工具纹理
Tool textures 主要用于工具,但有时也被引擎用于执行特殊任务。在Hammer 中,可以通过在纹理浏览器 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 来制作自己的工具纹理,例如使用%compileNonSolid 1、%compileDetail 1和%compileNodraw 1来创建一个非固体、不切割可视区域 且不可见的工具纹理。
也可以设置%tooltexture,这仅在Hammer的纹理浏览器中可见,而$basetexture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 。



- clip|Clip]] ,适用于幸存者的[[Zh/
- playerclip|Player Clip]] 和适用于感染者的[[Zh/
- npcclip|NPC Clip]]func_playerinfected_clip。

toolsinvisible
、toolsinvisibleladder
和invismetal
。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 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 (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 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。

toolsinvisibleladder
,在某些游戏中可以改用%CompileClip(和可选的$translucent)而不是%CompileNoDraw和%CompilePassBullets,但仅当绑定到func_ladder 时有效(在

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、
、
、
等)。
图像 | 文件名 | 作为世界笔刷时可见 | 投射阴影 | 切割VIS区域 | 阻挡NPC视线 | 对NPC固体 | 对玩家固体 | 对物理固体 | 对子弹固体 | 用途/备注 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
![]() 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。 | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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No | No | Yes | No | Yes | Yes | Yes | 是 (无痕迹) |
![]() 有关如何实际阻挡子弹和投射物的信息,请参见Blockbullets 。 | |
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No | No | Yes | No | Yes | Yes | Yes | No | 对prop_physics、投射物、玩家和NPC固体。对子弹不固体。
| |
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No | No | Yes | No | Yes | Yes | Yes | No | 用于大多数多人游戏中的梯子(![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | 是 (无痕迹) |
在游戏中不绘制,密封泄漏 ,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。![]() ![]() ![]() ![]() 待完善: 将此"玻璃脚步声"版本插入列表中
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N/A | No | No | No | No | No | No | No | [![]() ![]() | |
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No | No | No | Yes | No | No | No | No | 阻挡NPC 和bot 的视线 。 mat_wireframe 1/2将显示,虽然此纹理不阻挡可视区域 ,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。) | |
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No | Yes | No | No | No | No | No | No | 人工投射阴影。仅在编译时由VRAD 使用。不密封泄漏 。更多用途请参见高级照明 。 | |
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Yes | No | No | No | No | No | No | No | 用于触发器 和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 | 阻挡NPC视线 | 对NPC固体 | 对玩家固体 | 对物理固体 | 对子弹固体 | 用途/备注 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
![]() ![]() 继承自ToolsBlack的各种City17 %25keywords 。 | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | 是 (有痕迹) |
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No | No | No | No | Yes | Yes | Yes | 是 (无痕迹) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | 是 (无痕迹) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | 是 (无痕迹) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | 是 (无痕迹) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | 是 (无痕迹) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|
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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.
| |
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No | No | Yes | No | No | No | No | No | Instructs VBSP to cut visleaves along this texture, but does nothing else. | |
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No | No | No | No | No | No | No | No | Has no effect on anything (except bomb in ![]() 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. | |
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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 ,
,
,
, 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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | No | No | Yes | Yes | No | No | Solid to players and NPCs but not other objects.
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| |
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No | No | No | No | Yes | No | No | No | Solid to NPCs only.![]() ![]() ![]() ![]() | |
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No | No | No | No | No | Yes | No | No | Solid to players only.
| |
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Yes | Yes | Yes | N/A | Yes | Yes | Yes | Yes (Marks) |
(被移除于 ![]() ![]() ![]() (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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | No | No | No | No | Solid to Grenades | No | ![]() | |
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No | No | No | N/A | N/A | No | No | No | ![]() |
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 ,
,
,
, 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 |
---|---|---|---|---|---|---|---|---|---|---|
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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.) | |
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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. | |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
(存在于自 ![]() Casts light if there is a light_environment entity in the map. ![]() No effect if used in the same PVS as the toolsskybox tool texture. | |
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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" .)
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Yes | No | No | No | No | No | No | No | (存在于自 ![]() Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level. |
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | Yes | Yes | Yes | Yes | Yes | Yes | ![]() | |
No | No | No | No | Yes | Yes | Yes | No | ![]() ![]() 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. | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() 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. | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
Visible to Infected | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() 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. | ||
Visible to Infected | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() 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. | ||
Visible to Infected | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() The texture itself has no special abilities other than being invisible to survivors. See This page for further information. | ||
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.
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No | No | No | No | Yes | Yes | Yes | Depends on game | (仅存在于 ![]() Light is not blocked by this texture, except in ![]() 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. | |
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Fully Translucent | Depends on use | Depends on use | N/A | Yes | Yes | Yes | Depends on use | ![]() ![]() Officially used like invisibledisplacement for displacement clipping. | |
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No | No | Yes | No | Yes | Yes | Yes | No | ![]() ![]() ![]() Creates metal sparks when shot, but bullets pass through. ![]() %CompileDetail 1 to prevent it from cutting visleaves, which makes it much more useful. Alternatively, tie it to a func_detail or other entity. | |
No Image | 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. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ![]() ![]() Used with func_brush to make it non-solid and fade away when approached. | |
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Yes (存在于 ![]() Only to Infected (存在于 ![]() ![]() |
No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
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Doesn't work correctly | No | Yes | No | Yes | Yes | Yes | Yes | ![]() ![]() PlayerProximity material proxy.
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