Tool textures (GoldSrc)

Tool textures are used, mostly by the tools but sometimes by the engine, to perform special tasks.
== HALFLIFE.WAD ==
Image	Name	Usage / Notes
 	 	An invisible brush face if attached to or similar brush entity with rendermode solid.
 	 	Functions same as .
 	 	Used for trigger brush entities.
 	 	A plain black texture for unlit areas, such as the bottom of deep pits.
 	 	See Clip texture
 	 	Treated as the origin point for rotating entities, such as .
 	 	Used for displaying the skybox.
 	 	Blocks VIS, but not the player.
 	 	Mainly used as texture light (texture that casts lighting).
== HLBASICS.WAD ==
 is found in and , and is used to avoid needing to load for maps that don't use base textures. Some of these are also in , via , as well as in , via .
Image	Name 	Usage / Notes
 	{blue 	An invisible brush face if attached to or similar brush entity with rendermode solid.
 	aaa_1 	
 	aaa_2 	
 	aaa_3 	
 	aaa_hurt 	Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_hurt.
 	aaa_multi 	Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_multiple.
 	aaa_once 	Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_once.
 	aaa_push 	Used for mapping organization purposes. Useful if the map is shared between multiple level designers. Designed to be used with trigger_push.
 	aaa_push2 	
 	AAATRIGGER 	Used for trigger brush entities.
 	clip 	See Clip texture.
 	cr_matleaf 	Makes leaf sounds when walked on, if present in . Tie to a with set to solid and set to (aka invisible) to use as a clip brush and shadow caster for leafy props.
 	cr_matmetal	Makes metal sounds when walked on, if present in . Tie to a with set to solid and set to (aka invisible) to use as a clip brush and shadow caster for metalic props.
 	hint 	
 	ORIGIN 	Treated as the origin point for rotating entities, such as .
 	SKIP 	
 	sky 	Used for displaying the skybox.
=== Condition Zero only ===
Image	Name 	Usage / Notes
 	bark 	No special purpose; use cr_matbark instead.
 	black 	A plain black texture for unlit areas, such as the bottom of deep pits.
 	cr_matbark	Makes wood sounds when walked on, if present in . Tie to a with set to solid and set to (aka invisible) to use as a clip brush and shadow caster for wooden props.
 	cr_matcard	Unused, likely intended for non-existent "cardboard" material.
 	cull 	No purpose; likely used by unreleased in-house compilers.
 	leaf 	
 	loc 	No purpose; likely used by unreleased in-house compilers.
 	skycull 	Functions like . 
In , any exterior faces of skybox brushes must be textured with skycull for and to work properly.
=== Day of Defeat only ===
Image	Name 	Usage / Notes
 	cr_mathvymetal	Identical to CR_MATMETAL.
 	cr_matsand 	Makes sand sounds when walked on, if present in . Tie to a with set to solid and set to (aka invisible) to use as a clip brush and shadow caster for sandy props, such as sandbags.
 	cr_matwood 	Makes wood sounds when walked on, if present in . Tie to a with set to solid and set to (aka invisible) to use as a clip brush and shadow caster for wooden props.
 	NULL 	Identical to ZHLT's NULL texture.
== ZHLT.WAD ==
 is used for the additional features provided by the ZHLT and VHLT compilers. It does not come with any vanilla first-party title, but instead comes with ZHLT/VHLT.
Image	Name	Usage / Notes
 	 	Used for trigger brush entities.
 	 	Fixes clipping errors caused by uneven terrain or brushes. This texture is experimental and is essentially replaced by the CSG parameter -cliptype precise.
 	 	Identical to , but has a lightmap. This texture is used to correct lightmap errors. Models get their lighting information from the lightmaps of world geometry directly below them. However, lightmaps from brush entities (like func_wall) are ignored, thereby causing the model to update its lighting information multiple times when transitioning from world geometry to brush entities (therefore taking the lightmap from world geometry below that brush entity) and vice versa (see the two zombies in Unforeseen Consequences crossing a set of grates on the floor). Additionally, light_environment overrides lightmaps completely, meaning that models will not update their lighting information properly between areas. While this is fine for models that stay within one lightmap, like an Osprey, for every other models that transition between light and dark areas, their lighting information doesn't get updated. BLACK_HIDDEN can fix lighting on those models when placed strategically, thereby eliminating incorrect updates of lighting information of models.
 	 	Creates a bounding box around an object, thereby replacing an existing one, or creating one that doesn't exist.
 	 	See Clip texture.
 	 	Acts like BEVEL but for clipnodes.
 	 	Acts like CLIPBEVEL, but affects every single face.
 	 	Like , but only affects standing-up players and regular-sized NPCs.
 	 	Like , but only affects large entities (including bullsquids).Use to create collision for these entities when using .
 	 	Like , but only affects crouching players.
 	 	Nodraw texture which forces a brush's contents to Empty.
Removes collision from a brush and marks it as an empty volume.
 	 	Nodraw texture which forces a brush's contents to Water.
Disables backface culling on all other faces of the brush. Usually used to simulate volumetric lighting.
 	 	Splits a visleaf. Applied to one or two faces. Used in combination with skip.
 	 	Not drawn in game, and disables hull 1-3 collision for all faces on the brush. May also be titled .
Unlike CONTENTEMPTY, noclip is still solid to pointhull traces, such as hitscan bullets.
 	 	Not drawn in game, seals leaks, and is skipped by HLRAD. Blocks visibility if used on all surfaces of the same brush. Optimally, every face that can't be seen during normal gameplay should have this texture.
 	 	Treated as the origin point for rotating entities, such as .
 	 	Tells the compiler to completely skip this face.
 	 	Used for displaying the skybox.
 	 	SOLIDHINT can be used to fix faces getting split by the visibility engine (can be seen with gl_wireframe 2) due to uneven, rotated or more generally, complex brushwork that is not nicely square. Usually useful on terrain where a lot of vertex manipulation happens. Apply SOLIDHINT to the unseen part of the brush, where NULL would normally go.
=== Missing ZHLT tool textures ===
ZHLT supports some additional tool textures that aren't found in or any official WAD file.
Image	Name	Usage / Notes
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on +X (going east). Always fullbright.
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on +Y (going north). Always fullbright.
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on -X (going west). Always fullbright.
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on -Y (going south). Always fullbright.
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on -Z (going down). Always fullbright.
N/A 	 	Water which acts like a func_pushable with a speed of 2048 units on +Z (going up). Always fullbright.
N/A 	 	Nodraw texture which forces a brush's contents to Solid.
N/A 	 	Nodraw texture which forces a brush's contents to Sky.
N/A 	 	Brushes with this texture will subdivide faces they touch. It can be used to eliminate bad lighting caused by opaque entities.
== External links ==
* 
Category:GoldSrc
Category:Level Design
Category:GoldSrc Textures
Category:GoldSrc Glossary