Tool textures (GoldSrc)

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HALFLIFE.WAD

Image Name Usage / Notes
HalflifeWad-curlyBLUE.png {BLUE An invisible brush face if attached to func_wall or similar brush entity with rendermode solid.
Note.png Note: Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
HalflifeWad-curlyINVISIBLE.png {INVISIBLE Functions same as {BLUE.
HalflifeWad-AAATRIGGER.png AAATRIGGER Used for trigger brush entities.
HalflifeWad-BLACK.png BLACK A plain black texture for unlit areas, such as the bottom of deep pits.
Note.png Note: Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
HalflifeWad-CLIP.png CLIP See Clip texture
HalflifeWad-ORIGIN.png ORIGIN Treated as the origin point for rotating entities, such as func_door_rotating.
HalflifeWad-SKY.png SKY Used for displaying the skybox.
Warning.png Warning: VHLT expects the sky tool texture to be lowercase and will not compile skies correctly if the tool texture does not fit these critera.
HalflifeWad-TRANSLUCENT.png TRANSLUCENT
HalflifeWad-WHITE.png WHITE


HLBASICS.WAD

HLBASICS.WAD is found in Counter-Strike: Condition Zero Counter-Strike: Condition Zero and Day of Defeat Day of Defeat, and is used to avoid needing to load HALFLIFE.WAD for maps that don't use base Half-Life 1 textures. [Clarify] Some of these are also in Condition Zero Deleted Scenes Condition Zero Deleted Scenes, via RITUAL_STANDARD.WAD, as well as in Counter-Strike: Condition Zero Counter-Strike: Condition Zero, via CZRITUAL_STANDARD.WAD.

Image Name Usage / Notes
CZERO+DOD hlbasics-curlyblue.png {blue An invisible brush face if attached to func_wall or similar brush entity with rendermode solid.
Note.png Note: Faces using this texture are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
CZERO+DOD hlbasics-aaa 1.png aaa_1
CZERO+DOD hlbasics-aaa 2.png aaa_2
CZERO+DOD hlbasics-aaa 3.png aaa_3
CZERO+DOD hlbasics-aaa hurt.png aaa_hurt
CZERO+DOD hlbasics-aaa multi.png aaa_multi
CZERO+DOD hlbasics-aaa once.png aaa_once
CZERO+DOD hlbasics-aaa push.png aaa_push
CZERO+DOD hlbasics-aaa push2.png aaa_push2
CZERO+DOD hlbasics-AAATRIGGER.png AAATRIGGER Used for trigger brush entities.
CZERO+DOD hlbasics-clip.png clip See Clip texture.
CZERO+DOD hlbasics-cr matleaf.png cr_matleaf Day of Defeat Makes leaf sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for leafy props.
Note.png Note: Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
CZERO+DOD hlbasics-cr matmetal.png cr_matmetal Counter-Strike: Condition ZeroCondition Zero Deleted ScenesDay of Defeat Makes metal sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Note.png Note: Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
CZERO+DOD hlbasics-hint.png hint
CZERO+DOD hlbasics-ORIGIN.png ORIGIN Treated as the origin point for rotating entities, such as func_door_rotating.
CZERO+DOD hlbasics-SKIP.png SKIP
CZERO+DOD hlbasics-sky.png sky Used for displaying the skybox.

Condition Zero only

Image Name Usage / Notes
CZERO hlbasics-bark.png bark
CZERO hlbasics-black.png black
CZERO hlbasics-cr matbark.png cr_matbark Counter-Strike: Condition Zero Makes wood sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Note.png Note: Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
CZERO hlbasics-cr matcard.png cr_matcard Unused, likely intended for non-existent "cardboard" material.
CZERO hlbasics-cull.png cull
CZERO hlbasics-leaf.png leaf
CZERO hlbasics-loc.png loc
CZERO hlbasics-skycull.png skycull

Day of Defeat only

Image Name Usage / Notes
DOD hlbasics-cr mathvymetal.png cr_mathvymetal Day of Defeat Identical to CR_MATMETAL.
Bug.png Bug: Likely intended to be used for "Heavy Metal" material, available in DoD's sound/materials.txt, but not used by this texture. Use IR_PIPEM8 instead.
DOD hlbasics-cr matsand.png cr_matsand Day of Defeat Makes sand sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Note.png Note: Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
DOD hlbasics-cr matwood.png cr_matwood Day of Defeat Makes wood sounds when walked on, if present in sound/materials.txt. Tie to a func_wall with renderamt set to 0 (aka invisible) to use as a clip brush for metalic props.
Note.png Note: Invisible faces are still have lightmap a created for them, despite not being noticeable. Increase texture scale to 4.0 or higher to avoid wasting allocblock.
DOD hlbasics-NULL.png NULL Identical to ZHLT's NULL texture.


ZHLT.WAD

ZHLT.WAD is used for the additional features provided by the ZHLT and VHLT compilers. It does not come with any vanilla first-party GoldSrc title, but instead comes with ZHLT/VHLT.

Image Name Usage / Notes
HalflifeWad-AAATRIGGER.png AAATRIGGER Used for trigger brush entities.
ZHLTwad-BEVEL.png BEVEL
HalflifeWad-BLACK.png Black_HIDDEN Identical to NULL, but has a lightmap.
ZHLTwad-BOUNDINGBOX.png BOUNDINGBOX
HalflifeWad-CLIP.png CLIP See Clip texture
ZHLTwad-CLIPBEVEL.png CLIPBEVEL
ZHLTwad-CLIPBEVELBRUSH.png CLIPBEVELBRUSH
ZHLTwad-CLIPHULL1.png CLIPHULL1
ZHLTwad-CLIPHULL2.png CLIPHULL2
ZHLTwad-CLIPHULL3.png CLIPHULL3 Like CLIP, but only affects
ZHLTwad-CONTENTEMPTY.png CONTENTEMPTY
ZHLTwad-CONTENTWATER.png CONTENTWATER Not drawn in game, and inverts the normals of all other faces of the brush. Usually used to simulate volumetric lighting.
ZHLTwad-HINT.png HINT
ZHLTwad-NOCLIP.png NOCLIP Not drawn in game, and disables collision for all faces on the brush.
DOD hlbasics-NULL.png NULL Not drawn in game, seals leaks, and is skipped by HLRAD. 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.
Note.png Note: While no lightmap data is generated on NULL faces, NULL brushes still cast shadows, unless tied to a func_wall.
Note.png Note: Despite common misconception, it is not necessary to use NULL on faces that don't touch visleaves, as these are automatically removed by HLBSP. This means faces that are outside the map and faces that are flush with another one.
HalflifeWad-ORIGIN.png ORIGIN Treated as the origin point for rotating entities, such as func_door_rotating.
CZERO+DOD hlbasics-SKIP.png SKIP
HalflifeWad-SKY.png sky Used for displaying the skybox.
Warning.png Warning: VHLT expects the sky tool texture to be lowercase and will not compile skies correctly if the tool texture does not fit these critera.
ZHLTwad-SOLIDHINT.png SOLIDHINT

Missing ZHLT tool textures

ZHLT supports some additional tool textures that aren't found in ZHLT.WAD or any official WAD file.

Image Name Usage / Notes
N/A !cur_0
N/A !cur_90
N/A !cur_180
N/A !cur_270
N/A !cur_dwn
N/A !cur_up
N/A SPLITFACE

External links