Tool Textures Last edited 1 month ago2022-07-07 14:08:52 UTC

Tool textures are special textures which control how the map is compiled. These are the tool textures used by Vluzacn's ZHLT v34. They are found in halflife.wad and zhlt.wad. For detailed usage of each texture, refer to it's individual wiki page.
ImageNameAllowed as worldAllowed as entityCasts shadows as world brushHas lightmapCuts visleavesSolid to cliphull 1Solid to cliphull 2Solid to cliphull 3Solid to bulletsInfo
N/A!cur_0*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +X. This texture is always fullbright.
N/A!cur_180*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -X. This texture is always fullbright.
N/A!cur_270*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. This texture is always fullbright.
N/A!cur_90*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Y. This texture is always fullbright.
N/A!cur_dwn*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Z. This texture is always fullbright.
N/A!cur_up*YesNoYesNoYesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Z. This texture is always fullbright.
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AAATRIGGERYesYesYesNoYesYesYesYesYesIdentical to NULL, but shouldn't be used on world brushes as it may cause bugs. Useful for differentiating entities in the editor.
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BEVELYesYesYesNoNoNoYesNoYesActs 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, and any remaining clipping bugs that the -cliptype precise CSG parameter may miss.
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black_HIDDENYesYesYesYesYesYesYesYesYesIdentical 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.
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BOUNDINGBOXNoYesNoNoNoNoNoNoNoActs 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.
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CLIPYesYesNoNoNoYesYesYesNoCreates clipnodes on all three cliphulls.
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CLIPBEVELYesYesNoNoNoNoNoYesNoActs like BEVEL but for clipnodes.
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CLIPBEVELBRUSHYesYesNoNoNoNoNoYesNoActs like CLIPBEVEL, but affects every single face.
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CLIPHULL1YesYesNoNoNoYesNoNoNoCreates clipnodes on hull 1, used by standing players.
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CLIPHULL2YesYesNoNoNoNoYesNoNoCreates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc).
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CLIPHULL3YesYesNoNoNoNoNoYesNoCreates clipnodes on hull 3, used by crouching players.
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CONTENTEMPTYYesYesNoNoNoNoNoNoNoRemoves collision from a brush and marks it as an empty volume.
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CONTENTWATERYesYesYesNoYesNoNoNoYesMarks 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.
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HINTYesYesNoNoYesNoNoNoNoFaces 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.
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NOCLIPYesYesYesNoYesNoNoNoYesActs like NULL, but no cliphulls are generated. Similar to the zhlt_noclip keyvalue in entities.
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NULLYesYesYesNoYesYesYesYesYesRemoves the face of a brush it's applied to, however clipnodes are still generated.
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ORIGINNoYesNoNoNoNoNoNoNoBrushes with this texture will act as the point of origin for entities.
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SKIPYesYesNoNoNoNoNoNoNoIgnores the face of a brush it's applied to. Should not be used on world geometry except with HINT, as it may cause bugs.
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SKYYesNoNoNoYesYesYesYesYesRenders 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.
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SOLIDHINTYesYesYesNoYesYesYesYesYesUsed to eliminate unnecessary face subdivision, especially on complex shapes such as triangular terrain.
N/ASPLITFACE*YesYesNoNoNoNoNoNoNoBrushes with this texture will subdivide faces they touch. It can be used to eliminate bad lighting caused by opaque entities.
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translucentYesNoYesYesYesNoNoNoNoRemoves clipnodes and mirrors the brush faces inside out.
*This texture functions normally, but is missing from zhlt.wad

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