Tool textures

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"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
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.
Toolsblack.gif
Black
Yes Yes Yes Yes Yes Yes Yes Yes (leaves 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.
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.)
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> Only. 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> Only. Solid to grenades. Identical to Block Bullets, except that it uses a $surfaceprop type of 'forcefield'.
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.
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 (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.
Toolsdynamicdifficulty.jpg
Dynamic Difficulty
Yes Yes Yes Yes Yes Yes Yes Yes (leaves marks) <SiN Episodes: Emergence> Solid to grenades. Tied to the trigger_dynamic_difficulty entity for the game's difficulty system.
Toolshint.gif
Hint
No No Yes No No No No No This texture is used to instruct the compiler to cut visleaves.
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.
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.
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
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.
Toolsnodraw.gif
Nodraw
No Yes Yes Yes Yes Yes Yes Yes (no marks) Its transparency coupled with its VIS blocking, will create a leak visual effect. Seals leaks. Blocks visibility if used on all surfaces of the same brush. This texture is used very often for brushes that don't need to be textured. (for optimization the compiler skips making lightmap on this texture)
[Portal] Portals can be placed on it, but not in Portal 2.
Toolsnodraw.gif
Nodraw Roof
No Yes Yes Yes Yes Yes Yes Yes (no marks) <Counter-Strike: Source> Only. 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> Only. 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 Yes (no marks) [Portal 2] Identical to Nodraw, the only difference is that Portals can be placed on this texture.
Toolsoccluder.gif
Occluder
Yes No No No No No No No Used only for func_occluder entities.
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.
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 Used on Trigger and func_viscluster entities.
Toolswhite.gif
White
Yes Yes Yes Yes Yes Yes Yes Yes (leaves marks) Identical to tools/toolsblack texture only in white.

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 players and NPCs but not other objects.
[Portal] Does not function.

(New with Counter-Strike: Global Offensive)
Clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Grate, Plastic, Rubber, Sand, Tile, Wood

<Counter-Strike: Global Offensive> Not solid to dropped weapons, except C4.

Toolsnpcclip.gif
NPC Clip
No No No No Yes No No No Solid to NPCs but not players or other objects.
<Left 4 Dead><Left 4 Dead 2> Solid to infected, 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 only to players.
<Left 4 Dead><Left 4 Dead 2> Solid to the survivors.
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.)
Toolsgenadeclip.png
Grenade Clip
No No No No No No Grenades only No <Counter-Strike: Global Offensive> Only solid to grenades.
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°.

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 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.
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

Tutorials about tool textures (Russian)

Lessons created by Project-S

description of textures (Описание DEV текстур)

Block Light - Realistic Shadows (Реальные тени)