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Tool Textures

A Tutorial for Goldsource Engine

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Tool textures are special textures which control how the map is compiled.

Tool textures are special textures which control how the map is compiled. They are found in zhlt.wad.

ImageNameAllowed 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
!cur_0*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +X. This texture is always fullbright.
!cur_180*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -X. This texture is always fullbright.
!cur_270*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. This texture is always fullbright.
!cur_90*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Y. This texture is always fullbright.
!cur_dwn*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Z. This texture is always fullbright.
!cur_up*
YesNoYesNo
YesNoNoNoNoActs like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Z. This texture is always fullbright.

AAATRIGGER
YesYesYesNo
YesYesYesYesYesIdentical to NULL, but shouldn't be used on world brushes as it may cause bugs. Useful for differentiating entities in the editor.

BEVEL
YesYesYesNo
NoNoYesNoYes

BEVELHINT**
YesYesYesNo
NoNoYesNoYesActs like SOLIDHINT and BEVEL. Eliminates unnecessary face subdivision and bevels clipnodes at the same time. Useful on complex shapes such as terrain, spiral staircase clipping, etc.

black_HIDDEN
YesYesYesYes
YesYesYesYesYesIdentical 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
NoYesNoNo
NoNoNoNoNoActs 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
YesYesNoNo
NoYesYesYesNoCreates clipnodes on all three cliphulls.

CLIPBEVEL
YesYesNoNo
NoNoNoYesNoActs like BEVEL but for clipnodes.

CLIPBEVELBRUSH
YesYesNoNo
NoNoNoYesNoActs like CLIPBEVEL, but affects every single face.

CLIPHULL1
YesYesNoNo
NoYesNoNoNoCreates clipnodes on hull 1, used by standing players.

CLIPHULL2
YesYesNoNo
NoNoYesNoNoCreates clipnodes on hull 2, used by large monsters (apache, gargantua, gonarch, etc).

CLIPHULL3
YesYesNoNo
NoNoNoYesNoCreates clipnodes on hull 3, used by crouching players.

CONTENTEMPTY
YesYesNoNo
NoNoNoNoNoRemoves collision from a brush and marks a brush as an empty volume.

CONTENTWATER
YesYesYesNo
YesNoNoNoYesMarks 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. When an entity, it is an empty volume with mirrored faces.

HINT
YesYesNoNo
YesNoNoNoNoFaces with this texture will split visleaves, allowing you to optimize what parts of the map are visible. Other faces of the brush should be textured with SKIP.

NOCLIP
YesYesYesNo
YesNoNoNoYesActs like NULL, but no cliphulls are generated. Similar to the zhlt_noclip keyvalue in entities.

NULL
YesYesYesNo
YesYesYesYesYesRemoves the face of a brush it's applied to, however clipnodes are still generated.

ORIGIN
NoYesNoNo
NoNoNoNoNoBrushes with this texture will act as the point of origin for entities.

SKIP
YesYesNoNo
NoNoNoNoNoIgnores 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
YesNoNoNo
YesYesYesYesYesRenders 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
YesYesYesNo
YesYesYesYesYesUsed to eliminate unnecessary face subdivision, especially on complex shapes such as terrain.
SPLITFACE*
YesYesNoNo
NoNoNoNoNo

translucent
YesNoYesYes
YesNoNoNoNoRemoves clipnodes and mirrors the brush faces inside out.

*This tool texture functions normally in Vluzacn's ZHLT v34, but is missing from zhlt.wad
**This tool texture exists only in SDHLT v0.1

1. BEVEL

This texture 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.

1.1. BEVEL vs NULL

Replacing NULL with BEVEL in your entire map is not always a good idea. While it reduces clipnodes, it can also cause bad collision where players fall through floors, can walk inside walls, get stuck in an edge where two walls meet, etc.

2. SPLITFACE

Brushes with this texture will subdivide faces they touch along their edges, similarly to zhlt_chopdown. Imagine your SPLITFACE brush as a "cookie cutter" that cuts into any walls it touches.


Here's how it looks like in-game with gl_wireframe 1.


SPLITFACE is useful for fixing lighting bugs where shadows "leak" out from behind opaque entities. In the following example, the big crate is a func_breakable entity with the Light Flags keyvalue set to Opaque (Blocks Light).


The shadows won't be calculated properly unless we split the faces behind and below the crate along the dotted line.


Since you can't use zhlt_chopdown on a brush entity, this will have to be done by either creating a SPLITFACE brush along the dotted line. Any of the following methods will work. My preferred method is the second one, where I make a copy of the crate and texture it with SPLITFACE, to make it act like zhlt_chopdown.

This is how it looks like inside of the brush.


3. TRANSLUCENT

Removes clipnodes and mirrors the brush faces inside out.

4. Download

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  • BlackSwordsman avatar
    BlackSwordsman Joined 8y ago
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    access_time 26d
    Could you make a pack with all those tool textures or provide links?
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    I don't know if it's just me, but the display seems kind of broken, the table overlapping columns at the right...

    Otherwise there is some interesting and useful stuff here !
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Difficulty Level
Intermediate

Attributes

Genre
Mapping

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