Tool textures:ru

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"Clip" redirects here.

  • Подробнее о текстуре Clip см. здесь clip texture.
  • Подробнее о инструменте "Clip" Hammer Editor см. здесь Hammer Clipping Tool.


Tool текстуры используются для особых задач на карте, их легко можно найти в Hammer вписав "tools\" в окошко Filter браузера текстур.

Tip:WiseClipped - О использовании tools текстур написано ниже.
Note:Все tools текстуры используются как обычные текстуры с разницой что их нельзя увидеть в игре, а некоторые могут резать листья (VIS) Оптимизация.


Tools текстуры

Изображение Имя Видимая (if worldbrush) Отбрасывает тени Режет листья (VIS) VIS leaves Блокирует обзор NPC LOS Блок. проход NPCs Блок. проход Игрока(ов) Блок. проход физиксов Блок. проход пуль Использование / Замечания
Toolsareaportal.gif
Areaportal
Yes No Yes No No No No No Используется с areaportals (func_areaportals и func_areaportalwindows).
Toolsblack.gif
Black
Yes Yes Yes Yes Yes Yes Yes Yes (leaves marks) Эта текстура не может быть освещена никаким источником света. (Для примера такая текстура используется в начале Half-Life 2 когда идёт ролик с G-man)
Toolswhite.gif
White
Yes Yes Yes Yes Yes Yes Yes Yes (leaves marks) Противоположна предыдущей текстуре. Она всегда белая и излучает белый свет.
Toolsblocklos.gif
Block LOS
No No No Yes No No No No Текстура блокирует обзор NPC
Toolsblockbullets.gif
Block Bullets
No No Yes No Yes Yes Yes Yes (no marks) Текстура блокирует прохождение пуль.
Toolsblocklight.gif
Block Light
No Yes No No No No No No Создание собственных теней при компиляции VRAD. Не может использоваться в качестве закрытия leaks. Подробнее об использовании здесь.
Toolsdotted.png
Dotted
Yes No Yes No Yes Yes Yes Yes (leaves 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.
Toolshint.gif
Hint
No No Yes No No No No No Эта структура используется, чтобы указать компилятору собственные visleaves. Используется вместе с Tools Skip
Toolsinvisible.gif
Invisible
No No Yes No Yes Yes Yes No Имеет коллизию для всех объектов. Используется в качестве кнопок, дверей и.т.п.
Toolsladder.gif
(Invisible) Ladder
No No Yes No Yes Yes Yes No Используется с текстурой func_ladder (создание лестницы). Не используется в играх серии Half-Life 2.
Toolsnodraw.gif
Nodraw
No Yes Yes Yes Yes Yes Yes Yes (no marks) Полностью прозрачная текстура. Имеет обычную коллизию, не отбрасывает теней. Может использоваться в качестве устранения leaks.
Toolsnodraw.gif
Nodraw Roof
No Yes Yes Yes Yes Yes Yes Yes (no marks) Available only in 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) Available only in Counter-Strike: Source. Identical to Nodraw, the only difference is that the brush with this texture, when hit, it will make wood impact sounds.
Nodraw portalable.png
Nodraw Portalable
No Yes Yes Yes Yes Yes Yes N/A Available only in Portal 2. Identical to Nodraw, the only difference is that Portals can be placed on this texture.
Note:In Portal 1, ordinary Nodraw can have portals placed on it.
Toolsoccluder.gif
Occluder
N/A No No No No No No No Used for func_occluder entities. (This table assumes that this texture is used on a func_occluder entity.)
Toolsorigin.gif
Origin
N/A No No No No No No No Deprecated for use in Source maps. (After giving the error "origin brushes not allowed in world" the compiler will fail.) Basic idea of origin brushes were used in GoldSource mapping, where they were used to set the rotation origin of rotating entities. It can still be used on some HL1 entites like func_train even though it doesn't exist in any of Valve's Source FGD's.
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.
Toolstrigger.gif
Trigger
Yes No No No No No No No Use on Trigger and func_viscluster entities, and Buyzones in Counter-Strike: Source. Also don't forget to move the selected trigger brush(es) ToEntity so you can change the properties. (This table assumes that this texture is used on a trigger type entity.)
Toolinvismetal.png
Invismetal
No No N/A No Yes Yes Yes No Available only in the Left 4 Dead series. Creates an invisible texture that shows metal marks when shot.

Clips

Image Name Visible (if worldbrush) 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 all objects but physically simulated projectiles. In Left 4 Dead and Left 4 Dead 2 this clips players as both special infected and survivors. Does not function in Portal.
Bug: In Half-Life 2: Deathmatch and Team Fortress 2 it only acts as a player clip (solid only to players - NOT to projectiles). "Block Bullets" should be used instead if the intention is to block projectiles (and players).
Toolsnpcclip.gif
NPC Clip
No No No No Yes No No No Solid to NPCs but not players or other objects.
Toolsplayerclip.gif
Player Clip
No No No No No Yes No No Solid only to players. In L4D and L4D2 this clips players as survivors, but not as special infected. Due to the aforementioned bug, this functions in the exact same way as "Clip" in Half-Life 2: Deathmatch and Team Fortress 2.
Toolsplayercont.gif
Player Control Clip
Yes Yes Yes No? Yes Yes Yes Yes (leaves 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.)

Sky(boxes) and fog

Image Name Visible (if worldbrush) 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 (leaves 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 2D 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.
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 (leaves 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