Tool textures (Source)
		
		
		
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"Clip" redirects here.
- For clip textures, see clip texture.
- For the Hammer Clip Tool, see Hammer Clipping Tool.
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.
 Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
Tip:WiseClipped - 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 visleafs. 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 visleafs. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.General
| 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) |  Note:This is the tools/toolsblack texture, not the halflife/black texture.  Warning:In  and  this texture is LightmappedGeneric use vgui/blackinstead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) |  Acts the same as tools/toolsblack, but for some reason is used instead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Acts the same as tools/toolsblack, but for some reason is used instead. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (marks) | Identical to tools/toolsblack texture only in white. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Acts the same as White, but for some reason is used instead. | |
|   | No | No | Yes | No | Yes | Yes | Yes | Yes (no marks) | Foremost solid to bullets, but also to NPCs and physics projectiles. It does not block all projectiles, though. Projectiles from NPCs such as the acid spit from antlion workers, will still get through. To allow NPCs and their line of sight to pass through, turn the brush into a func_brush with its Solidity keyvalue set to a solid state. | |
|   | No | No | No | No | Yes | Yes | Yes | Yes (no marks) |  Identical to Block Bullets, the only difference is that this tool texture doesn't block visleaves. | |
|   | No | No | Yes | No | Yes | Yes | Yes | Yes (no marks) |  Solid to grenades. Identical to Block Bullets, except that it uses a $surfaceprop type of 'forcefield'. | |
|   | No | No | Yes | No | Yes | Yes | Yes | No | Solid to all objects and projectiles, not solid to bullets.   Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it. | |
|   | Non-Solid | No | Yes | Yes | Yes | No | No | No | No |  Not solid to grenades. Similar to Toolsinvisible, used as a utility texture. | 
|   | No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except Half-Life 2 Deathmatch.   Ladder will not work if used with func_ladder | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) | Not drawn in game, seals leaks, and is skipped by VRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.  Portals can be placed on it, but not in  . Use Nodraw Portalable instead.  Note:The "glass footsteps" version of this texture in  does not seal maps.  Note:While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.  Note:It is not necessary to use nodraw on faces that don't touch visleaves, as these are removed for you by the compiler. This means faces that are outside the map and faces that are flush with another one. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |  Identical to Nodraw, the only difference being a separate texture name to differentiate them. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |  Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make wood impact sounds. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make stone impact sounds. | |
|   | 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 Nodraw but uses different  surfaceprop types and also do not casts any shadows: chitin, dirt, grass, metal, sand, stone, wood. | |
|   | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (no marks) |  Identical to Nodraw, the only difference is that Portals can be placed on this texture. | |
|   | N/A | No | No | No | No | No | No | No | Deprecated for use in Source, not available in all branches. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Origin brushes were used in GoldSource to set the rotation origin of rotating entities. It can still be used to override a brush entity's origin when used as one of its brushes. | |
|   | No | No | No | Yes | No | No | No | No | 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.) | |
|   | No | Yes | No | No | No | No | No | No | Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks. See more uses here. | |
|   | Yes | No | No | No | No | No | No | No | 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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | 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. | |
|   | No | No | Yes | No | No | No | No | No | This texture is used to instruct the compiler to cut visleaves. | |
|   | No | No | No | No | No | No | No | No | 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. | |
|   | Yes | No | No | No | No | No | No | No | 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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | No | No | Yes | Yes | No | No | 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.   Solid to dropped C4.  Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood. | |
|   | No | No | No | No | Yes | No | No | No | Solid to NPCs only.   Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it. | |
|   | No | No | No | No | No | Yes | No | No | Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.   Solid to dropped C4.   Solid to the survivors only. | |
|   | Yes | Yes | Yes | No? | Yes | Yes | Yes | Yes (marks) | Available only in Source 2006 and earlier. 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.) | |
|   | No | No | No | No | No | No | Grenades only | No |  Solid to grenades only. | |
|   | 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 | No | N/A | N/A | No | No | No |  Used to prevent drone getting stuck on complex geometry. | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | Yes | No | Yes | No | Yes | Yes | Yes | Yes (marks) |  Confirm:Does not seem to work? | |
|   | 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. 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. | |
|   | NoLight | No | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Works identical to Skybox, but does not casts any light rays. | 
|   | No | No | Yes | Yes | Yes | Yes | Yes | 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. Cannot be used in the same PVS as the toolsskybox tool texture. | |
|   | No | Yes | Yes | Yes | 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".) Confirm:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled | ||||
|   | Yes | No | No | 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 | 
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 | 
|---|---|---|---|---|---|---|---|---|---|---|
|   | No | No | No | No | Yes | Yes | Yes | 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  . | |
| No | No | No | No | Yes | Yes | Yes | No |   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. | ||
| 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 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. | ||
|   | 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. | |
|   | 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 | No | N/A | No | Yes | Yes | Yes | No |   An invisible texture that shows metal marks when shot. | |
|   | No | No | No | No | 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 upon the ship | |
|   | 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 | No | No | No | Yes | Yes | Yes | N/A |  Purpose currently unknown, properly used with some type of brush entity. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Purpose unknown, just a grey texture. | |
|   | Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A |  Used underwater when water meets the skybox. | |
|   | No | No | Yes | Yes | Yes | Yes | Yes | Yes |  [Todo] Actual use unknown. | 

