求生之路系列求生之路系列 Basic LightmappedGeneric that has no abilities other than being invisible.

Officially used like invisibledisplacement for displacement clipping.
Has no VMT properties other than $alphatest 1.

Toolinvismetal.png
invismetal
No No Yes No Yes Yes Yes No 反恐精英:起源 求生之路系列求生之路系列 Invisible texture, with metal surface properties. Simmilar to how Nodraw Metal should have worked.

Creates metal sparks when shot, but bullets pass through.
Does not seal maps.

Tip.png提示:You may want to edit the VMT to add %CompileDetail 1 to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a func_detail or other entity.
证实:An invisimetal texture also exists in 黑山, although it uses a different texture. Does it work the same?
No Image
Locked
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.

Toolswarmlight.png
toolswarmlight
Yes Yes Yes Yes Yes Yes Yes Yes 求生之路系列求生之路系列 Basic UnlitGeneric texture that has no abilities.

Used with func_brush to make it non-solid and fade away when approached.
It being UnlitGeneric makes it seems as if it were glowing in a warm color, but is not listed in lights.rad, so it won't actually emit any light for VRAD to compile.
Only used in 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.

Toolswrongway.png
wrongway
Yes (存在于 反恐精英:全球攻势 之中)
Only to Infected (存在于 求生之路系列求生之路系列 之中)
No Yes No Yes Yes Yes Yes
(No Marks)
求生之路系列求生之路系列反恐精英:全球攻势 Used to indicate the borders of the playable area.

求生之路 Only visible to Infected players.
求生之路2 No campaign uses this tool texture anymore. See L4D Level Design: Blocking the Infected Team for more info.
反恐精英:全球攻势 Used especially for the CS:GO/CS2 Wingman Wingman game mode. It has the same properties as WrongWay Timer.

Tip.png提示:All Yes/No flags can be changed if applied to a func_brush.
Wrongway timer.png
wrongway_timer
Doesn't work correctly No Yes No Yes Yes Yes Yes 反恐精英:全球攻势 Used for brushes that are temporarily blocking Terrorists during the freezetime of the CS:GO/CS2 Retakes Retakes game mode. It is only visible to players that are close to the origin of the entity that this material is applied to (e.g., func_brush), achieved with the PlayerProximity material proxy.
Warning.png警告:Does not work as intended on world brushes and func_details as they have no origin: In-game, the $alpha is either equal to the $alpha of the closest functioning application of this material on screen or - if there is none - the $alpha remains "stuck" at some value, no matter the proximity.