are special textures which control how the map is compiled. These are the tool textures used by
. They are found in
. For detailed usage of each texture, refer to its individual wiki page.
Image |
Name |
Z |
|
W |
E |
S |
LM |
VL |
V |
H0 |
H1 |
H2 |
H3 |
|
Description |
N/A |
!cur_0 |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in +X. [note1] |
N/A |
!cur_180 |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in -X. [note1] |
N/A |
!cur_270 |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in -Y. [note1] |
N/A |
!cur_90 |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in +Y. [note1] |
N/A |
!cur_dwn |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in -Z. [note1] |
N/A |
!cur_up |
Z* |
|
🏢 |
❌ |
⛅ |
❌ |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Acts like CONTENTWATER and trigger_push with a speed of 2048 units/s in +Z. [note1] |
|
AAATRIGGER |
– |
|
🏢 |
🚪 |
⛅ |
❌ |
✂️ |
🫥 |
0️⃣ |
1️⃣ |
2️⃣ |
3️⃣ |
|
Used for differentiating entities in the editor, and shouldn't be used on world brushes as it may cause bugs. VHLT strips faces with this texture, making it visually identical to NULL . |
|
BEVEL |
Z |
|
🏢 |
🚪 |
⛅ |
❌ |
❌ |
❌ |
0️⃣ |
❌ |
2️⃣ |
❌ |
|
Acts like NULL , but 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, and any remaining clipping bugs that the -cliptype precise CSG parameter may miss. |
|
black_HIDDEN |
Z |
|
🏢 |
🚪 |
⛅ |
🌓 |
✂️ |
🫥 |
0️⃣ |
1️⃣ |
2️⃣ |
3️⃣ |
|
Acts like NULL , but has a lightmap. Brushes with this texture can cast shadows. |
|
BOUNDINGBOX |
Z |
|
❌ |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
|
Similar to ORIGIN , but 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 |
– |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
1️⃣ |
2️⃣ |
3️⃣ |
|
Creates clipnodes on all three cliphulls. |
|
CLIPBEVEL |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
0️⃣ |
❌ |
❌ |
❌ |
|
Acts like BEVEL but for clipnodes. |
|
CLIPBEVELBRUSH |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
0️⃣ |
❌ |
❌ |
❌ |
|
Acts like CLIPBEVEL , but affects every single face. |
|
CLIPHULL1 |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
1️⃣ |
❌ |
❌ |
|
Creates clipnodes on hull 1, used by standing players. |
|
CLIPHULL2 |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
2️⃣ |
❌ |
|
Creates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc). |
|
CLIPHULL3 |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
3️⃣ |
|
Creates clipnodes on hull 3, used by crouching players. |
|
CONTENTEMPTY |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
🫥 |
❌ |
❌ |
❌ |
❌ |
|
Removes collision from a brush and marks it as an empty volume. |
|
CONTENTWATER |
Z |
|
🏢 |
🚪 |
⛅ |
❌ |
✂️ |
🫥 |
0️⃣ |
❌ |
❌ |
❌ |
|
Marks the brush as a water volume that will not render anything outside of it. It also removes collision from a brush and mirrors the faces inside out. |
|
HINT |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
✂️ |
❌ |
❌ |
❌ |
❌ |
❌ |
|
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 |
Z |
|
🏢 |
🚪 |
⛅ |
❌ |
✂️ |
❌ |
0️⃣ |
❌ |
❌ |
❌ |
|
Acts like NULL , but no cliphulls are generated. Similar to the zhlt_noclip keyvalue in entities. |
|
NULL |
Z |
|
🏢 |
🚪 |
⛅ |
❌ |
✂️ |
🫥 |
0️⃣ |
1️⃣ |
2️⃣ |
3️⃣ |
|
Removes the face of a brush it's applied to, however clipnodes are still generated. |
|
ORIGIN |
– |
|
❌ |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
|
The center of brushes with this texture defines the origin point for entities. |
|
SKIP |
Z |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
|
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 |
– |
|
🏢 |
❌ |
❌ |
❌ |
✂️ |
❌ |
0️⃣ |
1️⃣ |
2️⃣ |
3️⃣ |
|
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. Clipnode generation is optional with VHLT and can be turned off with CSG parameter -noskyclip . |
|
SOLIDHINT |
Z |
|
🏢 |
🚪 |
⛅ |
❌ |
✂️ |
🫥 |
0️⃣ |
1️⃣ |
2️⃣ |
3️⃣ |
|
Used to eliminate unnecessary face subdivision, especially on complex shapes such as triangular terrain. |
N/A |
SPLITFACE |
Z* |
|
🏢 |
🚪 |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
❌ |
|
Brushes with this texture will subdivide faces they touch. It can be used to eliminate bad lighting caused by opaque entities. |
|
translucent |
- |
|
🏢 |
❌ |
⛅ |
🌓 |
✂️ |
👀 |
❌ |
❌ |
❌ |
❌ |
|
Removes clipnodes and mirrors the brush faces inside out. All @ prefixed textures exhibit this property. |
Image |
Name |
Z |
|
W |
E |
S |
LM |
VL |
V |
H0 |
H1 |
H2 |
H3 |
|
Description |
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.