Zh/Tool textures (Source)
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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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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