Common materials

From Blood Wiki
Revision as of 23:52, 16 July 2012 by VorteX (Talk | contribs)

Jump to: navigation, search

System materials with a special behavior. Used widely on all maps.

Common caulk.jpg common/caulk

A system material 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.jpg common/clip

Invisible material which clips movement of players. Do not affects footsteps (footstep tracing skips clipsurfaces to get real material player standing on).

Common monsterclip.jpg common/monsterclip

Clip only NPC movement.

Common fullclip.jpg common/fullclip

PlayerClip + MonsterClip.

Common origin.jpg 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.jpg common/black

Black wall, hides any stuff behing it. Dont cast a shadow.

Common areadisable.jpg common/areadisable

Black wall on steroids, this also hides any transparent entities, marks, effects.

Common iwater.jpg 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.jpg common/islime

Invisible, sets brush contents to swamp. Swamp slows down player and damage at slight rate when he moves.

Common ilava.jpg 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.jpg 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.jpg common/blackshadow

Black wall but casts shadows from static lights.

Common lightblock.jpg common/lightblock

Invisible surface that blocks lighting.

Common lighthull.jpg common/lighthull

Same as lightblock but blocks lighting from inside.

Common hint.jpg 'common/hint

This brush splits visibility data making more portals. Rarely used to enhance portal culling.

Common nodraw.jpg common/nodraw

Caulk that doesnt block visibility data.

Common dpshadow.jpg common/dpshadow

Invisible wall that cast realtime shadows. Weird.

Common collision.jpg dpbihclip

This invisible texture is inaccessible from texture window. It is ised on collision meshes to define BIH support with no reatime shadows.

Common collision.jpg dpbihplayerclip

BIH support + playerclip.

Common collision.jpg dpbihclipandshadow

BIH support + cast realtime shadows.

Common collision.jpg 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.jpg common/trigger

All triggers should be marked with this material.

Common roof.jpg common/roof

Material to cover invisible rooftops on func_roof.

Common mark.jpg common/mark1 ... common/mark9

Visible materials to mark various stuff, like light glares, zones.

Unused =

This materials are there, but have no functionality.

Common antiportal.jpg Common skip.jpg Common nodrop.jpg Common shadow.jpg
Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox