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 worldbrushes instead. As this makes them useless for worldbrushes, their visibility as worldbrushes are irrelevant. Also, many tool textures cut VIS leaves. 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 worldbrush) 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.
Toolswhite.gif
White
Yes Yes Yes Yes Yes Yes Yes Yes (leaves marks) Identical to tools/toolsblack texture only in white. While the tools/toolsblack texture is perfect dark, this texture shines with white color.
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.
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.
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 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.
invisibledisplacement It's not actually a texture. It's the backside of a brush when a displacement is applied. Kinda like a prop with it's normals; The other side just doesn't exist. Ingame, this side of the displacement will appear invisible, but solid. (like above)
Toolsladder.gif
(Invisible) Ladder
No No Yes No Yes Yes Yes No Used with func_ladder in the most multiplayer games exept Half-Life 2 Deathmatch.
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)
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.)It hides any props while behind a wall with the occluder active.
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.) Origin brushes were used in GoldSource mapping 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 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