Image | Name | Allowed as world | Allowed as entity | Casts shadows | Has lightmap | Cuts visleaves | Solid to cliphull 1 | Solid to cliphull 2 | Solid to cliphull 3 | Solid to bullets | Info |
---|---|---|---|---|---|---|---|---|---|---|---|
AAATRIGGER | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes | Yes | Identical to NULL , but shouldn't be used on world brushes as it may cause bugs. Useful for differentiating entities in the editor. | |
BEVEL | Yes | Yes | Yes | No | No | No | Yes | No | Yes | Acts like NULL , however it changes the clipnode of a brush in a way that any player approaching the brush will not be collide with the brush until their origin reaches the plane that the BEVEL face lies on. It can be used to eliminate exterior corner clipping bugs. For clipnode optimization, BEVEL has no advantage over NULL , and sometimes uses even more clipnodes than NULL . The -cliptype precise parameter for hlcsg is recommended instead of the use of this texture, but it still can be used to fix any remaining clipping bugs that -cliptype precise may miss. | |
black_HIDDEN | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Identical to NULL , but has a lightmap. Brushes with this texture can cast shadows. This texture will not render as black except in Sven Co-op. | |
BOUNDINGBOX | No | Yes | No | No | No | No | No | No | No | Acts like ORIGIN , but can be used to define a bounding box for an entity. Useful if you have a lot of complex, off-grid geometry and need a bounding box which is snapped to the grid. | |
CLIP | Yes | Yes | No | No | No | Yes | Yes | Yes | No | Creates clipnodes on all three cliphulls that a player cannot move through, but can shoot through. Clip brushes can not exist outside the world, so keep them inside of your map. | |
CLIPBEVEL | Yes | Yes | No | No | No | No | No | Yes | No | Acts like BEVEL but for clipnodes. | |
CLIPBEVELBRUSH | Yes | Yes | No | No | No | No | No | Yes | No | Acts like CLIPBEVEL , but affects every single face. | |
CLIPHULL1 | Yes | Yes | No | No | No | Yes | No | No | No | Creates clipnodes on hull 1, used by standing players. | |
CLIPHULL2 | Yes | Yes | No | No | No | No | Yes | No | No | Creates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc). | |
CLIPHULL3 | Yes | Yes | No | No | No | No | No | Yes | No | Creates clipnodes on hull 3, used by crouching players. | |
CONTENTEMPTY | Yes | Yes | No | No | No | No | No | No | No | Removes collision from a brush and marks a brush as an empty volume. | |
CONTENTWATER | Yes | Yes | Yes | No | No | No | No | No | Yes | Removes collision from a brush and mirrors the faces inside out. It shouldn't be used on world brushes, as it will mark the brush as a water volume that will cause visibility errors for those who submerge themselves into it. | |
HINT | Yes | Yes | No | No | Yes | No | No | No | No | Faces with this texture will split visleafs, allowing you to optimize what parts of the map are visible. Other faces of the brush should be textured with SKIP . | |
NOCLIP | Yes | Yes | Yes | No | Yes | No | No | No | Yes | Acts like NULL , but no cliphulls are generated. Similar to the zhlt_noclip keyvalue in entities. | |
NULL | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes | Yes | Removes the face of a brush it's applied to, however clipnodes are still generated. | |
ORIGIN | No | Yes | No | No | No | No | No | No | No | Brushes with this texture will act as the point of origin for entities. | |
SKIP | Yes | Yes | No | No | No | No | No | No | No | Ignores the face of a brush it's applied to. Should not be used on world geometry except with HINT , as it may cause bugs. | |
sky | Yes | No | No | No | Yes | Yes | Yes | Yes | Yes | Renders the skybox on faces with this texture, and emits light if all faces of a brush are textured with SKY and you have a light_environment or light_spot entity. | |
SOLIDHINT | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes | Yes | Used to eliminate unnecessary face subdivision, especially on complex shapes such as triangular terrain. | |
translucent | Yes | No | Yes | Yes | Yes | No | No | No | No | Removes clipnodes and mirrors the brush faces inside out. |
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merged to main page 2024-05-03
2024-06-09
!cur
textures, you can make them invisible by using the_HIDDEN
suffix, so!cur_0
becomes!cur_0_HIDDEN
2024-08-29
_HIDDEN
suffixes doesn't work in entities for some reason. since models don't take lighting from brush entities anyway there's no use case for it, so probably just useNULL
instead.