Call of Duty 5: Tool Textures
Clipping textures are used to block a player or NPC (Non Playable Character) or to add collision to a static model.
|clip||Clip is a transparent surface that is used to block the player and NPCs in game. Clip does not have bullet collision, so you are able to shoot through it. If the player or NPC is to walk on the surface of clip, no sound will be made. Do not use it where a player can walk on it.|
|clip_full||This will block players and NPCs. Does not give off a sound if player walks on surface. Functionally similar to clip, but is more descriptive.|
|clip_monster||This is clip that will block NPCs, but not the player. This is used in Singleplayer.|
|clip_player||This clip is used to block only the player. Does not affect NPCs.|
|clipweap||This clip will stop bullets and grenades but will not block players or NPCs.|
|clip_missile||This is clip used to block a projectile like a grenade, but will not block bullets. It also will not block a player or NPC.|
|clipweap_glass_2||No description yet.|
|clip_metal||This clip (transparent) will react to bullets or grenades when hit. It will give the effect of impacting metal. It will not block the player or NPCs.|
|clip_vehicle||Clipping that is only effective to vehicles.|
|clipfoliage||This clip has two effects. It blocks the view of NPCs. They are not able to see through foliage clip. If the player walks through the clip it will make a rustling sound as if the player was walking through a bush. Generally this is applied to a brush and the brush covers large bushes and the leaf areas of trees.|
|clip_snow||No description yet.|
No Sight means that in Singleplayer the NPCs will not be able to see through the clip.
|clip_nosight||This texture will block the player and NPCs. clip_nosight is used if you have a model that would be used as cover, such as a tree or wooden fence. When the player walks on the surface of clip_nosight it will make a wood sound—if the object you are clipping is made of wood, use this clip.|
|clip_nosight_metal||This texture will block the player and NPCs. clip_nosight_metal is used if you have a model or object that is constructed of sheet metal, such as a barrel, vehicle, etc. When the player walks on the surface of clip_nosight_metal it will make a metal sound—if the object you are clipping is made of metal, use this clip.|
|clip_nosight_dirt||This texture will block the player and NPC's. When the player walks on the surface of clip_nosight_dirt it will make a dirt ground sound—if you are clipping an area that would be ground, this texture is used.|
|clip_nosight_rock||This texture will block the player and NPCs. When the player walks on the surface of clip_nosight_rock it will make a sound as if walking on a rock/stone surface—if you are clipping an area that would be make of rock, this texture is used.|
|clip_water||This texture is applied on a brush that would be placed in the area of water. Placing water in your level will only display bullet impacts. Filling the water area with a brush with this texture will create the effects when a grenade is thrown in the body of water and explodes, first the grenade splashing, then the shower of water shooting up from the explosion. If this texture is not used, the grenade will just use the effect of the ground underneath.|
|clip_water_player||This texture will create the sound of walking in water when the player walks on the clipped surface. This clip must to be on the same plane of the ground to work properly.|
Example: You have a small creek. Make a duplicate of the creek bottom terrain patch. Apply the clip_water_player texture to the terrain and place it directly on top of the terrain you made a copy from.
Editing Textures are used in the editor for building purposes.
|caulk||Applied to faces of a brush that would not be visible to the player. caulk is to be used as your default texture. If you are only texturing one side of a six sided brush, you need to have caulk applied to the other five faces. This tells the engine to not draw the surface, reducing the polygon count. caulk is also used as a blocker when used for portaling.|
|caulk_shadow||This caulk is used to block light. caulk itself does not cast shadows. Use only if a serious lighting problem exists.|
Example: If you have a roof of a building that is caulked to save polygons because the player would not see it, but sunlight enters the interior, then caulk_shadow is applied to block the sun light.
|light_portal|| This texture is used to block the bounding box of a primary light. The terrain surface with the texture applied needs to be facing inside the area with the affected light.
|lightgrid_sky||Applying this texture to a brush will collect the light grid information. This would be used for lighting the area in the sky that a plane or helicopter would fly. Doesn't always have to be used. Usually when you run VC_Logging and have the vehicles set to collect the dots, the vehicles do all the work for you automatically. However if the pattern is not aways the same, such as a Multiplayer Helicopter, then you would use this in the area the helicopter would fly.|
|lightgrid_volume||This is for VC_Logging your level. In previous versions of Call of Duty, you would have to make a .grid file by manually running through your level collecting the lighting dots. Apply this texture to a brush and place the brush in an area that the player can access; the compiler will eat up the information for you. You can still do it manually if you wish.|
|shadow||This texture applied to a brush will block light.|
|lightmap_grey||Default lightmap texture|
The following are used in cases when one lightmap carries over the lightmap information to another lightmap causing a lighting error.
Applying these will separate the lightmap making it unique.
|portal||This is applied to the surface of a brush to create a portal surface.|
|portal_nodraw||Applied to the surfaces of a portal brush that are not used.|
|portal_debug_solid|| The compiler applies this texture to portals in the map file when you are using |
|portal_debug_trans|| The compiler applies this texture to portals when you are using |
|nodraw||Applying this texture to sides of a brush will have the applied side invisible and non-solid. Usually used when only one side of a brush is need in game, such as a fence texture applied to one side.|
|nodraw_decal||When using brushes to place decals on geometry, the unused side will have this texture applied.|
|nodraw_notsolid||Applying this texture to sides of a brush will have the applied side invisible and non-solid. Usually used when only one side of a brush is need in game, such as a fence texture applied to one side.|
|nodraw_glass||No description yet.|
|smoothing_hard||Used in smoothing groups and surfaces that need to have a hard edge.|
|smoothing_smooth||Used in smoothing groups and surfaces that need to have a smooth edge.|
|smoothing_other||No description yet.|
These textures are meant to help the Designer identify a trigger's function. They are only visible in the Editor.
|trigger||Default texture applied to a brush trigger. When a trigger is created this texture will automatically be applied.|
|aitrig||Applied to a trigger brush. This is to help the designer to identify which triggers would be activated by a NPC.|
|ambient||No description yet.|
|autosave||This is used in single player maps. It's only use is visual to the designer to identify that the trigger is used for autosave.|
|bcs||Applied to a trigger to have the designer identify that the trigger is used for the Battlechatter System.|
|flag||No description yet.|
|friendly_respawn||Applied to a brush trigger to identify the trigger is set to respawn friendly NPCs.|
|goal_volume||Commonly applied to a brush that is set to keep the NPCs in a controlled area.|
|kill||Applied to a brush trigger that is set to kill the player.|
|mine||Applied to a brush trigger that is set to kill the player by stepping on a mine.|
|spawn_trigger||Applied to a trigger to identify that the trigger will spawn an entity.|
|stopspawn||Applied to a trigger to identify that the trigger will turn off a spawn.|
|trigger_damage||Applied to a brush trigger to identify that the trigger is set to damage.|
|trigger_hint||No description yet.|
|trigger_vision||No description yet.|
|return_ai_trigger||No description yet.|
|return_spawner_trigger||No description yet.|
|safe_area||No description yet.|
|vehicle_trigger||No description yet.|
|vehiclegate||No description yet.|
|volume||No description yet.|
These textures can be applied to a brush to add functionality to an object.
|ladder||Applying this texture to a brush will allow the player to use a ladder. If you have constructed a ladder, place a brush covering the ladder with the ladder texture; when the player comes in contact with the brush he will be able to climb up or down the ladder.|
|mantle_on||Applying this texture to a brush will allow the player to climb on top of a surface.|
|mantle_over||Applying this texture to a brush will allow the player to climb over a surface without being able to stop on top of it. Use for surfaces that should be too thin or weak for a player to stand on.|
These textures can be applied to a brush to add functionality to an object.
|aa_default||This is the default texture that is loaded when Radiant is started up. It has no function, so it should not be used. Replace any occurrences of aa_default with other appropriate textures.|
These are textures that once had a function but no longer are used in CoD4Radiant.
|occluder||No description yet.|
Textures not yet categorized (WIP)
--Zeroy. 11:44, 27 January 2009 (UTC)