Tool Textures Last edited 1 month ago2024-02-29 23:57:20 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.
Image Name Allowed as world Allowed as entity Casts shadows as world brush Has lightmap Cuts visleaves Solid to cliphull 1 Solid to cliphull 2 Solid to cliphull 3 Solid to bullets Info
N/A !cur_0* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +X. This texture is always fullbright.
N/A !cur_180* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -X. This texture is always fullbright.
N/A !cur_270* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. This texture is always fullbright.
N/A !cur_90* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Y. This texture is always fullbright.
N/A !cur_dwn* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Z. This texture is always fullbright.
N/A !cur_up* Yes No Yes No Yes No No No No Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Z. This texture is always fullbright.
User posted image
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.
User posted image
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, and any remaining clipping bugs that the -cliptype precise CSG parameter may miss.
User posted image
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.
User posted image
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.
User posted image
CLIP Yes Yes No No No Yes Yes Yes No Creates clipnodes on all three cliphulls.
User posted image
CLIPBEVEL Yes Yes No No No No No Yes No Acts like BEVEL but for clipnodes.
User posted image
CLIPBEVELBRUSH Yes Yes No No No No No Yes No Acts like CLIPBEVEL, but affects every single face.
User posted image
CLIPHULL1 Yes Yes No No No Yes No No No Creates clipnodes on hull 1, used by standing players.
User posted image
CLIPHULL2 Yes Yes No No No No Yes No No Creates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc).
User posted image
CLIPHULL3 Yes Yes No No No No No Yes No Creates clipnodes on hull 3, used by crouching players.
User posted image
CONTENTEMPTY Yes Yes No No No No No No No Removes collision from a brush and marks it as an empty volume.
User posted image
CONTENTWATER Yes Yes Yes No Yes No No No Yes 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.
User posted image
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.
User posted image
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.
User posted image
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.
User posted image
ORIGIN No Yes No No No No No No No Brushes with this texture will act as the point of origin for entities.
User posted image
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.
User posted image
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.
User posted image
SOLIDHINT Yes Yes Yes No Yes Yes Yes Yes Yes Used to eliminate unnecessary face subdivision, especially on complex shapes such as triangular terrain.
N/A SPLITFACE* Yes Yes No No No No No No No Brushes with this texture will subdivide faces they touch. It can be used to eliminate bad lighting caused by opaque entities.
User posted image
translucent Yes No Yes Yes Yes No No No No Removes clipnodes and mirrors the brush faces inside out.
*This texture functions normally, but is missing from zhlt.wad

1 Comment

Commented 4 months ago2023-12-16 09:30:25 UTC Comment #105738
I made a version with legends and emojis. The aim is threefold:
  1. trim the wasted space the table headers are using, and give more space for the description column
  2. Immediately infer the properties with emojis without constantly having to look up the yes/no columns back to the header way up the page
  3. hopefully get this to display better on mobile
For now it's in this comment for my personal use. If feedback is favourable then we can merge this version into the main page.

Legend

Z - zhlt.wad requirements
Usually available in standard WADs for a given GoldSrc game e.g. halflife.wad
Z Usually only available in zhlt.wad
Z* Used by ZHLT but not included in zhlt.wad
Properties
🏢 Allowed as World
🚪 Allowed as Entity
Casts Shadow as world brush
🌓 Has LightMap
✂️ Cuts VisLeafs
Visibility
👀 Texture is Visible in game
🫥 Textured face is inVisible, but the rest of the brush is
Brush becomes inVisible
Clipnode generation
0️⃣ Point hull (bullets, weapons, projectiles)
1️⃣ Player hull
2️⃣ Large monsters hull
3️⃣ Crouching hull

Tool Textures

Image Name Z W E S LM VL V H0 H1 H2 H3 Description
N/A !cur_0 Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +X. [note1]
N/A !cur_180 Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -X. [note1]
N/A !cur_270 Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. [note1]
N/A !cur_90 Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Y. [note1]
N/A !cur_dwn Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Z. [note1]
N/A !cur_up Z* 🏢 ✂️ 👀 Acts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Z. [note1]
User posted image
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.
User posted image
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.
User posted image
black_HIDDEN Z 🏢 🚪 🌓 ✂️ 🫥 0️⃣ 1️⃣ 2️⃣ 3️⃣ Acts like NULL, but has a lightmap. Brushes with this texture can cast shadows.
User posted image
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.
User posted image
CLIP 🏢 🚪 1️⃣ 2️⃣ 3️⃣ Creates clipnodes on all three cliphulls.
User posted image
CLIPBEVEL Z 🏢 🚪 0️⃣ Acts like BEVEL but for clipnodes.
User posted image
CLIPBEVELBRUSH Z 🏢 🚪 0️⃣ Acts like CLIPBEVEL, but affects every single face.
User posted image
CLIPHULL1 Z 🏢 🚪 1️⃣ Creates clipnodes on hull 1, used by standing players.
User posted image
CLIPHULL2 Z 🏢 🚪 2️⃣ Creates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc).
User posted image
CLIPHULL3 Z 🏢 🚪 3️⃣ Creates clipnodes on hull 3, used by crouching players.
User posted image
CONTENTEMPTY Z 🏢 🚪 🫥 Removes collision from a brush and marks it as an empty volume.
User posted image
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.
User posted image
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.
User posted image
NOCLIP Z 🏢 🚪 ✂️ 0️⃣ Acts like NULL, but no cliphulls are generated. Similar to the zhlt_noclip keyvalue in entities.
User posted image
NULL Z 🏢 🚪 ✂️ 🫥 0️⃣ 1️⃣ 2️⃣ 3️⃣ Removes the face of a brush it's applied to, however clipnodes are still generated.
User posted image
ORIGIN 🚪 The center of brushes with this texture defines the origin point for entities.
User posted image
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.
User posted image
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.
User posted image
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.
User posted image
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
Notes:
  1. Rendered as water, and completely fullbright

Legend

Z - zhlt.wad requirements
Usually available in standard WADs for a given GoldSrc game e.g. halflife.wad
Z Usually only available in zhlt.wad
Z* Used by ZHLT but not included in zhlt.wad
Properties
🏢 Allowed as World
🚪 Allowed as Entity
Casts Shadow as world brush
🌓 Has LightMap
✂️ Cuts VisLeafs
Visibility
👀 Texture is Visible in game
🫥 Textured face is inVisible, but the rest of the brush is
Brush becomes inVisible
Clipnode generation
0️⃣ Point hull (bullets, weapons, projectiles)
1️⃣ Player hull
2️⃣ Large monsters hull
3️⃣ Crouching hull

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