Common materials
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| '''common/caulk''' | | '''common/caulk''' | ||
A system shader designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game. This texture generate no draw surfaces. | A system shader designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game. This texture generate no draw surfaces. |
Revision as of 23:51, 16 July 2012
System materials with a special behavior. Used widely on all maps.
common/caulk
A system shader designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game. This texture generate no draw surfaces. | |
common/clip
Surfaces with this shaders make invisible walls which clips movement of players. Do not affects footsteps (footstep tracing skips clipsurfaces to get real material player standing on). | |
common/monsterclip
Like Clip but only clips NPC movement. | |
common/fullclip
PlayerClip + MonsterClip. | |
common/origin
Normally brush entities have no origin. Center of brush covered by this textures will set origin of it's parent BModel. This origin is used for movement (path spots) and rotation. | |
common/black
Black wall, hides any stuff behing it. Dont cast a shadow. | |
common/areadisable
Black wall on steroids, this also hides any transparent entities, marks, effects. | |
common/ilava
Invisible, sets brush contents to water. Also used on covering junction sides of water brushes (when making a long river). Water damage the player at slight rate. | |
common/islime
Invisible, sets brush contents to swamp. Swamp slows down player and damage at slight rate when he moves. | |
common/ilava
Invisible, sets brush contents to lava. Also used on covering junction sides of lava brushes. Lava damages player at hight rate (even in mist form), almost impossible to walk. | |
common/lightgrid
World brush with this texture will make boundaries of entity static lighting. There is no other use. |
Rarely used materials
This system materials used to create very special things.
common/blackshadow
Black wall but casts shadows from static lights. | |
common/lightblock
Invisible surface that blocks lighting. | |
common/lighthull
Same as lightblock but blocks lighting from inside. | |
'common/hint
This brush splits visibility data making more portals. Rarely used to enhance portal culling. | |
common/nodraw
Caulk that doesnt block visibility data. | |
common/dpshadow
Invisible wall that cast realtime shadows. Weird. | |
dpbihclip
This invisible texture is inaccessible from texture window. It is ised on collision meshes to define BIH support with no reatime shadows. | |
dpbihplayerclip
BIH support + playerclip. | |
dpbihclipandshadow
BIH support + cast realtime shadows. | |
collision
This texture should be used with "collision" mesh only used by ODE. |
Markers
This materials dont have any effects. Thay are just used to separate things.
common/trigger
All triggers should be marked with this material. | |
common/roof
Material to cover invisible rooftops on func_roof. | |
common/mark1 ... common/mark9
Visible materials to mark various stuff, like light glares, zones. |
Unused =
This materials are there, but have no functionality.