Difference between revisions of "Tool textures"

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(removed warning on ladder tool texture. It does work in L4D2 if used with func_ladder.)
 
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{{lang|Tool textures}}
| ru = Tool textures:ru
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{{PageTools|button1=https://developer.valvesoftware.com/w/index.php?title=Special:WhatLinksHere/Tool_textures&hidetrans=1&hidelinks=1|button1name=What redirects here}}
}}
 
 
{{toc-right}}
 
{{toc-right}}
  
See content in [[Wikipedia:Help:Section#Table of contents (TOC)|Table of contents]]
+
See content in [[Wikipedia:Help:Section#Table of contents (TOC)|Table of contents]].
  
 
'''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 [[Hammer Texture Browser|texture browser]].
 
'''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 [[Hammer Texture Browser|texture browser]].
 +
 +
Anyone can make their very own tool texture, by utilising available [[Material_Map_Compile_Flags|Material Map Compile Flags]], such as <code>%compilenonsolid 1</code>, <code>%compileDetail 1</code> and <code>%compilenodraw 1</code> for a tool texture which is not solid, does not cut [[visleafs]] and is invisible.<br>
 +
A <code>%tooltexture</code> may also be set, which is only to be seen in Hammer, while the $basetexture is seen ingame.<br>
 +
However, the self made tool textures must be shipped with the map, else they might not work.
 +
  
 
{{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_(level_design)|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_(level_design)|optimization]].}}
 
+
{{note|Some games may have outdated or obsolete tool textures in the "Dev" folder. Such as "Dev/dev_windowportal" in the L4D series.}}
 
== General ==
 
== General ==
 
+
===General - Common===
 +
These tool textures are available in every source engine game.<br>
 +
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 {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect.
 
{| class="standard-table"
 
{| class="standard-table"
 
! width="64px" | Image
 
! width="64px" | Image
Line 36: Line 41:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
+
|{{Yes|Yes <br /> (Marks)}}
| {{note|This is the ''tools/toolsblack'' texture, not the ''halflife/black'' texture.}} 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. An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2.<br>
+
| {{note|This is the '''Tools/ToolsBlack''' texture, not the '''Halflife/Black''' texture.}}
{{Warning|In {{css}} and {{csgo}} this texture is [[LightmappedGeneric]] use <code>vgui/black</code> instead.}}
+
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.<br>
|- id="nolight"
+
An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2, or crude buildings in the 3D Skybox.<br>
| [[Image:Toolsblack.gif]]
+
Uses <code>[[UnlitGeneric]]</code> in: {{hl2}} {{portal}} {{portal2}} {{as}} <br>
| <center>Nolight</center>
+
Uses <code>[[LightmappedGeneric]]</code> in: {{css}} {{csgo}} {{l4d}} {{l4d2}}<br>
 +
While at least in L4D2 the different shader has no impact, it might be possible that it does have a different function in other games. In which case you may want to use <code>vgui/black</code> instead, or make your own tool texture.
 +
|- id="white"
 +
| [[Image:Toolswhite.gif]]
 +
| <center>White</center>
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
Line 49: Line 58:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
+
|{{Yes|Yes <br /> (Marks)}}
| {{as}} Acts the same as ''tools/toolsblack'', but for some reason is used instead.
+
| Identical to '''Tools/ToolsBlack''' texture only in white.
|- id="nolight_arkane"
+
{{since|{{ep2}}}}
| [[Image:Toolsblack.gif]]
+
|- id="blockbullets"
| <center>Black Arkane</center>
+
| [[Image:Toolsblockbullets.gif]]
 +
| <center>Block Bullets</center>
 +
|{{No}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{Yes|Yes <br /> (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 [[npc_antlion|antlion workers]], will still get through.<br>
 +
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.
 +
|- id="invisible"
 +
| [[Image:Toolsinvisible.gif]]
 +
| <center>Invisible</center>
 +
|{{No}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{N/A}}
 
| {{dm}} Acts the same as ''tools/toolsblack'', but for some reason is used instead.
 
|- id="white"
 
| [[Image:Toolswhite.gif]]
 
| <center>White</center>
 
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 +
| Solid to [[prop_physics]], projectiles, players, npcs. Not solid to bullets.<br>
 +
{{css}}{{csgo}} Also solid to bullets.<br>
 +
{{l4d}}{{l4d2}} Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall.<br>
 +
{{confusion|{{l4d}}{{l4d2}} '''Tools/ToolsNodraw_Noshadow''' uses the same tool texture in the texture browser, which also blocks LOS!}}
 +
|- id="ladder"
 +
| [[Image:Toolsladder.gif]]
 +
| <center>(Invisible)<br>Ladder</center>
 +
|{{No}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes}}
+
|{{No}}
|{{Yes}}
+
| Used with [[func_ladder]] in the most multiplayer games except {{HL2dm}}.<br>
|{{Yes|Yes <br /> (marks)}}
+
|- id="nodraw"
| Identical to ''tools/toolsblack'' texture only in white.
+
| [[Image:Toolsnodraw.gif]]
|- id="white_arkane"
+
| <center>Nodraw</center>
| [[Image:Toolswhite.gif]]
+
|{{No}}
| <center>White Arkane</center>
 
|{{Yes}}
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
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|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{Yes|Yes <br /> (No Marks)}}
 +
| <!--
 +
===Nodraw===
 +
===Nodraw===
 +
-->Not drawn in game, seals [[leak]]s, 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.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead if this behavior is desired.
 +
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}}
 +
{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}}
 +
{{note|Despite common misconception, it is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are automatically removed by [[VBSP]]. This means faces that are outside the map and faces that are flush with another one.}}
 +
|- id="origin"
 +
| [[Image:Toolsorigin.gif]]
 +
| <center>Origin</center>
 
|{{N/A}}
 
|{{N/A}}
| {{dm}} Acts the same as ''White'', but for some reason is used instead.
+
|{{No}}
|- id="blockbullets"
+
|{{No}}
| [[Image:Toolsblockbullets.gif]]
+
|{{No}}
| <center>Block Bullets</center>
+
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Leftover from [[GoldSource]], where a brush with this texture was used to set the rotation origin of rotating [[entity|entities]]. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error <code>origin brushes not allowed in world</code>. Not available in all branches.
 +
|- id="blocklos"
 +
| [[Image:Toolsblocklos.gif]]
 +
| <center>Block LOS</center>
 +
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s.<br> '''[[mat_wireframe]] 1/2''' will reveal that while this texture doesn't block [[visleaf|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.)
 +
|- id="blocklight"
 +
| [[Image:Toolsblocklight.gif]]
 +
| <center>Block Light</center>
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. See more uses [[Advanced Lighting#Shadow creation|here]].
 +
|- id="trigger"
 +
| [[Image:Toolstrigger.gif]]
 +
| <center>Trigger</center>
 
|{{Yes}}
 
|{{Yes}}
|{{Yes}}
 
|{{Yes|Yes <br /> (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 [[npc_antlion|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.
 
|- id="blockbullets"
 
| [[Image:Toolsblockbullets.gif]]
 
| <center>Block Bullets 2</center>
 
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Used on [[Trigger]] and [[func_viscluster]] entities.
 +
|}
 +
 +
===General - Game specific===
 +
These tool textures are only available in specific source engine games.
 +
{| class="standard-table"
 +
! width="64px" | Image
 +
! width="100px" | Name
 +
! width="75px" | Visible if <br /> [[world brush]]
 +
! width="75px" | Casts shadows
 +
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
 +
! width="75px" | Blocks NPC [[LOS]]
 +
! width="75px" | Solid to NPCs
 +
! width="75px" | Solid to player(s)
 +
! width="75px" | Solid to physics
 +
! width="75px" | Solid to bullets
 +
! Usage / Notes
 +
|- id="black_cheap"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Cheap</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{Template:Portal2}} Identical to '''Tools/ToolsBlack''', the only difference is that uses special <code>"black"</code> shader.<br/> {{GMOD}} has a replacement that works with older engines. <br/>{{todo|Find more about <code>"black"</code> shader}}
 +
|- id="black_nofog"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Nofog</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{l4d}}{{l4d2}} Identical to '''Tools/ToolsBlack''', but no fog will appear in front of it. Uses "UnlitGeneric" shader.<br>
 +
Suprisingly uses City17 [[%25keywords]] in VMT, despite HL2 not having this texture.
 +
|- id="black_noportal"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Noportal</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{Portal2}} Identical to '''Tools/ToolsBlack'''. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game
 +
|- id="black_noportal_nofog"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Noportal Nofog</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{Portal2}} Identical to '''Tools/ToolsBlack''', but does not render fog.
 +
|- id="black_noportal_skybox"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Noportal Skybox</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{Portal2}} Identical to '''Tools/ToolsBlack_Cheap'''.
 +
|- id="nolight"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Nolight</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (Marks)}}
 +
| {{as}} Identical to '''Tools/ToolsBlack''', but for some reason is used instead.
 +
|- id="nolight_arkane"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black Arkane</center>
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (no marks)}}
 
| {{tf2}} Identical to ''Block Bullets'', the only difference is that this tool texture doesn't block [[visleaf|visleaves]].
 
|- id="toolsblocksbullets_forcefield"
 
| [[Image:Toolsblockbullets.gif]]
 
| <center>Blocks Bullets Forcefield</center>
 
|{{No}}
 
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{N/A}}
| {{Sin Emergence}} Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'.
+
| {{dm}} Identical to '''Tools/ToolsBlack''', but for some reason is used instead.
|- id="invisible"
+
|- id="white_arkane"
| [[Image:Toolsinvisible.gif]]
+
| [[Image:Toolswhite.gif]]
| <center>Invisible</center>
+
| <center>White Arkane</center>
|{{No}}
 
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{No}}
 
| Solid to all objects and projectiles, not solid to bullets.<br>{{l4d}}{{l4d2}}Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it.
 
{{warning|Solid to bullets in {{css}} and {{csgo}}}}
 
|- id="toolinvisiblenonsolid"
 
| [[Image:Toolsinvisiblenonsolid.jpg]]
 
| <center>Invisible<br />Non-Solid</center>
 
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Identical to '''Tools/ToolsWhite''', but for some reason is used instead.
 +
|- id="blockbullets"
 +
| [[Image:Toolsblockbullets.gif]]
 +
| <center>Block Bullets 2</center>
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
|{{No}}
 
| {{Sin Emergence}} Not solid to grenades. Similar to Toolsinvisible, used as a utility texture.
 
|- id="ladder"
 
| [[Image:Toolsladder.gif]]
 
| <center>(Invisible) Ladder</center>
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{Yes|Yes <br /> (No Marks)}}
 +
| {{tf2}} Identical to '''Tools/ToolsBlockBullets''', but doesn't block [[visleaf|visleaves]].
 +
|- id="toolsblocksbullets_forcefield"
 +
| [[Image:Toolsblockbullets.gif]]
 +
| <center>Blocks Bullets Forcefield</center>
 
|{{No}}
 
|{{No}}
| Used with [[func_ladder]] in the most multiplayer games except [[Half-Life 2 Deathmatch]].<br>{{l4d}}{{l4d2}} Ladder will not work if used with func_ladder
 
|- id="nodraw"
 
| [[Image:Toolsnodraw.gif]]
 
| <center>Nodraw</center>
 
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 +
|{{yes}}
 +
|{{yes}}
 +
|{{Yes | Yes <br /> (No Marks)}}
 +
| {{Sin Emergence}} Identical to '''Tools/ToolsBlockBullets''', but uses '''forcefield''' [[$surfaceprop|surfaceprop]].
 +
|- id="title"
 +
|{{tabletitle|Image}}
 +
|{{tabletitle|Name}}
 +
|{{tabletitle|Visible if <br /> [[world brush]]}}
 +
|{{tabletitle|Casts shadows}}
 +
|{{tabletitle|Cuts <br /> [[visleaf|VIS leaves]]}}
 +
|{{tabletitle|Blocks NPC [[LOS]]}}
 +
|{{tabletitle|Solid to NPCs}}
 +
|{{tabletitle|Solid to player(s)}}
 +
|{{tabletitle|Solid to physics}}
 +
|{{tabletitle|Solid to bullets}}
 +
|{{tabletitle|Usage / Notes}}
 +
|- id="nodrawroof"
 +
|- id="toolinvisiblenonsolid"
 +
| [[Image:Toolsinvisiblenonsolid.jpg]]
 +
| <center>Invisible<br />Non-Solid</center>
 +
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes}}
+
|{{No}}
|{{Yes|Yes <br /> (no marks)}}
+
|{{No}}
| <!--
+
|{{no}}
===Nodraw===
+
|{{No}}
===Nodraw===
+
| {{Sin Emergence}} Not solid to anything, but blocks LOS.
-->Not drawn in game, seals [[leak]]s, 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.<br>{{portal}} Portals can be placed on it, but not in {{portal2}}. Use Nodraw Portalable instead if this behavior is desired.
+
Useful as a utillity texture, like buttons you should be able to clip into.
{{note|The "glass footsteps" version of this texture in {{portal2}} does not [[seal]] maps.}}
 
{{note|While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.}}
 
{{note|Despite common misconception, it is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are automatically removed by [[VBSP]]. This means faces that are outside the map and faces that are flush with another one.}}
 
 
|- id="nodrawroof"
 
|- id="nodrawroof"
 
|[[Image:Toolsnodraw.gif]]
 
|[[Image:Toolsnodraw.gif]]
Line 188: Line 340:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (no marks)}}
+
|{{Yes|Yes <br /> (No Marks)}}
| {{css}} Identical to ''Nodraw'', but with a different texture name.
+
| {{css}} Identical to '''Tools/ToolsNodraw''', but with a different texture name.
 
|- id="nodrawwood"
 
|- id="nodrawwood"
 
|[[Image:Toolsnodraw.gif]]
 
|[[Image:Toolsnodraw.gif]]
Line 200: Line 352:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (no marks)}}
+
|{{Yes|Yes <br /> (No Marks)}}
| {{css}} Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make wood impact sounds.
+
| {{css}} Identical to '''Tools/ToolsNodraw''', but will make wood impact sounds when hit.
 
|- id="nodrawstone"
 
|- id="nodrawstone"
 
|[[Image:Toolsnodraw.gif]]
 
|[[Image:Toolsnodraw.gif]]
Line 213: Line 365:
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
|{{N/A}}
| {{dm}} Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make stone impact sounds.
+
| {{dm}} Identical to '''Tools/ToolsNodraw''', but will make stone impact sounds when hit.
 
|- id="nodrawinvisible"
 
|- id="nodrawinvisible"
 
|[[Image:toolsnodrawinvisible.jpg]]
 
|[[Image:toolsnodrawinvisible.jpg]]
Line 225: Line 377:
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
|{{N/A}}
| {{dm}} A translucent ''Nodraw'' texture, cannot be used to seal the map.
+
| {{dm}} A translucent '''Nodraw''' texture, cannot be used to seal the map.
 
|- id="nodrawnoshadow"
 
|- id="nodrawnoshadow"
 
|[[Image:toolsnodrawnoshadow.jpg]]
 
|[[Image:toolsnodrawnoshadow.jpg]]
Line 237: Line 389:
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
|{{N/A}}
| {{dm}} Identical to ''Nodraw'' but does not cast any shadows.
+
| {{dm}} Identical to '''Tools/ToolsNodraw''' but does not cast any shadows.
 +
{{confusion|{{l4d}}{{l4d2}} Uses '''Tools/ToolsInvisible''' texture instead.}}
 +
|- id="nodrawnoshadow"
 +
|[[Image:Toolsnodraw_metal.png]]
 +
| <center>Nodraw Metal</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (No Marks)}}
 +
| {{l4d2}} Identical to '''Tools/ToolsNodraw''' but with metal [[$surfaceprop|surfaceprop]], Does not show metal marks. You may want to use '''Tools/Invismetal''' instead.
 
|- id="nodrawsurfaceprop"
 
|- id="nodrawsurfaceprop"
 
|[[Image:toolsnodrawnoshadow.jpg]]
 
|[[Image:toolsnodrawnoshadow.jpg]]
Line 249: Line 414:
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
|{{N/A}}
| {{dm}} Seven materials all identical to ''Nodraw'' but uses different [[$surfaceprop | surfaceprop]] types and also do not casts any shadows: chitin, dirt, grass, metal, sand, stone, wood.
+
| {{dm}} Seven materials all Identical to '''Tools/ToolsNodraw''' but uses different [[$surfaceprop | surfaceprop]] types (chitin, dirt, grass, metal, sand, stone, wood) and also do not casts any shadows.
 
|- id="nodrawportalable"
 
|- id="nodrawportalable"
 
|[[Image:Nodraw_portalable.png]]
 
|[[Image:Nodraw_portalable.png]]
Line 260: Line 425:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (no marks)}}
+
|{{Yes|Yes <br /> (No Marks)}}
| {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture.
+
| {{portal2}} Identical to '''Tools/ToolsNodraw''', but Portals can be placed on this texture.
|- id="origin"
+
|- id="viscluster"
| [[Image:Toolsorigin.gif]]
+
| [[Image:Tools_Viscluster.png|64px]]
| <center>Origin</center>
+
| <center>Viscluster</center>
|{{N/A}}
+
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 +
| {{bms}} Identical to '''Trigger''', but used for [[func_viscluster]]
 +
|- id="title"
 +
|{{tabletitle|Image}}
 +
|{{tabletitle|Name}}
 +
|{{tabletitle|Visible if <br /> [[world brush]]}}
 +
|{{tabletitle|Casts shadows}}
 +
|{{tabletitle|Cuts <br /> [[visleaf|VIS leaves]]}}
 +
|{{tabletitle|Blocks NPC [[LOS]]}}
 +
|{{tabletitle|Solid to NPCs}}
 +
|{{tabletitle|Solid to player(s)}}
 +
|{{tabletitle|Solid to physics}}
 +
|{{tabletitle|Solid to bullets}}
 +
|{{tabletitle|Usage / Notes}}
 +
|- id="xogvolume"
 +
| [[Image:Tools_xogvolume.png|64px]]
 +
| <center>XOG Volume</center>
 +
|{{Yes}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Leftover from [[GoldSource]], where a brush with this texture was used to set the rotation origin of rotating [[entity|entities]]. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error <code>origin brushes not allowed in world</code>. Not available in all branches.
 
|- id="blocklos"
 
| [[Image:Toolsblocklos.gif]]
 
| <center>Block LOS</center>
 
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 +
| {{bms}} Identical to '''Trigger''', but used for [[newxog_volume]]
 +
|- id="csmvolume"
 +
| [[Image:Tools_csm_volume.png]]
 +
| <center>CSM Volume</center>
 
|{{Yes}}
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
Line 285: Line 471:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Blocks the [[line of sight]] of [[NPC]]s and [[bot]]s. ''[[mat_wireframe]] 1/2'' will reveal that while this texture doesn't block [[visleaf|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.)
 
|- id="blocklight"
 
| [[Image:Toolsblocklight.gif]]
 
| <center>Block Light</center>
 
 
|{{No}}
 
|{{No}}
|{{Yes}}
 
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 +
| {{bms}} Identical to '''Trigger''', but used for [[trigger_csm_volume]]
 +
|- id="colorcorrection"
 +
| [[Image:Tools_color_correction.png|64px]]
 +
| <center>Color Correction</center>
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Casts shadows artificially. Only used at compile time by [[VRAD]]. Does not seal [[leak|leaks]]. See more uses [[Advanced Lighting#Shadow creation|here]].
+
|{{Yes}}
|- id="trigger"
+
|{{Yes}}
| [[Image:Toolstrigger.gif]]
 
| <center>Trigger</center>
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
 +
| {{bms}} A tool texture used for [[color_correction_volume]]
 +
|- id="soundscapetrigger"
 +
| [[Image:Toolstrigger soundscape.png|64px]]
 +
| <center>Soundscape Trigger</center>
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 
|{{No}}
 
|{{No}}
|{{No}}
+
| {{bms}} A tool texture used for [[trigger_soundscape]]
| Used on [[Trigger]] and [[func_viscluster]] entities.
 
 
|}
 
|}
  
Line 348: Line 537:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| This texture is used to instruct the compiler to cut [[visleaves]].
+
| Instructs the [[vvis]] to cut [[visleaves]] along this texture, no matter its orientation.
 
|- id="skip"
 
|- id="skip"
 
| [[Image:Toolsskip.gif]]
 
| [[Image:Toolsskip.gif]]
Line 360: Line 549:
 
|{{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.
+
| 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, and as a tool in Hammer for grouping, moving and place-holding objects.
 
|- id="occluder"
 
|- id="occluder"
 
| [[Image:Toolsoccluder.gif]]
 
| [[Image:Toolsoccluder.gif]]
Line 376: Line 566:
  
 
== Clips ==
 
== Clips ==
 
+
===Clips - Common===
 +
These tool textures are available in every source engine game.<br>
 +
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 {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect.
 
{| class="standard-table"
 
{| class="standard-table"
 
! width="64px" | Image
 
! width="64px" | Image
Line 400: Line 592:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Solid to players and [[NPC]]s but not other objects. In [[Source 2013]], it's also solid to item pickups like ammo packs but not dropped weapons.<br>{{css}}{{csgo}} Solid to dropped C4.<br>{{csgo}} Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood.
+
| Solid to players and [[NPC]]s but not other objects.<br>
See more about [[Clip texture| clip texture here]].
+
{{Game link|Source 2013}} it's also solid to item pickups like ammo packs but not dropped weapons.<br>
 +
{{css}}{{csgo}} Solid to dropped C4.<br>
 +
{{csgo}}{{GMOD}} Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.
 +
:See more about [[Clip texture| clip texture here]].
 
|- id="npcclip"
 
|- id="npcclip"
 
| [[Image:Toolsnpcclip.gif]]
 
| [[Image:Toolsnpcclip.gif]]
Line 413: Line 608:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Solid to [[NPC]]s only.<br>{{l4d}}{{l4d2}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it.
+
| Solid to [[NPC]]s only.<br>{{csgo}} Solid to bots.<br>{{l4d}}{{l4d2}} Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it.
 
|- id="playerclip"
 
|- id="playerclip"
 
| [[Image:Toolsplayerclip.gif]]
 
| [[Image:Toolsplayerclip.gif]]
Line 425: Line 620:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
| Solid to players only. In [[Source 2013]], it's also solid to item pickups like ammo packs but not dropped weapons.<br>{{css}}{{csgo}} Solid to dropped C4.<br>{{l4d}}{{l4d2}} Solid to the survivors only.
+
| Solid to players only.<br>
 +
{{Game link|Source 2013}}, it's also solid to item pickups like ammo packs but not dropped weapons.<br>
 +
{{csgo}} Solid to players '''and''' bots.<br>
 +
{{css}}{{csgo}} Solid to dropped C4.<br>
 +
{{l4d}}{{l4d2}} Solid to the survivors only.<br>
 
|- id="playercont"
 
|- id="playercont"
 
| [[Image:Toolsplayercont.gif]]
 
| [[Image:Toolsplayercont.gif]]
Line 432: Line 631:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{No|No?}}
+
|{{N/A}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes|Yes <br /> (marks)}}
+
|{{Yes|Yes <br /> (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.)
+
|{{removed|{{ep2}}}}{{also|{{GMOD}}}}
 +
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.
 +
{| class="standard-table"
 +
! width="64px" | Image
 +
! width="100px" | Name
 +
! width="75px" | Visible if <br /> [[world brush]]
 +
! width="75px" | Casts shadows
 +
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
 +
! width="75px" | Blocks NPC [[LOS]]
 +
! width="75px" | Solid to NPCs
 +
! width="75px" | Solid to player(s)
 +
! width="75px" | Solid to physics
 +
! width="75px" | Solid to bullets
 +
! Usage / Notes
 
|- id="grenadeclip"
 
|- id="grenadeclip"
| [[Image:Toolsgenadeclip.png]]
+
| [[Image:Toolsgrenadeclip.png]]
 
| <center>Grenade Clip</center>
 
| <center>Grenade Clip</center>
 
|{{No}}
 
|{{No}}
Line 447: Line 663:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
|{{Yes|Grenades only}}
+
|{{both|Solid to Grenades}}
 
|{{No}}
 
|{{No}}
 
| {{csgo}} Solid to grenades only.
 
| {{csgo}} Solid to grenades only.
Line 474: Line 690:
 
|{{No}}
 
|{{No}}
 
|{{csgo}} Used to prevent [[drone]] getting stuck on complex geometry.
 
|{{csgo}} Used to prevent [[drone]] getting stuck on complex geometry.
 +
|- id="xenleavesclip"
 +
| [[Image:Toolsclip_xenleavesversion.png|64px]]
 +
| <center>Clip Xen Leaves Version</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{No}}
 +
| {{bms}} A special clip used for clipping the leaves in xen
 
|}
 
|}
  
 
== Sky and fog ==
 
== Sky and fog ==
 +
===Sky and Fog - Common===
 +
These tool textures are available in every source engine game.<br>
 +
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 {{css}},{{csgo}},{{l4d}},{{l4d2}}, ect.
 
{| class=standard-table
 
{| class=standard-table
 
! width="64px" | Image
 
! width="64px" | Image
Line 499: Line 730:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (marks)}}
+
|{{Yes | Yes <br /> (Marks)}}
 
| {{confirm|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].)
 
| {{confirm|Does not seem to work?}} (You can use this for [[func_smokevolume]] instead of the trigger texture but NOT for [[func_dustcloud]].)
 
|- id="skybox"
 
|- id="skybox"
Line 511: Line 742:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes | Yes <br /> (No Marks)}}
| This texture is used to make 3D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map.<br> Cannot be used in the same [[PVS]] as the ''toolsskybox2d'' tool texture.<br>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.
+
| This texture is used to make 3D [[skybox]]es. Casts light if there is a [[light_environment]] entity in the map.<br> Cannot be used in the same [[PVS]] as the '''toolsskybox2d''' tool texture.<br>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.
|- id="skybox_nolight"
 
| [[Image: Toolsskybox_nolight.jpg | 64px]]
 
| <center>Skybox<br />NoLight</center>
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
| {{dm}} Works identical to ''Skybox'', but does not casts any light rays.  
 
 
|- id="skybox"
 
|- id="skybox"
 
| [[Image:Toolsskybox2d.gif|64px]]
 
| [[Image:Toolsskybox2d.gif|64px]]
Line 535: Line 754:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes | Yes <br /> (No Marks)}}
| Available only in [[Source 2007]] and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a light_environment entity in the map. {{bug|Light cast from this texture can still be blocked by 3d skybox geometry.}}<br>Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture.
+
| Available only in [[Source 2007]] and later. Use to make 2D [[skybox]]es without displaying the [[3D Skybox]].<br>Casts light if there is a light_environment entity in the map. {{bug|Light cast from this texture can still be blocked by 3d skybox geometry.}}<br>Cannot be used in the same [[PVS]] as the '''toolsskybox''' tool texture.
 
|- id="skyfog"
 
|- id="skyfog"
 
| [[Image:Toolsskyfog.gif]]
 
| [[Image:Toolsskyfog.gif]]
Line 543: Line 762:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|
+
|{{N/A}}
|
+
|{{N/A}}
 
|{{Yes}}
 
|{{Yes}}
|
+
|{{N/A}}
|{{Yes | Yes <br /> (marks)}}
+
|{{Yes | Yes <br /> (Marks)}}
 
| The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) {{confirm|It can be fixed to function properly if it's [[vmt]] settings are changed in the Source code and recompiled}}
 
| The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error <code>Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog"</code>.) {{confirm|It can be fixed to function properly if it's [[vmt]] settings are changed in the Source code and recompiled}}
 
|- id="fog volume"
 
|- id="fog volume"
 
| [[Image:Fogvolume.jpg]]
 
| [[Image:Fogvolume.jpg]]
| <center>Fog Volume</center>
+
| <center>[[fog_volume|Fog Volume]]</center>
 
|{{Yes}}
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
|
 
 
|{{No}}
 
|{{No}}
|
+
|{{No}}
|
+
|{{No}}
|
+
|{{No}}
|
+
|{{No}}
| Available only in ''[[Left 4 Dead (engine branch)|Left 4 Dead]]'' and later. Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level
+
|{{No}}
 +
| {{since|{{l4d}}}}
 +
Used in conjunction with multiple [[env_fog_controller|env_fog_controllers]] to change fog colours and densities in a level.<br> Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered.
 +
|}
 +
 
 +
===Sky and Fog - Game Specific===
 +
These tool textures are only available in specific source engine games.
 +
{| class=standard-table
 +
! width="64px" | Image
 +
! width="100px" | Name
 +
! width="75px" | Visible if <br /> [[world brush]]
 +
! width="75px" | Casts shadows
 +
! width="75px" | Cuts <br /> [[visleaf|VIS leaves]]
 +
! width="75px" | Blocks NPC [[LOS]]
 +
! width="75px" | Solid to NPCs
 +
! width="75px" | Solid to player(s)
 +
! width="75px" | Solid to physics
 +
! width="75px" | Solid to bullets
 +
! Usage / Notes
 +
|- id="skybox_nolight"
 +
| [[Image: Toolsskybox_nolight.jpg | 64px]]
 +
| <center>Skybox<br />NoLight</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Identical to '''Skybox''', but does not casts any light rays.
 
|}
 
|}
  
Line 576: Line 824:
 
! width="75px" | Solid to bullets
 
! width="75px" | Solid to bullets
 
! Usage / Notes
 
! Usage / Notes
|- id="invisibledisplacement"
+
|- id="blockbomb"
| [[Image:Toolsinvisibledisplacement.gif]]
+
| [[Image: blockbomb.jpg]]
| <center>Invisible Displacement</center>
+
| <center>Block Bomb</center>
|{{no}}
+
|{{No}}
|{{no}}
+
|{{No}}
|{{no}}
+
|{{Yes}}
|{{no}}
+
|{{Yes}}
|{{yes}}
+
|{{Yes}}
|{{yes}}
+
|{{Yes}}
|{{yes}}
+
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes}}
| 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 {{csgo}}.
+
| {{csgo}} Acts like '''Tools/ToolsInvisible''', possibly unimplemented.
 +
|- id="climb"
 +
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
 +
| <center>Climb</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{No}}
 +
| {{l4d}}{{l4d2}} A ladder only for Infected. '''Not''' Visible to Infected Players during Versus, but can be climbed up on. Use '''Climb Versus''' Instead. <br>
 +
Could be used in areas blocked by [[func_playerinfected_clip]] Where Player Infected can not go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes.
 +
|- id="climbalpha"
 +
| <div style="text-align: center;">[[Image:Climb alpha.png|64px]]</div>
 +
| <center>Climb Alpha</center>
 +
|{{Both|Visible to Infected}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{No}}
 +
| {{l4d}}{{l4d2}} Seemingly identical to '''Climb Versus'''. The only difference is "tools\climb_alpha.[[vmt]]"  uses $alphatest while "tools/climb_versus.vmt" uses $additive.<br>
 +
This tool texture has so far never been used in an official campaigns.
 
|- id="climb_versus"
 
|- id="climb_versus"
 
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
 
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
 
| <center>Climb Versus</center>
 
| <center>Climb Versus</center>
|{{No}}
+
|{{Both|Visible to Infected}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
Line 599: Line 873:
 
|{{Yes}}
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
| {{l4d}}{{l4d2}} 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.
+
| {{l4d}}{{l4d2}} 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.<br>
 
|- id="dotted"
 
|- id="dotted"
 
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div>
 
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div>
Line 610: Line 884:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (marks)}}
+
|{{Yes | Yes <br /> (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.
 
| 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.
 
|- id="toolsdynamicdifficulty"
 
|- id="toolsdynamicdifficulty"
Line 622: Line 896:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (marks)}}
+
|{{Yes | Yes <br /> (Marks)}}
 
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system.
 
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system.
 +
|- id="func_fishes"
 +
| [[Image: tools_func_fishes.jpg]]
 +
| <center>Func Fishes</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Used with the [[func_fishes]] entity to spawn fish inside of its volume.
 +
|- id="func_leaves"
 +
| [[Image: tools_func_leaves.jpg]]
 +
| <center>Func Leaves</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Used with the [[func_leaves]] entity to spawn leaves particles inside its volume.
 +
|- id="tools_gray"
 +
| [[Image: toolsgray.jpg]]
 +
| <center>Gray</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Purpose unknown, just a grey texture.
 +
|- id="hide"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Hide</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
| {{bms}} A gradient from transparent to black.
 +
|- id="title"
 +
|{{tabletitle|Image}}
 +
|{{tabletitle|Name}}
 +
|{{tabletitle|Visible if <br /> [[world brush]]}}
 +
|{{tabletitle|Casts shadows}}
 +
|{{tabletitle|Cuts <br /> [[visleaf|VIS leaves]]}}
 +
|{{tabletitle|Blocks NPC [[LOS]]}}
 +
|{{tabletitle|Solid to NPCs}}
 +
|{{tabletitle|Solid to player(s)}}
 +
|{{tabletitle|Solid to physics}}
 +
|{{tabletitle|Solid to bullets}}
 +
|{{tabletitle|Usage / Notes}}
 
|- id="interactive"
 
|- id="interactive"
 
| [[Image:toolsinteractive.jpg]]
 
| [[Image:toolsinteractive.jpg]]
Line 634: Line 968:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes | Yes <br /> (No Marks)}}
 
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity to specify the only surfaces available for the player to interact with the entity
 
| {{ship}} Utility texture tied to the [[ship_base_interaction]] brush entity to specify the only surfaces available for the player to interact with the entity
 +
|- id="invisibledisplacement"
 +
| [[Image:Toolsinvisibledisplacement.gif]]
 +
| <center>Invisible Displacement</center>
 +
|{{no}}
 +
|{{no}}
 +
|{{no}}
 +
|{{no}}
 +
|{{yes}}
 +
|{{yes}}
 +
|{{yes}}
 +
|{{Yes | Yes <br /> (No Marks)}}
 +
| Light is not blocked by this texture, except for {{csgo}}.<br>
 +
{{todo|Explain where it is used and how it works}}
 
|- id="Invismetal"
 
|- id="Invismetal"
 
| [[Image:Toolinvismetal.png]]
 
| [[Image:Toolinvismetal.png]]
Line 641: Line 988:
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
|{{N/A}}
+
|{{Yes}}
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
Line 647: Line 994:
 
|{{Yes}}
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
| {{l4d}}{{l4d2}} An invisible texture that shows metal marks when shot.
+
| {{l4d}}{{l4d2}} Invisible texture, with metal [[$surfaceprop|surface properties.]] Simmilar to how '''Nodraw Metal''' Should have worked.<br> Does not seal maps.<br>Creates metal sparks when shot, but bullets pass through.
 +
|- id="Locked"
 +
| '''No Image'''
 +
| <center>Locked</center>
 +
|{{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.
 
|- id="noninteractive"
 
|- id="noninteractive"
 
| [[Image:toolsnoninteractive.jpg]]
 
| [[Image:toolsnoninteractive.jpg]]
 
| <center>Non-Interactive</center>
 
| <center>Non-Interactive</center>
 
|{{No}}
 
|{{No}}
|{{No}}
 
|{{No}}
 
|{{No}}
 
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (No Marks)}}
 
| {{ship}} 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
 
| {{ship}} 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
 
|- id="shiproom"
 
|- id="shiproom"
Line 670: Line 1,030:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes | Yes <br /> (no marks)}}
+
|{{Yes | Yes <br /> (No Marks)}}
 
| {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship
 
| {{ship}} Utility texture tied to the [[ship_trigger_room]] brush entity to create several different rooms and special areas upon the ship
|- id="func_fishes"
 
| [[Image: tools_func_fishes.jpg]]
 
| <center>Func fishes</center>
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
| {{dm}} Used with the [[func_fishes]] entity to spawn fish inside of its volume.
 
|- id="func_leaves"
 
| [[Image: tools_func_leaves.jpg]]
 
| <center>Func leaves</center>
 
|{{Yes}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{N/A}}
 
| {{dm}} Used with the [[func_leaves]] entity to spawn leaves particles inside its volume.
 
 
|- id="tools_vitrail_light"
 
|- id="tools_vitrail_light"
 
| [[Image: tools_vitrail_light.jpg]]
 
| [[Image: tools_vitrail_light.jpg]]
Line 708: Line 1,044:
 
|{{N/A}}
 
|{{N/A}}
 
| {{dm}} Purpose currently unknown, properly used with some type of brush entity.
 
| {{dm}} Purpose currently unknown, properly used with some type of brush entity.
|- id="tools_gray"
+
|- id="toolswarmlight"
| [[Image: toolsgray.jpg]]
+
| [[image:Toolswarmlight.png]]
| <center>Gray</center>
+
| <center>Warm Light</center>
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{Yes}}
+
|{{yes}}
|{{N/A}}
+
|{{yes}}
| {{dm}} Purpose unknown, just a grey texture.
+
| {{l4d}}{{l4d2}} Not a real tool texture, as it is a basic UntilGeneric texture.<br>
 +
However, used as if it was a tool texture with [[func_brush]] to make it non-solid and fade away when approached.<br>
 +
It being UnlitGeneric, makes it seems as if it were glowing in a warm color, but is not in lights.rad, so it won't actually emit any light for [[vrad]] to compile.<br>
 +
Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building.<br>
 
|- id="waterbounds"
 
|- id="waterbounds"
 
| [[Image: waterbounds.jpg]]
 
| [[Image: waterbounds.jpg]]
Line 732: Line 1,071:
 
|{{N/A}}
 
|{{N/A}}
 
| {{dm}} Used underwater when water meets the skybox.
 
| {{dm}} Used underwater when water meets the skybox.
|- id="blockbomb"
+
|- id="title"
| [[Image: blockbomb.jpg]]
+
|{{tabletitle|Image}}
| <center>Block Bomb</center>
+
|{{tabletitle|Name}}
 +
|{{tabletitle|Visible if <br /> [[world brush]]}}
 +
|{{tabletitle|Casts shadows}}
 +
|{{tabletitle|Cuts <br /> [[visleaf|VIS leaves]]}}
 +
|{{tabletitle|Blocks NPC [[LOS]]}}
 +
|{{tabletitle|Solid to NPCs}}
 +
|{{tabletitle|Solid to player(s)}}
 +
|{{tabletitle|Solid to physics}}
 +
|{{tabletitle|Solid to bullets}}
 +
|{{tabletitle|Usage / Notes}}
 +
|- id="wrongway"
 +
| [[Image:Toolswrongway.png|64px]]
 +
| <center>WrongWay</center>
 +
|{{both|Visible to Infected}}
 +
|{{no}}
 +
|{{yes}}
 +
|{{no}}
 +
|{{yes}}
 +
|{{yes}}
 +
|{{yes}}
 +
|{{yes|Yes<br>(No Marks)}}
 +
| {{l4d}}{{l4d2}}{{csgo}} Used to indicate the borders of the playable area.<br>
 +
{{l4d}} Only visible to Infected players.<br>
 +
{{l4d2}} No campaign uses this tool texture anymore. See [[L4D_Level_Design/Versus_Maps#Blocking_the_Infected_Team|L4D Level Design: Blocking the Infected Team]] for more info<br>
 +
{{csgo}} Used especially for the [[Creating a Wingman Map|Wingman]] [[CSGO Game Mode Commands|gamemode]]. It has the same properties as ''WrongWay Timer''.<br>
 +
{{Tip|All Yes/No flags can be changed if applied to a [[func_brush]].}}
 +
|- id="wrongway_timer"
 +
| [[Image:Wrongway timer.png|64px]]
 +
| <center>WrongWay Timer</center>
 +
|{{Both|Doesn't work correctly}}
 
|{{No}}
 
|{{No}}
 +
|{{Yes}}
 
|{{No}}
 
|{{No}}
 
|{{Yes}}
 
|{{Yes}}
Line 741: Line 1,110:
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
 
|{{Yes}}
|{{Yes}}
+
| {{csgo}} Used for brushes that are temporarily blocking Terrorists during the freezetime of the [[CSGO Game Mode - Retakes|Retakes]] [[CSGO Game Mode Commands|gamemode]].<br>
|{{Yes}}
+
It is only visible to [[player]]s that are close to the origin of the entity that this material is applied to (e.g. [[func_brush]]), achieved with the <code>PlayerProximity</code> [[material proxies|material proxy]].
| {{csgo}} Original purpose probably was to only block the C4 but it currently works just like a normal Clip brush.
+
{{Warning|Does not work as intended on [[world brush]]es and [[func_detail]]s as they have no origin: The [[$alpha]] is either constant or it is equal to the $alpha of the closest functioning application of this material on screen, if existent.}}
 
|}
 
|}
  
Line 761: Line 1,130:
 
! Usage / Notes
 
! Usage / Notes
 
|- id="black"
 
|- id="black"
| {{Todo|Add image}}
+
| [[File:Teleportclip.png]]
 
| <center>Teleport Clip</center>
 
| <center>Teleport Clip</center>
 
|{{No}}
 
|{{No}}
 
|{{No}}
 
|{{No}}
|style="background:gray; color:black"|Unknown
+
|{{N/A}}
|style="background:gray; color:black"|Unknown
+
|{{No}}
|style="background:gray; color:black"|Unknown
+
|{{No}}
|style="background:gray; color:black"|Unknown
+
|{{Yes}}
|style="background:gray; color:black"|Unknown
+
|{{No}}
 
|{{No}}
 
|{{No}}
|Seen at ladders {{Todo|Add more information}}
+
|{{Hlalyx}}{{VRHome}} Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands. {{confirm|Does not appear to function in SteamVR Home.}}
 
|}
 
|}
  
 
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]]
 
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]]

Latest revision as of 08:37, 30 July 2021

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Other page tools
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See content in Table of contents.

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.

Anyone can make their very own tool texture, by utilising available Material Map Compile Flags, such as %compilenonsolid 1, %compileDetail 1 and %compilenodraw 1 for a tool texture which is not solid, does not cut visleafs and is invisible.
A %tooltexture may also be set, which is only to be seen in Hammer, while the $basetexture is seen ingame.
However, the self made tool textures must be shipped with the map, else they might not work.


Tip.png Tip: WiseClipped - tutorial on using many of the Source Tool textures shown below.
Note.png 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.png Note: Some games may have outdated or obsolete tool textures in the "Dev" folder. Such as "Dev/dev_windowportal" in the L4D series.

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 Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead,Left 4 Dead 2, 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
Toolsblack.gif
Black
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Note.png Note: This is the Tools/ToolsBlack texture, not the Halflife/Black texture.

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.
An example of its use is in the "space" backgrounds during the G-Man monologues in Half-Life 2, or crude buildings in the 3D Skybox.
Uses UnlitGeneric in: Half-Life 2 Portal Portal 2 Alien Swarm
Uses LightmappedGeneric in: Counter-Strike: Source Counter-Strike: Global Offensive Left 4 Dead Left 4 Dead 2
While at least in L4D2 the different shader has no impact, it might be possible that it does have a different function in other games. In which case you may want to use vgui/black instead, or make your own tool texture.

Toolswhite.gif
White
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Identical to Tools/ToolsBlack texture only in white.

(in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)

Toolsblockbullets.gif
Block Bullets
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.

Toolsinvisible.gif
Invisible
No No Yes No Yes Yes Yes No Solid to prop_physics, projectiles, players, npcs. Not solid to bullets.

Counter-Strike: SourceCounter-Strike: Global Offensive Also solid to bullets.
Left 4 DeadLeft 4 Dead 2 Smokers, Boomers and Spitters can attack you through it. Survivors stop being dragged towards smokers when touching a tools/invisible wall.

Warning.png Risk of confusion:  Left 4 DeadLeft 4 Dead 2 Tools/ToolsNodraw_Noshadow uses the same tool texture in the texture browser, which also blocks LOS!
Toolsladder.gif
(Invisible)
Ladder
No No Yes No Yes Yes Yes No Used with func_ladder in the most multiplayer games except Half-Life 2: DeathmatchHalf-Life 2: Deathmatch.
Toolsnodraw.gif
Nodraw
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.
Portal Portals can be placed on it, but not in Portal 2. Use Nodraw Portalable instead if this behavior is desired.
Note.png Note: The "glass footsteps" version of this texture in Portal 2 does not seal maps.
Note.png Note: While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.
Note.png Note: Despite common misconception, it is not necessary to use nodraw on faces that don't touch visleaves, as these are automatically removed by VBSP. This means faces that are outside the map and faces that are flush with another one.
Toolsorigin.gif
Origin
N/A No No No No No No No Leftover from GoldSource, where a brush with this texture was used to set the rotation origin of rotating entities. It is still functional in Source (overriding the entity's origin keyvalue), but no longer necessary. When placed outside of a brush entity, the compiler will fail with the error origin brushes not allowed in world. Not available in all branches.
Toolsblocklos.gif
Block LOS
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.)
Toolsblocklight.gif
Block Light
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.
Toolstrigger.gif
Trigger
Yes No No No No No No No Used on Trigger and func_viscluster entities.

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
Toolsblack.gif
Black Cheap
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack, the only difference is that uses special "black" shader.
Garry's Mod has a replacement that works with older engines.
To do: Find more about "black" shader
Toolsblack.gif
Black Nofog
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Left 4 DeadLeft 4 Dead 2 Identical to Tools/ToolsBlack, but no fog will appear in front of it. Uses "UnlitGeneric" shader.

Suprisingly uses City17 %keywords in VMT, despite HL2 not having this texture.

Toolsblack.gif
Black Noportal
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack. Seems to have been intended as a non-portalable version, but this is already the case with the normal texture in the final game
Toolsblack.gif
Black Noportal Nofog
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack, but does not render fog.
Toolsblack.gif
Black Noportal Skybox
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Portal 2 Identical to Tools/ToolsBlack_Cheap.
Toolsblack.gif
Nolight
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
Alien Swarm Identical to Tools/ToolsBlack, but for some reason is used instead.
Toolsblack.gif
Black Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsBlack, but for some reason is used instead.
Toolswhite.gif
White Arkane
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsWhite, but for some reason is used instead.
Toolsblockbullets.gif
Block Bullets 2
No No No No Yes Yes Yes Yes
(No Marks)
Team Fortress 2 Identical to Tools/ToolsBlockBullets, but doesn't block visleaves.
Toolsblockbullets.gif
Blocks Bullets Forcefield
No No Yes No Yes Yes Yes Yes
(No Marks)
SiN Episodes Identical to Tools/ToolsBlockBullets, but uses forcefield surfaceprop.
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
Toolsinvisiblenonsolid.jpg
Invisible
Non-Solid
No Yes Yes Yes No No No No SiN Episodes Not solid to anything, but blocks LOS.

Useful as a utillity texture, like buttons you should be able to clip into.

Toolsnodraw.gif
Nodraw Roof
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Counter-Strike: Source Identical to Tools/ToolsNodraw, but with a different texture name.
Toolsnodraw.gif
Nodraw Wood
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Counter-Strike: Source Identical to Tools/ToolsNodraw, but will make wood impact sounds when hit.
Toolsnodraw.gif
Nodraw Stone
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsNodraw, but will make stone impact sounds when hit.
Toolsnodrawinvisible.jpg
Nodraw
Invisible
No No No No Yes Yes Yes N/A Dark Messiah of Might and Magic A translucent Nodraw texture, cannot be used to seal the map.
Toolsnodrawnoshadow.jpg
Nodraw
Noshadow
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Tools/ToolsNodraw but does not cast any shadows.
Warning.png Risk of confusion:  Left 4 DeadLeft 4 Dead 2 Uses Tools/ToolsInvisible texture instead.
Toolsnodraw metal.png
Nodraw Metal
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Left 4 Dead 2 Identical to Tools/ToolsNodraw but with metal surfaceprop, Does not show metal marks. You may want to use Tools/Invismetal instead.
Toolsnodrawnoshadow.jpg
Nodraw Surfaceprop
No No Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Seven materials all Identical to Tools/ToolsNodraw but uses different surfaceprop types (chitin, dirt, grass, metal, sand, stone, wood) and also do not casts any shadows.
Nodraw portalable.png
Nodraw Portalable
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
Portal 2 Identical to Tools/ToolsNodraw, but Portals can be placed on this texture.
Tools Viscluster.png
Viscluster
Yes No No No No No No No Black Mesa (Source) Identical to Trigger, but used for func_viscluster
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
Tools xogvolume.png
XOG Volume
Yes No No No No No No No Black Mesa (Source) Identical to Trigger, but used for newxog_volume
Tools csm volume.png
CSM Volume
Yes No No No No No No No Black Mesa (Source) Identical to Trigger, but used for trigger_csm_volume
Tools color correction.png
Color Correction
No No No No Yes Yes Yes No Black Mesa (Source) A tool texture used for color_correction_volume
Toolstrigger soundscape.png
Soundscape Trigger
No No No No Yes Yes Yes No Black Mesa (Source) A tool texture used for trigger_soundscape

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
Toolsareaportal.gif
Areaportal
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.
Toolshint.gif
Hint
No No Yes No No No No No Instructs the vvis to cut visleaves along this texture, no matter its orientation.
Toolsskip.gif
Skip
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, and as a tool in Hammer for grouping, moving and place-holding objects.

Toolsoccluder.gif
Occluder
Yes No No No No No No No Used only for 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 Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead,Left 4 Dead 2, 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
Toolsclip.gif
Clip
No No No No Yes Yes No No Solid to players and NPCs but not other objects.

Source 2013Source 2013 Source 2013 it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Counter-Strike: Global OffensiveGarry's Mod Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.

See more about clip texture here.
Toolsnpcclip.gif
NPC Clip
No No No No Yes No No No Solid to NPCs only.
Counter-Strike: Global Offensive Solid to bots.
Left 4 DeadLeft 4 Dead 2 Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking through it.
Toolsplayerclip.gif
Player Clip
No No No No No Yes No No Solid to players only.

Source 2013Source 2013 Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
Counter-Strike: Global Offensive Solid to players and bots.
Counter-Strike: SourceCounter-Strike: Global Offensive Solid to dropped C4.
Left 4 DeadLeft 4 Dead 2 Solid to the survivors only.

Toolsplayercont.gif
Player Control Clip
Yes Yes Yes N/A Yes Yes Yes Yes
(Marks)
(removed since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)(also in Garry's Mod)

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
Toolsgrenadeclip.png
Grenade Clip
No No No No No No Solid to Grenades No Counter-Strike: Global Offensive Solid to grenades only.
Toolsstairs.png
Stairs
No No No No No Yes No No INFRA Functionally the same to player clip but allows for steeper angles when walking on, up to 63.4349488°.
Toolsdroneclip.jpg
Drone Clip
No No No N/A N/A No No No Counter-Strike: Global Offensive Used to prevent drone getting stuck on complex geometry.
Toolsclip xenleavesversion.png
Clip Xen Leaves Version
No No Yes No Yes Yes Yes No Black Mesa (Source) A special clip used for clipping the leaves in xen

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 Counter-Strike: Source,Counter-Strike: Global Offensive,Left 4 Dead,Left 4 Dead 2, 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
Toolsfog.gif
Fog
Yes No Yes No Yes Yes Yes Yes
(Marks)
Confirm:Does not seem to work?
(You can use this for func_smokevolume instead of the trigger texture but NOT for func_dustcloud.)
Toolsskybox.gif
Skybox
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.
Toolsskybox2d.gif
2D Skybox
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.
Bug.png Bug: Light cast from this texture can still be blocked by 3d skybox geometry.

Cannot be used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
SkyFog
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".)
Confirm:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled
Fogvolume.jpg
Fog Volume
Yes No No No No No No No (in all games since Left 4 Dead)

Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level.
Fog inside its volume will not appear to have different atributes when viewed from outside its volume, as it globally changes the appearance of all fog across the map when entered.

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
Toolsskybox nolight.jpg
Skybox
NoLight
No Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Identical to Skybox, but does not casts any light rays.

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
Blockbomb.jpg
Block Bomb
No No Yes Yes Yes Yes Yes Yes Counter-Strike: Global Offensive Acts like Tools/ToolsInvisible, possibly unimplemented.
L4d2-Climb versus.png
Climb
No No No No Yes Yes Yes No Left 4 DeadLeft 4 Dead 2 A ladder only for Infected. Not Visible to Infected Players during Versus, but can be climbed up on. Use Climb Versus Instead.

Could be used in areas blocked by func_playerinfected_clip Where Player Infected can not go to and should be unable to see a climbing spot, but the AI should be able to use it for hordes.

Climb alpha.png
Climb Alpha
Visible to Infected No No No Yes Yes Yes No Left 4 DeadLeft 4 Dead 2 Seemingly identical to Climb Versus. The only difference is "tools\climb_alpha.vmt" uses $alphatest while "tools/climb_versus.vmt" uses $additive.

This tool texture has so far never been used in an official campaigns.

L4d2-Climb versus.png
Climb Versus
Visible to Infected No No No Yes Yes Yes No Left 4 DeadLeft 4 Dead 2 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.
Toolsdotted.png
Dotted
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.
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Yes Yes Yes Yes Yes Yes Yes Yes
(Marks)
SiN Episodes Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Tools func fishes.jpg
Func Fishes
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_fishes entity to spawn fish inside of its volume.
Tools func leaves.jpg
Func Leaves
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Used with the func_leaves entity to spawn leaves particles inside its volume.
Toolsgray.jpg
Gray
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose unknown, just a grey texture.
Toolsblack.gif
Hide
Yes No Yes No Yes Yes Yes Yes Black Mesa (Source) A gradient from transparent to black.
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
Toolsinteractive.jpg
Interactive
No No No No Yes Yes Yes Yes
(No Marks)
The Ship Utility texture tied to the ship_base_interaction brush entity to specify the only surfaces available for the player to interact with the entity
Toolsinvisibledisplacement.gif
Invisible Displacement
No No No No Yes Yes Yes Yes
(No Marks)
Light is not blocked by this texture, except for Counter-Strike: Global Offensive.

To do: Explain where it is used and how it works

Toolinvismetal.png
Invismetal
No No Yes No Yes Yes Yes No Left 4 DeadLeft 4 Dead 2 Invisible texture, with metal surface properties. Simmilar to how Nodraw Metal Should have worked.
Does not seal maps.
Creates metal sparks when shot, but bullets pass through.
No Image
Locked
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.

Toolsnoninteractive.jpg
Non-Interactive
No Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship 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
Toolsshiproom.jpg
Ship Room
Yes Yes Yes Yes Yes Yes Yes Yes
(No Marks)
The Ship Utility texture tied to the ship_trigger_room brush entity to create several different rooms and special areas upon the ship
Tools vitrail light.jpg
Vitrail Light
Yes No No No Yes Yes Yes N/A Dark Messiah of Might and Magic Purpose currently unknown, properly used with some type of brush entity.
Toolswarmlight.png
Warm Light
Yes Yes Yes Yes Yes Yes Yes Yes Left 4 DeadLeft 4 Dead 2 Not a real tool texture, as it is a basic UntilGeneric texture.

However, used as if it was a tool texture with func_brush to make it non-solid and fade away when approached.
It being UnlitGeneric, makes it seems as if it were glowing in a warm color, but is not in lights.rad, so it won't actually emit any light for vrad to compile.
Only used in C8M2_Subway behind the three windows to the right of the entrance of the end map saferoom building.

Waterbounds.jpg
Waterbounds
Yes Yes Yes Yes Yes Yes Yes N/A Dark Messiah of Might and Magic Used underwater when water meets the skybox.
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
Toolswrongway.png
WrongWay
Visible to Infected No Yes No Yes Yes Yes Yes
(No Marks)
Left 4 DeadLeft 4 Dead 2Counter-Strike: Global Offensive Used to indicate the borders of the playable area.

Left 4 Dead Only visible to Infected players.
Left 4 Dead 2 No campaign uses this tool texture anymore. See L4D Level Design: Blocking the Infected Team for more info
Counter-Strike: Global Offensive Used especially for the Wingman gamemode. It has the same properties as WrongWay Timer.

Tip.png Tip: All Yes/No flags can be changed if applied to a func_brush.
Wrongway timer.png
WrongWay Timer
Doesn't work correctly No Yes No Yes Yes Yes Yes Counter-Strike: Global Offensive Used for brushes that are temporarily blocking Terrorists during the freezetime of the Retakes gamemode.

It is only visible to players that are close to the origin of the entity that this material is applied to (e.g. func_brush), achieved with the PlayerProximity material proxy.

Warning.png Warning: Does not work as intended on world brushes and func_details as they have no origin: The $alpha is either constant or it is equal to the $alpha of the closest functioning application of this material on screen, if existent.

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
Teleportclip.png
Teleport Clip
No No N/A No No Yes No No Half-Life: AlyxSteamVR Home Half solid to players. Blocks player movement in VR (teleport or smooth locomotion), but not their hands.
Confirm:Does not appear to function in SteamVR Home.