Texturas de herramienta
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Texturas de herramienta (en inglés, «tool textures») se usan, en parte largo por los herramientos pero a veces por el motor, para hacer tareas especiales. Pueden encontrarse fácilmente en Hammer por usar "tools/" como un filtro en el navegador de texturas .
Cualquiera puede hacer su propia textura de herramienta por utilizar flags de material de compilar de mapa , p.ej. %compilenonsolid 1 («compilar no sólido»), %compileDetail 1 («compilar de detalle») y %compilenodraw 1 («compilar de no dibujar») para una textura de herramienta que no es sólida, no corta visleafs
y es invisible.
Una %tooltexture
también puede ajustarse que solo se ve en Hammer, mientras la $basetexture se ve en juego, pero las texturas de medida deben enviarse con la mapa o pueden no funcionan.
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General
General—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 | Name | Visible si sólido de mundo |
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 | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
Template:Confusion:es
This texture is often used for brushes that are far away and they are dark. It cannot be lit by any type of light, but is affected by fog color. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
(en todos juegos desde ![]() Identical to Tools/ToolsBlack, only in white. | |
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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. | |
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No | No | Yes | No | Yes | Yes | Yes | No | Solid to prop_physics, projectiles, players, & NPCs. Not solid to bullets.
| |
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Ladder |
No | No | Yes | No | Yes | Yes | Yes | No | Used with func_ladder in the most multiplayer games except ![]() |
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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.![]() ![]() | |
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N/A | No | No | No | No | No | No | No | Leftover from ![]() | |
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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 ![]() | |
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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. | |
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Yes | No | No | No | No | No | No | No | Used on triggers ![]() |
General—Game-specific
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 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() "black" shader.![]() Pendiente: Find more about
"black" shader | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
![]() ![]() Inherits various City17 %keywords from Tools/ToolsBlack. | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
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No | No | Yes | No | Yes | Yes | Yes | Yes (No Marks) |
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Image | Name | Visible si sólido de mundo |
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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Non-Solid |
No | Yes | Yes | Yes | No | No | No | No | ![]() Useful as a utility texture, like buttons you should be able to clip into. |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Invisible |
No | No | No | No | Yes | Yes | Yes | N/A | ![]() |
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Noshadow |
No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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No | No | Yes | Yes | Yes | Yes | Yes | N/A | ![]() ![]() | |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | No | No | No | No | No | No | No | ![]() | |
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 |
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Yes | No | No | No | No | No | No | No | ![]() | |
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Yes | No | No | No | No | No | No | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() | |
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No | No | No | No | Yes | Yes | Yes | No | ![]() |
Optimización
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 |
---|---|---|---|---|---|---|---|---|---|---|
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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 VVIS 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. 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. | |
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Yes | No | No | No | No | No | No | No | Used only for the occluding sides of func_occluder entities. |
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 | 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 |
---|---|---|---|---|---|---|---|---|---|---|
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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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No | No | No | No | Sí | 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) |
(eliminado desde ![]() ![]() 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.) |
Clips—Game-Specific
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | No | No | No | No | Sólido a granadas | No | ![]() | |
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No | No | No | No | No | Yes | No | No | ![]() | |
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No | No | No | N/A | N/A | No | No | No | ![]() | |
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No | No | Yes | No | Yes | Yes | Yes | 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 ,
,
, ect.).
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 |
---|---|---|---|---|---|---|---|---|---|---|
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Yes | No | Yes | No | Yes | Yes | Yes | Yes (Marks) |
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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. Cannot be used in the same PVS as the toolsskybox2d tool textureTemplate:Why:es. 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) |
(en todos juegos desde ![]() Used to make 2D skyboxes without displaying the 3D Skybox. | |
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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 "tools/toolsskyfog" uses unknown shader "SkyFog" .) ![]() | |
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Yes | No | No | No | No | No | No | No | (en todos juegos desde ![]() 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.
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 |
---|---|---|---|---|---|---|---|---|---|---|
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NoLight |
No | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() |
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 |
---|---|---|---|---|---|---|---|---|---|---|
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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 tool texture has so far never been used in an official campaigns. | ||
Visible to Infected | No | No | No | Yes | Yes | Yes | No | ![]() ![]() | ||
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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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (Marks) |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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Yes | No | Yes | No | Yes | Yes | Yes | Yes | ![]() | |
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 |
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No | No | No | No | Yes | Yes | Yes | Yes (No Marks) |
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No | No | No | No | Yes | Yes | Yes | Depende de juego | 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 tools/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. | |
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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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes (No Marks) |
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Yes | No | No | No | Yes | Yes | Yes | N/A | ![]() | |
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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 | Yes | Yes | Yes | Yes | Yes | Yes | N/A | ![]() | |
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 |
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Visible to Infected | 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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VR-Specific Tool Textures
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 |
---|---|---|---|---|---|---|---|---|---|---|
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No | No | N/A | No | No | Yes | No | No | ![]() ![]() ![]() |