Tool textures (Source)
Jump to navigation
Jump to search
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.

Image | Name | Special attributes |
---|---|---|
![]() |
Areaportal | Use with areaportals (func_areaportals and func_areaportalwindows). |
![]() |
Black | Black texture, unaffected by light. |
![]() |
Block LOS | 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. |
![]() |
Block bullets | 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. |
![]() |
Block light | Invisible; casts shadow like standard materials, Does not only block light, also blocks NPC LOS. Does not seem to cut visleafs anymore. Needs conformation. |
![]() |
Clip | Solid to all objects. Is not rendered. Bug in HL2:deathmatch where it only acts as a player clip (solid only to players). Does not block physically simulated projectiles. |
![]() |
Player clip control | 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.) |
Dotted | 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. | |
![]() |
Fog | Does not seem to work. (You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.) |
![]() |
Hint | Divides visleafs. |
![]() |
Invisible | Solid to all objects, invisible and does not cast shadows |
![]() |
Ladder | Invisible; Use in Counter-Strike: Source with func_ladder. |
![]() |
No Draw | Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows. |
![]() |
No Draw Roof | Counter-Strike: Source specific. Identical to No Draw, the only difference being a separate texture name to differentiate them. |
![]() |
NPC clip | Solid to NPCs but not players or other objects, is not rendered. |
![]() |
Occluder | Use with func_occluders |
![]() |
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) |
![]() |
Player clip | Solid to players but not NPCs or other objects, is not rendered. |
![]() |
Skip | 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. |
![]() |
Skybox | 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. |
![]() |
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. |
![]() |
SkyFog | [Todo] toolsskyfog.vmt does not contain any properties. |
![]() |
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. |
![]() |
Fog Volume | (Left 4 Dead Only). Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level |