Difference between revisions of "Tool textures"

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The tools textures can easily be found in hammer by running "tools" as a filter word in the texture browser. These textures have extra attributes that most textures do not.
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{{otherlang2
{|
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| ru = Tool textures:ru
| [[Image:Toolsareaportal.gif]]
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}}
| Area portal
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{{toc-right}}
|-
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 +
''"Clip" redirects here.
 +
*For clip textures, see [[clip texture]].
 +
*For the Hammer Clip Tool, see [[Hammer_Clipping_Tool|Hammer Clipping Tool]].''
 +
 
 +
'''Tool textures''' are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in [[Hammer]] by using "tools\" as a filter in the [[Hammer Texture Browser|texture browser]].
 +
 
 +
{{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]].}}
 +
 
 +
== General ==
 +
 
 +
{| 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"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Black</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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>
 +
{{Warning|In {{css}} and {{csgo}} this texture is [[LightmappedGeneric]] use <code>vgui/black</code> instead.}}
 +
|- id="nolight"
 +
| [[Image:Toolsblack.gif]]
 +
| <center>Nolight</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (marks)}}
 +
| {{as}} Acts the same as ''tools/toolsblack'', but for some reason is used instead.
 +
|- id="nolight_arkane"
 
| [[Image:Toolsblack.gif]]
 
| [[Image:Toolsblack.gif]]
| Black
+
| <center>Black Arkane</center>
|-
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|{{Yes}}
| [[Image:Toolsblocklos.gif]]
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|{{Yes}}
| Block LOS
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|{{Yes}}
|-
+
|{{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}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (marks)}}
 +
| Identical to ''tools/toolsblack'' texture only in white.
 +
|- id="white_arkane"
 +
| [[Image:Toolswhite.gif]]
 +
| <center>White Arkane</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Acts the same as ''White'', but for some reason is used instead.
 +
|- id="blockbullets"
 +
| [[Image:Toolsblockbullets.gif]]
 +
| <center>Block Bullets</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{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}}
 +
|{{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]]
 
| [[Image:Toolsblockbullets.gif]]
| Block bullets
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| <center>Blocks Bullets Forcefield</center>
|-
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|{{No}}
| [[Image:Toolsblocklight.gif]]
+
|{{No}}
| Block light
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|{{Yes}}
|-
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|{{No}}
| [[Image:Toolsclip.gif]]
+
|{{Yes}}
| Clip
+
|{{Yes}}
|-
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|{{Yes}}
| [[Image:Toolsplayercont.gif]]
+
|{{Yes | Yes <br /> (no marks)}}
| Player clip control
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| {{Sin Emergence}} Solid to grenades. Identical to ''Block Bullets'', except that it uses a [[$surfaceprop]] type of 'forcefield'.
|-
+
|- id="invisible"
| [[Image:Toolsfog.gif]]
 
| Fog
 
|-
 
| [[Image:Toolshint.gif]]
 
| [[HINTs|Hint]]
 
|-
 
 
| [[Image:Toolsinvisible.gif]]
 
| [[Image:Toolsinvisible.gif]]
| Invisible
+
| <center>Invisible</center>
|-
+
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{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}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| {{Sin Emergence}} Not solid to grenades. Similar to Toolsinvisible, used as a utility texture.
 +
|- id="ladder"
 
| [[Image:Toolsladder.gif]]
 
| [[Image:Toolsladder.gif]]
| Ladder
+
| <center>(Invisible) Ladder</center>
|-
+
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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]]
 
| [[Image:Toolsnodraw.gif]]
| No Draw
+
| <center>Nodraw</center>
|-
+
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (no marks)}}
 +
| 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.
 +
{{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|It is not necessary to use nodraw on faces that don't touch [[visleaves]], as these are removed for you by the compiler. This means faces that are outside the map and faces that are flush with another one.}}
 +
|- id="nodrawroof"
 +
|[[Image:Toolsnodraw.gif]]
 +
| <center>Nodraw Roof</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (no marks)}}
 +
| {{css}} Identical to ''Nodraw'', the only difference being a separate texture name to differentiate them.
 +
|- id="nodrawwood"
 +
|[[Image:Toolsnodraw.gif]]
 +
| <center>Nodraw Wood</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- id="nodrawstone"
 +
|[[Image:Toolsnodraw.gif]]
 +
| <center>Nodraw Stone</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Identical to ''Nodraw'', the only difference is that the brush with this texture, when hit, it will make stone impact sounds.
 +
|- id="nodrawinvisible"
 +
|[[Image:toolsnodrawinvisible.jpg]]
 +
| <center>Nodraw<br />Invisible</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} A translucent ''Nodraw'' texture, cannot be used to seal the map.
 +
|- id="nodrawnoshadow"
 +
|[[Image:toolsnodrawnoshadow.jpg]]
 +
| <center>Nodraw<br />Noshadow</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Identical to ''Nodraw'' but does not cast any shadows.
 +
|- id="nodrawsurfaceprop"
 +
|[[Image:toolsnodrawnoshadow.jpg]]
 +
| <center>Nodraw Surfaceprop</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- id="nodrawportalable"
 +
|[[Image:Nodraw_portalable.png]]
 +
| <center>Nodraw Portalable</center>
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes|Yes <br /> (no marks)}}
 +
| {{portal2}} Identical to ''Nodraw'', the only difference is that Portals can be placed on this texture.
 +
|- id="origin"
 +
| [[Image:Toolsorigin.gif]]
 +
| <center>Origin</center>
 +
|{{N/A}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Deprecated for use in [[Source]], not available in all branches. (After giving the error "''origin brushes not allowed in world''" the compiler will fail.) Origin brushes were used in [[GoldSource]] to set the rotation origin of rotating [[entity|entities]]. It can still be used to override a brush entity's origin when used as one of its brushes.
 +
|- id="blocklos"
 +
| [[Image:Toolsblocklos.gif]]
 +
| <center>Block LOS</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{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}}
 +
|{{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}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Used on [[Trigger]] and [[func_viscluster]] entities.
 +
|}
 +
 
 +
== Optimisation ==
 +
{| 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="areaportal"
 +
| [[Image:Toolsareaportal.gif]]
 +
| <center>Areaportal</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Use with [[areaportal]]s ([[func_areaportal]]s and [[func_areaportalwindow]]s). Can be used with other brush entities, such as some triggers.
 +
|- id="hint"
 +
| [[Image:Toolshint.gif]]
 +
| <center>[[Hint brush|Hint]]</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| This texture is used to instruct the compiler to cut [[visleaves]].
 +
|- id="skip"
 +
| [[Image:Toolsskip.gif]]
 +
| <center>[[Skip]]</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Has no effect on anything. Useful in combination with ''Hint'' tool textures. ''Skip'' faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving and place-holding objects.
 +
|- id="occluder"
 +
| [[Image:Toolsoccluder.gif]]
 +
| <center>Occluder</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
| Used only for [[func_occluder]] entities.
 +
|}
 +
 
 +
== Clips ==
 +
 
 +
{| 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="clip"
 +
| [[Image:Toolsclip.gif]]
 +
| <center>Clip</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- id="npcclip"
 
| [[Image:Toolsnpcclip.gif]]
 
| [[Image:Toolsnpcclip.gif]]
| NPC clip
+
| <center>NPC Clip</center>
|-
+
|{{No}}
| [[Image:Toolsoccluder.gif]]
+
|{{No}}
| Occluder
+
|{{No}}
|-
+
|{{No}}
| [[Image:Toolsorigin.gif]]
+
|{{Yes}}
| Origin
+
|{{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.
 +
|- id="playerclip"
 
| [[Image:Toolsplayerclip.gif]]
 
| [[Image:Toolsplayerclip.gif]]
| Player clip
+
| <center>Player Clip</center>
|-
+
|{{No}}
| [[Image:Toolsskip.gif]]
+
|{{No}}
| [[skips|Skip]]
+
|{{No}}
|-
+
|{{No}}
| [[Image:Toolsskybox.gif]]
+
|{{No}}
| [[Skybox|Skybox]]
+
|{{Yes}}
|-
+
|{{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.
 +
|- id="playercont"
 +
| [[Image:Toolsplayercont.gif]]
 +
| <center>Player Control Clip</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{No|No?}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.)
 +
|- id="grenadeclip"
 +
| [[Image:Toolsgenadeclip.png]]
 +
| <center>Grenade Clip</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes|Grenades only}}
 +
|{{No}}
 +
| {{csgo}} Solid to grenades only.
 +
|- id="stairs"
 +
| [[Image:Toolsstairs.png]]
 +
| <center>Stairs</center>
 +
|{{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°.
 +
|- id="droneclip"
 +
| [[Image:toolsdroneclip.jpg]]
 +
| <center>Drone Clip</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{N/A}}
 +
|{{N/A}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{csgo}} Used to prevent [[drone]] getting stuck on complex geometry.
 +
|}
 +
 
 +
== Sky and fog ==
 +
{| 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="fog"
 +
| [[Image:Toolsfog.gif]]
 +
| <center>Fog</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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]].)
 +
|- id="skybox"
 +
| [[Image:Toolsskybox.gif|64px]]
 +
| <center>[[Skybox|Skybox]]</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- 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"
 +
| [[Image:Toolsskybox2d.gif|64px]]
 +
| <center>[[Skybox (2D)|2D Skybox]]</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.<br>Cannot be used in the same [[PVS]] as the ''toolsskybox'' tool texture.
 +
|- id="skyfog"
 
| [[Image:Toolsskyfog.gif]]
 
| [[Image:Toolsskyfog.gif]]
| SkyFog
+
| <center>SkyFog</center>
|-
+
|{{No}}
| [[Image:Toolstrigger.gif]]
+
|{{Yes}}
| Trigger
+
|{{Yes}}
 +
|
 +
|
 +
|{{Yes}}
 +
|
 +
|{{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}}
 +
|- id="fog volume"
 +
| [[Image:Fogvolume.jpg]]
 +
| <center>Fog Volume</center>
 +
|{{Yes}}
 +
|{{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
 +
|}
 +
 
 +
== Miscellaneous ==
 +
{| 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="invisibledisplacement"
 +
| [[Image:Toolsinvisibledisplacement.gif]]
 +
| <center>Invisible Displacement</center>
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
| Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid.
 +
|- id="climb_versus"
 +
| <div style="text-align: center;">[[Image:L4d2-Climb_versus.png]]</div>
 +
| <center>Climb Versus</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- id="dotted"
 +
| <div style="text-align: center;">[[Image:Toolsdotted.png]]</div>
 +
| <center>Dotted</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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.
 +
|- id="toolsdynamicdifficulty"
 +
| [[Image:toolsdynamicdifficulty.jpg]]
 +
| <center>Dynamic Difficulty</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes | Yes <br /> (marks)}}
 +
| {{Sin Emergence}} Solid to grenades. Tied to the [[trigger_dynamic_difficulty]] entity for the game's difficulty system.
 +
|- id="interactive"
 +
| [[Image:toolsinteractive.jpg]]
 +
| <center>Interactive</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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
 +
|- id="Invismetal"
 +
| [[Image:Toolinvismetal.png]]
 +
| <center>Invismetal</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{N/A}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{No}}
 +
| {{l4d}}{{l4d2}} An invisible texture that shows metal marks when shot.
 +
|- id="noninteractive"
 +
| [[Image:toolsnoninteractive.jpg]]
 +
| <center>Non-Interactive</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{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
 +
|- id="shiproom"
 +
| [[Image:toolsshiproom.jpg]]
 +
| <center>Ship Room</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{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
 +
|- 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"
 +
| [[Image: tools_vitrail_light.jpg]]
 +
| <center>Vitrail Light</center>
 +
|{{Yes}}
 +
|{{No}}
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Purpose currently unknown, properly used with some type of brush entity.
 +
|- 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="waterbounds"
 +
| [[Image: waterbounds.jpg]]
 +
| <center>Waterbounds</center>
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{N/A}}
 +
| {{dm}} Used underwater when water meets the skybox.
 +
|- id="blockbomb"
 +
| [[Image: blockbomb.jpg]]
 +
| <center>Block Bomb</center>
 +
|{{No}}
 +
|{{No}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
|{{Yes}}
 +
| {{csgo}}{{todo}} Actual use unknown.
 
|}
 
|}
 +
 +
[[Category: Glossary]][[Category: Level Design]][[Category: Material System]]

Latest revision as of 02:45, 9 December 2019

Русский

"Clip" redirects here.

Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks. They can easily be found in Hammer by using "tools\" as a filter in the texture browser.

Tip:WiseClipped - tutorial on using many of the Source Tool textures shown below.
Note:All tool textures that are assumed to be texturing an entity, work exactly like ordinary textures if applied to world brushes instead. As this makes them useless for world brushes, their visibility as world brushes is irrelevant. Also, many tool textures cut visleafs. If you aren't texturing an entity, you should tie the brush to func_detail or func_brush for optimization.

General

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsblack.gif
Black
Yes Yes Yes Yes Yes Yes Yes Yes
(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.

Warning: In <Counter-Strike: Source> and <Counter-Strike: Global Offensive> this texture is LightmappedGeneric use vgui/black instead.

Toolsblack.gif
Nolight
Yes Yes Yes Yes Yes Yes Yes Yes
(marks)
<Alien Swarm> Acts the same as 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> Acts the same as tools/toolsblack, but for some reason is used instead.
Toolswhite.gif
White
Yes Yes Yes Yes Yes Yes Yes Yes
(marks)
Identical to tools/toolsblack texture only in white.
Toolswhite.gif
White Arkane
Yes Yes Yes Yes Yes Yes Yes N/A <Dark Messiah of Might and Magic> Acts the same as White, but for some reason is used instead.
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.
Toolsblockbullets.gif
Block Bullets 2
No No No No Yes Yes Yes Yes
(no marks)
<Team Fortress 2> Identical to Block Bullets, the only difference is that this tool texture doesn't block visleaves.
Toolsblockbullets.gif
Blocks Bullets Forcefield
No No Yes No Yes Yes Yes Yes
(no marks)
<SiN Episodes: Emergence> Solid to grenades. Identical to Block Bullets, except that it uses a $surfaceprop type of 'forcefield'.
Toolsinvisible.gif
Invisible
No No Yes No Yes Yes Yes No Solid to all objects and projectiles, not solid to bullets.
<Left 4 Dead><Left 4 Dead 2>Smokers, Boomers and Spitters can attack you through it, but neither survivors nor infected can pass it.

Warning: Solid to bullets in <Counter-Strike: Source> and <Counter-Strike: Global Offensive>

Toolsinvisiblenonsolid.jpg
Invisible
Non-Solid
No Yes Yes Yes No No No No <SiN Episodes: Emergence> Not solid to grenades. Similar to Toolsinvisible, used as a utility texture.
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 Deathmatch.
<Left 4 Dead><Left 4 Dead 2> Ladder will not work if used with func_ladder
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.
Note:The "glass footsteps" version of this texture in [Portal 2] does not seal maps.
Note:While no lightmap data is generated on nodraw faces, nodraw brushes still cast shadows.
Note:It is not necessary to use nodraw on faces that don't touch visleaves, as these are removed for you by the compiler. This means faces that are outside the map and faces that are flush with another one.
Toolsnodraw.gif
Nodraw Roof
No Yes Yes Yes Yes Yes Yes Yes
(no marks)
<Counter-Strike: Source> Identical to Nodraw, the only difference being a separate texture name to differentiate them.
Toolsnodraw.gif
Nodraw Wood
No Yes Yes Yes Yes Yes Yes Yes
(no marks)
<Counter-Strike: Source> Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make wood impact sounds.
Toolsnodraw.gif
Nodraw Stone
No Yes Yes Yes Yes Yes Yes N/A <Dark Messiah of Might and Magic> Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make stone impact sounds.
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 Nodraw but does not cast any shadows.
Toolsnodrawnoshadow.jpg
Nodraw Surfaceprop
No No Yes Yes Yes Yes Yes N/A <Dark Messiah of Might and Magic> Seven materials all identical to Nodraw but uses different surfaceprop types and also do not casts any shadows: chitin, dirt, grass, metal, sand, stone, wood.
Nodraw portalable.png
Nodraw Portalable
No Yes Yes Yes Yes Yes Yes Yes
(no marks)
[Portal 2] Identical to Nodraw, the only difference is that Portals can be placed on this texture.
Toolsorigin.gif
Origin
N/A No No No No No No No Deprecated for use in Source, not available in all branches. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Origin brushes were used in GoldSource to set the rotation origin of rotating entities. It can still be used to override a brush entity's origin when used as one of its brushes.
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.

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 This texture is used to instruct the compiler to cut visleaves.
Toolsskip.gif
Skip
No No No No No No No No Has no effect on anything. Useful in combination with Hint tool textures. Skip faces are removed during compile, so a brush textured with skip won't prevent leaks. Also useful as a tool in Hammer for grouping, moving and place-holding objects.
Toolsoccluder.gif
Occluder
Yes No No No No No No No Used only for func_occluder entities.

Clips

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsclip.gif
Clip
No No No No Yes Yes No No Solid to players and NPCs but not other objects. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
<Counter-Strike: Source><Counter-Strike: Global Offensive> Solid to dropped C4.
<Counter-Strike: Global Offensive> Features clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood.
Toolsnpcclip.gif
NPC Clip
No No No No Yes No No No Solid to NPCs only.
<Left 4 Dead><Left 4 Dead 2> Solid to infected only, but does not stop Smokers, Boomers and Spitters from attacking you through it.
Toolsplayerclip.gif
Player Clip
No No No No No Yes No No Solid to players only. In Source 2013, it's also solid to item pickups like ammo packs but not dropped weapons.
<Counter-Strike: Source><Counter-Strike: Global Offensive> Solid to dropped C4.
<Left 4 Dead><Left 4 Dead 2> Solid to the survivors only.
Toolsplayercont.gif
Player Control Clip
Yes Yes Yes No? Yes Yes Yes Yes
(marks)
Available only in Source 2006 and earlier. It is obvious that this texture has to be tied to an entity to gain any special abilities, but what entity is not yet confirmed. Seems that it is necessary for func_vehicleclip. (See "player clip" above for the tool texture that restricts player movement.)
Toolsgenadeclip.png
Grenade Clip
No No No No No No Grenades only 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.

Sky and fog

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
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.
Toolsskybox nolight.jpg
Skybox
NoLight
No Yes Yes Yes Yes Yes Yes N/A <Dark Messiah of Might and Magic> Works identical to Skybox, but does not casts any light rays.
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.
Cannot be used in the same PVS as the toolsskybox tool texture.
Toolsskyfog.gif
SkyFog
No Yes Yes Yes Yes
(marks)
The SkyFog texture does not contain any properties. There is currently no existing corresponding Shader called "skyfog". (Generates error Error: Material "tools/toolsskyfog" uses unknown shader "SkyFog".)
Confirm:It can be fixed to function properly if it's vmt settings are changed in the Source code and recompiled
Fogvolume.jpg
Fog Volume
Yes No No Available only in Left 4 Dead and later. Used in conjunction with multiple env_fog_controllers to change fog colours and densities in a level

Miscellaneous

Image Name Visible if
world brush
Casts shadows Cuts
VIS leaves
Blocks NPC LOS Solid to NPCs Solid to player(s) Solid to physics Solid to bullets Usage / Notes
Toolsinvisibledisplacement.gif
Invisible Displacement
Not actually a texture. It is the backside of a displacement. This side of the displacement will appear invisible, but solid.
L4d2-Climb versus.png
Climb Versus
No No No No Yes Yes Yes No <Left 4 Dead><Left 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: Emergence> Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
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
Toolinvismetal.png
Invismetal
No No N/A No Yes Yes Yes No <Left 4 Dead><Left 4 Dead 2> An invisible texture that shows metal marks when shot.
Toolsnoninteractive.jpg
Non-Interactive
No No No No 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 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.
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.
Toolsgray.jpg
Gray
Yes Yes Yes Yes Yes Yes Yes N/A <Dark Messiah of Might and Magic> Purpose unknown, just a grey texture.
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.
Blockbomb.jpg
Block Bomb
No No Yes Yes Yes Yes Yes Yes <Counter-Strike: Global Offensive>To do Actual use unknown.