Texture prefixes

WAD textures do not have any metadata for special textures. Instead, the first few characters in the texture's name are used to dictate what the texture is used for.
Prefix	Texture type 	Description
 	Alphatest 	Texels using the last index in the palette (index 255) will be treated as pure black with an alpha channel value of zero. If tied to an entity with a other than 0, said texels will be transparent.
 	Liquid (water) 	A liquid, usually water. The face will be drawn with ripples in the software renderer or waves in the OpenGL renderer. If part of worldspawn, it will be swimmable. If tied to an entity, only the top face will be drawn.
Palette index 3 is used to control fog color, and the red value of palette index 4 is used to control fog thickness (with 255 being maximum fog).
 	Slime 	Like water, deals damage to the player and some monsters when touched (if part of worldspawn).
 	Lava 	Like slime, but deals double the damage (if part of worldspawn).
 	0° current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
 	90° current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
 	180° current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
 	270° current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
 	Upwards current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
 	Downwards current 	Acts like water combined with a with a speed of 2048 in the given direction (if part of worldspawn).
to 	Animated/Toggled 	Plays all textures in this set in sequence (at roughly 10 FPS). If tied to certain entities, such as or , the sequence will toggle between numeric and alphabetic when the entity is targeted.
to 	Animated/Toggled 	Plays all textures in this set in sequence (at roughly 10 FPS). If tied to certain entities, such as or , the sequence will toggle between numeric and alphabetic when the entity is targeted.
to 	Random tiling 	Each time the map loads, the engine will randomly assign one of the textures in this set to each appropriate surface. In software mode, the texture changes at the edges of the texture, whereas in OpenGL mode, the texture changes at the edges of the geometry it sits on.
 	Nonsolid visblocker 	Non-solid, but still blocks VIS. Does not have backface culling.
 	Scrolling 	Scrolls horizontally based upon or other entities'
 	Sky 	Not drawn in-game, but tells the engine to render the skybox behind all geometry in the current PVS.
 	Grapple point 	Textures with this prefix can be hooked onto with
 	Self-illuminated (has fullbrights)	
The last 32 colors in the palette are supposed to always be rendered at full brightness, regardless of lightmap brightness and rendermode.Unlike other prefixes, this prefix can be used in conjunction with the animated/toggled texture prefix (ex ).
 	Generated by HLRAD 	Textures generated for brush entities using VHLT's zhlt_embedlightmap feature are given this prefix.
== See also ==
* Tool textures (GoldSrc)
Category:GoldSrc Textures