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<!doctype html><html lang=en dir=ltr class="docs-wrapper plugin-docs plugin-id-default docs-version-current docs-doc-page docs-doc-id-ToolTextures/index" data-has-hydrated=false><head><meta charset=UTF-8><meta name=generator content="Docusaurus v3.9.2"><title data-rh=true>Tool Texture List | Source2 Wiki</title><meta data-rh=true name=viewport content="width=device-width, initial-scale=1.0"/><meta data-rh=true property=og:image content=https://source2.wiki/img/docusaurus-social-card.jpg /><meta data-rh=true name=twitter:image content=https://source2.wiki/img/docusaurus-social-card.jpg /><meta data-rh=true property=og:url content=https://source2.wiki/ToolTextures /><meta data-rh=true property=og:locale content=en /><meta data-rh=true name=docusaurus_locale content=en /><meta data-rh=true name=docsearch:language content=en /><meta data-rh=true name=keywords content="source2, wiki, source2wiki"/><meta data-rh=true name=twitter:card content=summary_large_image /><meta data-rh=true name=og:site_name content="Source2 Wiki"/><meta data-rh=true name=docusaurus_version content=current /><meta data-rh=true name=docusaurus_tag content=docs-default-current /><meta data-rh=true name=docsearch:version content=current /><meta data-rh=true name=docsearch:docusaurus_tag content=docs-default-current /><meta data-rh=true property=og:title content="Tool Texture List | Source2 Wiki"/><meta data-rh=true name=description content="A searchable list of every tool texture in every Source2 game."/><meta data-rh=true property=og:description content="A searchable list of every tool texture in every Source2 game."/><link data-rh=true rel=icon href=/img/favicon.ico /><link data-rh=true rel=canonical href=https://source2.wiki/ToolTextures /><link data-rh=true rel=alternate href=https://source2.wiki/ToolTextures hreflang=en /><link data-rh=true rel=alternate href=https://source2.wiki/ToolTextures hreflang=x-default /><script data-rh=true type=application/ld+json>{"@context":"https://schema.org","@type":"BreadcrumbList","itemListElement":[{"@type":"ListItem","item":"https://source2.wiki/ToolTextures/","name":"Tool Textures","position":1}]}</script><script type=application/ld+json>{"@context":"https://schema.org/","@type":"WebSite","image":"https://www.source2.wiki/img/social-icon.png","isAccessibleForFree":true,"logo":"https://www.source2.wiki/img/logo.svg","name":"Source2 Wiki","screenshot":"https://www.source2.wiki/img/docusaurus-social-card.jpg","url":"https://source2.wiki/"}</script><link rel=stylesheet href=/assets/css/styles.b168d94e.css /><script src=/assets/js/runtime~main.ae4a0470.js defer></script><script src=/assets/js/main.0b2bfe56.js defer></script></head><body class=navigation-with-keyboard><svg style="display: none;"><defs>
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menu__list-item menu__list-item--collapsed entities-category-separator"><div class=menu__list-item-collapsible><a class="categoryLink_byQd menu__link menu__link--sublist menu__link--sublist-caret" role=button aria-expanded=false href=/Entities/ai_addon_builder><span title=Entities class=categoryLinkLabel_W154>Entities</span></a></div></ul></nav></div></div></aside><main class=docMainContainer_TBSr><div class="container padding-top--md padding-bottom--lg"><div class=row><div class=col><div class=docItemContainer_Djhp><article><nav class="theme-doc-breadcrumbs breadcrumbsContainer_Z_bl" aria-label=Breadcrumbs><ul class=breadcrumbs><li class=breadcrumbs__item><a aria-label="Home page" class=breadcrumbs__link href=/><svg viewBox="0 0 24 24" class=breadcrumbHomeIcon_YNFT><path d="M10 19v-5h4v5c0 .55.45 1 1 1h3c.55 0 1-.45 1-1v-7h1.7c.46 0 .68-.57.33-.87L12.67 3.6c-.38-.34-.96-.34-1.34 0l-8.36 7.53c-.34.3-.13.87.33.87H5v7c0 .55.45 1 1 1h3c.55 0 1-.45 1-1z" fill=currentColor /></svg></a><li class="breadcrumbs__item breadcrumbs__item--active"><span class=breadcrumbs__link>Tool Textures</span></ul></nav><div class="theme-doc-markdown markdown"><header><h1>Tool Texture List</h1></header>
<div class="theme-tabs-container tabs-container tabList__CuJ"><ul role=tablist aria-orientation=horizontal class="tabs game-tabs"><li role=tab tabindex=0 aria-selected=true class="tabs__item tabItem_LNqP cs2 tabs__item--active">Counter-Strike 2<li role=tab tabindex=-1 aria-selected=false class="tabs__item tabItem_LNqP hla">Half-Life: Alyx<li role=tab tabindex=-1 aria-selected=false class="tabs__item tabItem_LNqP dota2">Dota 2<li role=tab tabindex=-1 aria-selected=false class="tabs__item tabItem_LNqP steamvr">Steam VR</ul><div class=margin-top--md><div role=tabpanel class=tabItem_Ymn6><div class=table_m_QO><div>A searchable list of every tool texture in every Source2 game.</div><div>All tool textures contain the <code>tools.toolsmaterial</code> material attribute, as such it has been omitted from the attribute list.</div><div class=searchBox_unRx><input class=navbar__search-input placeholder=Search value="" /></div><div style=display:flex;justify-content:space-between;align-items:center;flex-wrap:nowrap><div class=resultsCount_D36H>Showing <!-- -->65<!-- --> of <!-- -->65<!-- --> tool textures.</div><div class=resultsCount_D36H style=text-align:right>Last updated: <span>a month ago</span></div></div><table class=table_m_QO><thead><tr><th>Texture<th>Name<th>Description<th>Attributes<tbody><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\metalfence007a_color_tga_e88ff756.png alt=materials/effects/metalfence007a.vmat style=width:128px;height:128px /></div><td><code>materials/effects/metalfence007a.vmat</code><td>Fence :)<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\postprocessingvolume_color_tga_8a321f49.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\postprocessingvolume_color_tga_20b3d223.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\audioblocker_color_psd_2d0add33.png alt=materials/tools/audioblocker_inner.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audioblocker_inner.vmat</code><td><td><ul class=attributeList_hxyq><li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\audioblocker_color_psd_2d0add33.png alt=materials/tools/audioblocker_mid.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audioblocker_mid.vmat</code><td><td><ul class=attributeList_hxyq><li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\audioblocker_color_psd_2d0add33.png alt=materials/tools/audioblocker_outer.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audioblocker_outer.vmat</code><td><td><ul class=attributeList_hxyq><li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\audioblocker_color_psd_2d0add33.png alt=materials/tools/audioblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audioblocker.vmat</code><td>Used to block sounds, DO NOT use in Counter-Strike, use toolsblocksound instead<td><ul class=attributeList_hxyq><li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\audiomodifier_color_tga_15a1e827.png alt=materials/tools/audiomodifier.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audiomodifier.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\climb_color_tga_b223a265.png alt=materials/tools/climb_versus.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb_versus.vmat</code><td><td><ul class=attributeList_hxyq><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code></ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\climb_color_tga_b223a265.png alt=materials/tools/climb.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb.vmat</code><td><td><ul class=attributeList_hxyq><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code></ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\fogvolume_color_tga_15afa615.png alt=materials/tools/fogvolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/fogvolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\grid_overlay_color_tga_3a7ac567.png alt=materials/tools/grid_overlay.vmat style=width:128px;height:128px /></div><td><code>materials/tools/grid_overlay.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\hlmv_ground_color_tga_49be2e09.png alt=materials/tools/hlmv_ground.vmat style=width:128px;height:128px /></div><td><code>materials/tools/hlmv_ground.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\modeldoc_default_mesh_vmat_g_tcolor_8cdd07fd.png alt=materials/tools/modeldoc_default_mesh.vmat style=width:128px;height:128px /></div><td><code>materials/tools/modeldoc_default_mesh.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\preview_plane_tex_color_tga_b449c8a8.png alt=materials/tools/preview_plane_mat.vmat style=width:128px;height:128px /></div><td><code>materials/tools/preview_plane_mat.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\skyvisblocker_color_tga_f8bb59d0.png alt=materials/tools/skyvisblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/skyvisblocker.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)<li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\static_overlay_base_vmat_g_tcolor_792c1a15.png alt=materials/tools/static_overlay_base.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_base.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\static_overlay_trans_psd_3f7bfa44.png alt=materials/tools/static_overlay_helper.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_helper.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\tools_conveyor_color_psd_7f1c95ca.png alt=materials/tools/tools_conveyor.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_conveyor.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\tools_cs_place_color_psd_f72a1cdf.png alt=materials/tools/tools_cs_place.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_cs_place.vmat</code><td>Used for env_cs_place entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\func_occluder_color_tga_8e9baedf.png alt=materials/tools/tools_func_occluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_func_occluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\tools_spawn_volume_color_psd_cf616ff3.png alt=materials/tools/tools_spawn_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_spawn_volume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblack_color_tga_a77947cd.png alt=materials/tools/toolsblack.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblack.vmat</code><td>Pitch black texture, ignores fog or other effects<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblock_los_color_tga_86f40585.png alt=materials/tools/toolsblock_los.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblock_los.vmat</code><td><td><ul class=attributeList_hxyq><li>Block Line of Sight<!-- --> (<code>mapbuilder.blocklos</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblockbomb_color_psd_faa829d9.png alt=materials/tools/toolsblockbomb.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbomb.vmat</code><td>Legacy tool material, do not use, use normal clip and trigger_bomb_reset to block the C4 item instead<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblockbullets_color_tga_ffba2183.png alt=materials/tools/toolsblockbullets_cs.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets_cs.vmat</code><td>Counter-Strike specific bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblockbullets_color_tga_f5ea4b54.png alt=materials/tools/toolsblockbullets.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets.vmat</code><td>Bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblocklight_color_tga_8b58e5dd.png alt=materials/tools/toolsblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocklight.vmat</code><td>Blocks static and dynamic light<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)<li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsblocksound_color_png_3d4f675a.png alt=materials/tools/toolsblocksound.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocksound.vmat</code><td>Used to block sounds, part of SteamAudio, used on Counter-Strike Nuke to block sounds between the Bombsites<td><ul class=attributeList_hxyq><li>Block Sound<!-- --> (<code>mapbuilder.blocksound</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsclip_color_tga_45a33376.png alt=materials/tools/toolsclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsclip.vmat</code><td>General purpose clip, blocks players, physics objects, and NPCs, compiles into the physics mesh only, in CS2 it will take on the footstep sounds of the mesh below it<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>No Physics Mesh Simplification<!-- --> (<code>physics.nodefaultsimplification</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolscontrolclip_color_tga_104e6095.png alt=materials/tools/toolscontrolclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscontrolclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Control Clip<!-- --> (<code>mapbuilder.playercontrolclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsfog_color_tga_7b8dd86d.png alt=materials/tools/toolsfog.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsfog.vmat</code><td><td><ul class=attributeList_hxyq><li>Fog<!-- --> (<code>mapbuilder.fog</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsgrenadeclip_color_psd_e0b4a5f0.png alt=materials/tools/toolsgrenadeclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsgrenadeclip.vmat</code><td>Blocks grenades, use it to smooth out surfaces players might try to bounce grenades off of in order to make the bounce more predictable, will not block the explosion of the grenade<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>No Physics Mesh Simplification<!-- --> (<code>physics.nodefaultsimplification</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsignorecharacter_color_tga_c5ab65e5.png alt=materials/tools/toolsignorecharacter.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsignorecharacter.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsignorenpc_color_tga_719bfdd6.png alt=materials/tools/toolsignorenpc.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsignorenpc.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsinvisible_color_tga_dc3f6c04.png alt=materials/tools/toolsinvisible.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisible.vmat</code><td>Same as a clip, but solid to bullets<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsinvisibleladder_color_tga_fb679ea2.png alt=materials/tools/toolsinvisibleladder_wood.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder_wood.vmat</code><td>A climbable ladder, with wooden climbing sounds<td><ul class=attributeList_hxyq><li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsinvisibleladder_color_tga_dd58c82d.png alt=materials/tools/toolsinvisibleladder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder.vmat</code><td>A climbable ladder<td><ul class=attributeList_hxyq><li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolslightmapres_color_tga_3915f391.png alt=materials/tools/toolslightmapres.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightmapres.vmat</code><td>Used to denote which parts of the map should have higher lightmap resolution, for a guide go here: <a href=/EngineTools/HammerEditor/Lighting/lightmapPlayerSpace>Using Lightmap Player Space</a><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Lightmap Resolution Volume<!-- --> (<code>tools.lightmapres</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolslightprobevolume_color_png_fb40b780.png alt=materials/tools/toolslightprobevolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightprobevolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolslightvolumeboundary_color_tga_c91e9308.png alt=materials/tools/toolslightvolumeboundary.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightvolumeboundary.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Light Volume Boundary<!-- --> (<code>tools.light_volume_boundary</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsmarkupvolumeai_color_tga_af9fd5a2.png alt=materials/tools/toolsmarkupvolumeai.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsmarkupvolumeai.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\nav_attribute_color_psd_b7968921.png alt=materials/tools/toolsnavattribute.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavattribute.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnavclip_color_tga_f410a87c.png alt=materials/tools/toolsnavclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavclip.vmat</code><td>Blocks NAV mesh from generating<td><ul class=attributeList_hxyq><li>Nav Clip<!-- --> (<code>mapbuilder.navclip</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\nav_space_clip_color_psd_95365729.png alt=materials/tools/toolsnavspaceclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavspaceclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nav Space Clip VIS<!-- --> (<code>mapbuilder.navspaceclip</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_bounce.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_bounce.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_grate_color_tga_5d625ff0.png alt=materials/tools/toolsnodraw_grate.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_grate.vmat</code><td>Same as nodraw, but with 'grate' material properties<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_metal_color_tga_f516a536.png alt=materials/tools/toolsnodraw_metal.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_metal.vmat</code><td>Same as nodraw, but with 'metal' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_plastic.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_plastic.vmat</code><td>Same as nodraw, but with 'plastic' material properties<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_wood.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_wood.vmat</code><td>Same as nodraw, but with 'wood' material properties<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw.vmat</code><td>Nodraw is a material which interacts with physics and VIS, blocks bullets, but will not compile into a render mesh, so it is invisible and will not cast shadows<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsnpcclip_color_tga_5bd18b4b.png alt=materials/tools/toolsnpcclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnpcclip.vmat</code><td>Will only block NPCs<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\occluder_color_tga_a26e7ef1.png alt=materials/tools/toolsoccluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsoccluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsotherclip_color_tga_4ed212ab.png alt=materials/tools/toolsotherclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsotherclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Other Clip<!-- --> (<code>mapbuilder.otherclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsplayerclip_color_tga_4e6839a6.png alt=materials/tools/toolsplayerclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsplayerclip.vmat</code><td>Same as clip, but only blocks players<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsprecipitation_color_tga_2d4e6ae7.png alt=materials/tools/toolsprecipitation.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsprecipitation.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsskip_color_tga_e3aac8ce.png alt=materials/tools/toolsskip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsskybox_color_tga_e746091d.png alt=materials/tools/toolsskybox.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskybox.vmat</code><td>Used for sealing the level, blocks VIS, the VIS clusters near it will have reduced resolution<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\tools_solid_block_light_psd_d308939f.png alt=materials/tools/toolssolidblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolssolidblocklight.vmat</code><td>Blocks static and dynamic light and also compiles into the physics mesh, will affect VIS<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolsteleportclip_color_tga_f3f3a4d8.png alt=materials/tools/toolsteleportclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsteleportclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Teleport Clip<!-- --> (<code>mapbuilder.teleportclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\toolstrigger_color_tga_b18dbc82.png alt=materials/tools/toolstrigger.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolstrigger.vmat</code><td>Used for all trigger meshes, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\primary_white_color_tga_f7b257f6.png alt=materials/tools/toolswhite.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswhite.vmat</code><td>Max white texture, ignores fog or other effects<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\visblocker_color_tga_a54e9912.png alt=materials/tools/visblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/visblocker.vmat</code><td>Blocks VIS, will not be compiled into the finished map, it will only interact with VIS<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\wrongway_timer_color_psd_9d22eb85.png alt=materials/tools/wrongway_timer.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway_timer.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\cs2\wrongway_color_tga_e92fd774.png alt=materials/tools/wrongway.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway.vmat</code><td>Used to denote a blocked path, previously used in Counter-Strike Wingman<td></table></div></div><div role=tabpanel class=tabItem_Ymn6 hidden><div class=table_m_QO><div>A searchable list of every tool texture in every Source2 game.</div><div>All tool textures contain the <code>tools.toolsmaterial</code> material attribute, as such it has been omitted from the attribute list.</div><div class=searchBox_unRx><input class=navbar__search-input placeholder=Search value="" /></div><div style=display:flex;justify-content:space-between;align-items:center;flex-wrap:nowrap><div class=resultsCount_D36H>Showing <!-- -->46<!-- --> of <!-- -->46<!-- --> tool textures.</div><div class=resultsCount_D36H style=text-align:right>Last updated: <span>6 months ago</span></div></div><table class=table_m_QO><thead><tr><th>Texture<th>Name<th>Description<th>Attributes<tbody><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\postprocessingvolume_color_tga_bed73c5a.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\postprocessingvolume_color_tga_bd41496f.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\climb_color_tga_b223a265.png alt=materials/tools/climb_versus.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb_versus.vmat</code><td><td><ul class=attributeList_hxyq><li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\climb_color_tga_b223a265.png alt=materials/tools/climb.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\fogvolume_color_tga_15afa615.png alt=materials/tools/fogvolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/fogvolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\grid_overlay_color_tga_3a7ac567.png alt=materials/tools/grid_overlay.vmat style=width:128px;height:128px /></div><td><code>materials/tools/grid_overlay.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\hlmv_ground_color_tga_49be2e09.png alt=materials/tools/hlmv_ground.vmat style=width:128px;height:128px /></div><td><code>materials/tools/hlmv_ground.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\modeldoc_default_mesh_vmat_g_tcolor_8cdd07fd.png alt=materials/tools/modeldoc_default_mesh.vmat style=width:128px;height:128px /></div><td><code>materials/tools/modeldoc_default_mesh.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\preview_plane_tex_color_tga_b449c8a8.png alt=materials/tools/preview_plane_mat.vmat style=width:128px;height:128px /></div><td><code>materials/tools/preview_plane_mat.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\skyvisblocker_color_tga_f8bb59d0.png alt=materials/tools/skyvisblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/skyvisblocker.vmat</code><td><td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\static_overlay_base_vmat_g_tcolor_792c1a15.png alt=materials/tools/static_overlay_base.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_base.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\static_overlay_trans_psd_3f7bfa44.png alt=materials/tools/static_overlay_helper.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_helper.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\func_occluder_color_tga_8e9baedf.png alt=materials/tools/tools_func_occluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_func_occluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\tools_spawn_volume_color_psd_df9116d9.png alt=materials/tools/tools_spawn_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_spawn_volume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>World Mapping Width<!-- --> (<code>WorldMappingWidth</code>)<!-- --> = <code>256</code><li>World Mapping Height<!-- --> (<code>WorldMappingHeight</code>)<!-- --> = <code>256</code></ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsblack_color_tga_a77947cd.png alt=materials/tools/toolsblack.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblack.vmat</code><td>Pitch black texture, ignores fog or other effects<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsblock_los_color_tga_86f40585.png alt=materials/tools/toolsblock_los.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblock_los.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Line of Sight<!-- --> (<code>mapbuilder.blocklos</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsblockbullets_color_tga_f5ea4b54.png alt=materials/tools/toolsblockbullets.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets.vmat</code><td>Bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsblocklight_color_tga_8b58e5dd.png alt=materials/tools/toolsblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocklight.vmat</code><td>Blocks static and dynamic light<td><ul class=attributeList_hxyq><li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsblocksound_color_png_3d4f675a.png alt=materials/tools/toolsblocksound.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocksound.vmat</code><td>Used to block sounds, part of SteamAudio, used on Counter-Strike Nuke to block sounds between the Bombsites<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Sound<!-- --> (<code>mapbuilder.blocksound</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsclip_color_tga_45a33376.png alt=materials/tools/toolsclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsclip.vmat</code><td>General purpose clip, blocks players, physics objects, and NPCs, compiles into the physics mesh only<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolscontrolclip_color_tga_104e6095.png alt=materials/tools/toolscontrolclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscontrolclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Control Clip<!-- --> (<code>mapbuilder.playercontrolclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsfog_color_tga_7b8dd86d.png alt=materials/tools/toolsfog.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsfog.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Fog<!-- --> (<code>mapbuilder.fog</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsinvisible_color_tga_dc3f6c04.png alt=materials/tools/toolsinvisible.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisible.vmat</code><td>Same as a clip, but solid to bullets<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsinvisibleladder_color_tga_dd58c82d.png alt=materials/tools/toolsinvisibleladder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder.vmat</code><td>A climbable ladder<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolslightmapres_color_tga_3915f391.png alt=materials/tools/toolslightmapres.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightmapres.vmat</code><td>Used to denote which parts of the map should have higher lightmap resolution, for a guide go here: <a href=/EngineTools/HammerEditor/Lighting/lightmapPlayerSpace>Using Lightmap Player Space</a><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Lightmap Resolution Volume<!-- --> (<code>tools.lightmapres</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolslightvolumeboundary_color_tga_c91e9308.png alt=materials/tools/toolslightvolumeboundary.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightvolumeboundary.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Light Volume Boundary<!-- --> (<code>tools.light_volume_boundary</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\nav_attribute_color_psd_b7968921.png alt=materials/tools/toolsnavattribute.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavattribute.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnavclip_color_tga_f410a87c.png alt=materials/tools/toolsnavclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavclip.vmat</code><td>Blocks NAV mesh from generating<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Nav Clip<!-- --> (<code>mapbuilder.navclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_bounce.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_bounce.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnodraw_grate_color_tga_5d625ff0.png alt=materials/tools/toolsnodraw_grate.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_grate.vmat</code><td>Same as nodraw, but with 'grate' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnodraw_metal_color_tga_f516a536.png alt=materials/tools/toolsnodraw_metal.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_metal.vmat</code><td>Same as nodraw, but with 'metal' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_wood.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_wood.vmat</code><td>Same as nodraw, but with 'wood' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw.vmat</code><td>Nodraw is a material which interacts with physics and VIS, blocks bullets, but will not compile into a render mesh, so it is invisible and will not cast shadows<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsnpcclip_color_tga_5bd18b4b.png alt=materials/tools/toolsnpcclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnpcclip.vmat</code><td>Will only block NPCs<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\occluder_color_tga_a26e7ef1.png alt=materials/tools/toolsoccluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsoccluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsotherclip_color_tga_4ed212ab.png alt=materials/tools/toolsotherclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsotherclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Other Clip<!-- --> (<code>mapbuilder.otherclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsplayerclip_color_tga_4e6839a6.png alt=materials/tools/toolsplayerclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsplayerclip.vmat</code><td>Same as clip, but only blocks players<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsprecipitation_color_tga_2d4e6ae7.png alt=materials/tools/toolsprecipitation.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsprecipitation.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsskip_color_tga_e3aac8ce.png alt=materials/tools/toolsskip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsskybox_color_tga_e746091d.png alt=materials/tools/toolsskybox.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskybox.vmat</code><td>Used for sealing the level, blocks VIS, the VIS clusters near it will have reduced resolution<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\tools_solid_block_light_psd_d308939f.png alt=materials/tools/toolssolidblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolssolidblocklight.vmat</code><td>Blocks static and dynamic light and also compiles into the physics mesh, will affect VIS<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolsteleportclip_color_tga_f3f3a4d8.png alt=materials/tools/toolsteleportclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsteleportclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Teleport Clip<!-- --> (<code>mapbuilder.teleportclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\toolstrigger_color_tga_b18dbc82.png alt=materials/tools/toolstrigger.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolstrigger.vmat</code><td>Used for all trigger meshes, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\primary_white_color_tga_f7b257f6.png alt=materials/tools/toolswhite.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswhite.vmat</code><td>Max white texture, ignores fog or other effects<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\visblocker_color_tga_a54e9912.png alt=materials/tools/visblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/visblocker.vmat</code><td>Blocks VIS, will not be compiled into the finished map, it will only interact with VIS<td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\hla\wrongway_color_tga_e92fd774.png alt=materials/tools/wrongway.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway.vmat</code><td>Used to denote a blocked path, previously used in Counter-Strike Wingman<td></table></div></div><div role=tabpanel class=tabItem_Ymn6 hidden><div class=table_m_QO><div>A searchable list of every tool texture in every Source2 game.</div><div>All tool textures contain the <code>tools.toolsmaterial</code> material attribute, as such it has been omitted from the attribute list.</div><div class=searchBox_unRx><input class=navbar__search-input placeholder=Search value="" /></div><div style=display:flex;justify-content:space-between;align-items:center;flex-wrap:nowrap><div class=resultsCount_D36H>Showing <!-- -->94<!-- --> of <!-- -->94<!-- --> tool textures.</div><div class=resultsCount_D36H style=text-align:right>Last updated: <span>6 months ago</span></div></div><table class=table_m_QO><thead><tr><th>Texture<th>Name<th>Description<th>Attributes<tbody><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\postprocessingvolume_color_tga_20b3d223.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\audioblocker_color_psd_2d0add33.png alt=materials/tools/audioblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audioblocker.vmat</code><td>Used to block sounds, DO NOT use in Counter-Strike, use toolsblocksound instead<td><ul class=attributeList_hxyq><li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\audiomodifier_color_tga_15a1e827.png alt=materials/tools/audiomodifier.vmat style=width:128px;height:128px /></div><td><code>materials/tools/audiomodifier.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\cameraclip_color_psd_d0bc57dd.png alt=materials/tools/cameraclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/cameraclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Dota2 Force Ground Height<!-- --> (<code>dota.force_groundheight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\climb_color_tga_b223a265.png alt=materials/tools/climb_versus.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb_versus.vmat</code><td><td><ul class=attributeList_hxyq><li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\climb_color_tga_b223a265.png alt=materials/tools/climb.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\fogvolume_color_tga_81aabbe.png alt=materials/tools/fogvolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/fogvolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\fogvolume_color_tga_15afa615.png alt=materials/tools/fogvolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/fogvolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\grid_overlay_color_tga_3a7ac567.png alt=materials/tools/grid_overlay.vmat style=width:128px;height:128px /></div><td><code>materials/tools/grid_overlay.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\hlmv_ground_color_tga_49be2e09.png alt=materials/tools/hlmv_ground.vmat style=width:128px;height:128px /></div><td><code>materials/tools/hlmv_ground.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\hlmv_ground_color_tga_77d25ee7.png alt=materials/tools/hlmv_ground.vmat style=width:128px;height:128px /></div><td><code>materials/tools/hlmv_ground.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\mapedgeclip_color_tga_b8dc6be2.png alt=materials/tools/mapedgeclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/mapedgeclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Dota2 Nav Block All<!-- --> (<code>dota.nav.block_all</code>)<li>Reference No Trace<!-- --> (<code>tools.reference_notrace</code>)<li>Dota2 Nav Block Heroes<!-- --> (<code>dota.nav.block_heroes</code>)<li>Dota2 Nav Block Wards<!-- --> (<code>dota.nav.block_wards</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\modeldoc_default_mesh_vmat_g_tcolor_8cdd07fd.png alt=materials/tools/modeldoc_default_mesh.vmat style=width:128px;height:128px /></div><td><code>materials/tools/modeldoc_default_mesh.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\nonavclip_color_tga_1ddc2426.png alt=materials/tools/nonavclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/nonavclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Dota2 Nav Block All<!-- --> (<code>dota.nav.block_all</code>)<li>Dota2 Nav Walkable<!-- --> (<code>dota.nav.walkable</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\particle_snapshot_mesh_vmat_g_tcolor_7ecb8a9.png alt=materials/tools/particle_snapshot_mesh.vmat style=width:128px;height:128px /></div><td><code>materials/tools/particle_snapshot_mesh.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\preview_plane_tex_color_tga_b449c8a8.png alt=materials/tools/preview_plane_mat.vmat style=width:128px;height:128px /></div><td><code>materials/tools/preview_plane_mat.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\preview_plane_tex_color_tga_3def3032.png alt=materials/tools/preview_plane_mat.vmat style=width:128px;height:128px /></div><td><code>materials/tools/preview_plane_mat.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\skyvisblocker_color_tga_f8bb59d0.png alt=materials/tools/skyvisblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/skyvisblocker.vmat</code><td><td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\skyvisblocker_color_tga_3fa6f35c.png alt=materials/tools/skyvisblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/skyvisblocker.vmat</code><td><td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Sky VIS Blocker<!-- --> (<code>mapbuilder.skyvisblocker</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\static_overlay_base_vmat_g_tcolor_792c1a15.png alt=materials/tools/static_overlay_base.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_base.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\static_overlay_base_vmat_g_tcolor_7ecb8a9.png alt=materials/tools/static_overlay_base.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_base.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\static_overlay_trans_psd_3f7bfa44.png alt=materials/tools/static_overlay_helper.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_helper.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\static_overlay_trans_psd_df5daaf8.png alt=materials/tools/static_overlay_helper.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_helper.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\tools_conveyor_color_psd_7f1c95ca.png alt=materials/tools/tools_conveyor.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_conveyor.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\func_occluder_color_tga_8e9baedf.png alt=materials/tools/tools_func_occluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_func_occluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\func_occluder_color_tga_99a8888d.png alt=materials/tools/tools_func_occluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_func_occluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\default_color_tga_519582ca.png alt=materials/tools/tools_navarea.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_navarea.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\tools_no_wards_psd_a061d965.png alt=materials/tools/tools_no_wards.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_no_wards.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Dota2 Nav Block Wards<!-- --> (<code>dota.nav.block_wards</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Reference No Trace<!-- --> (<code>tools.reference_notrace</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\tools_spawn_volume_color_psd_cf616ff3.png alt=materials/tools/tools_spawn_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_spawn_volume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\tools_spawn_volume_color_psd_b64ccaa5.png alt=materials/tools/tools_spawn_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_spawn_volume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>World Mapping Width<!-- --> (<code>WorldMappingWidth</code>)<!-- --> = <code>256</code><li>World Mapping Height<!-- --> (<code>WorldMappingHeight</code>)<!-- --> = <code>256</code></ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblack_color_tga_a77947cd.png alt=materials/tools/toolsblack.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblack.vmat</code><td>Pitch black texture, ignores fog or other effects<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblock_los_color_tga_86f40585.png alt=materials/tools/toolsblock_los.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblock_los.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Line of Sight<!-- --> (<code>mapbuilder.blocklos</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblock_los_color_tga_858995d3.png alt=materials/tools/toolsblock_los.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblock_los.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Line of Sight<!-- --> (<code>mapbuilder.blocklos</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblockbullets_color_tga_f5ea4b54.png alt=materials/tools/toolsblockbullets.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets.vmat</code><td>Bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblockbullets_color_tga_66b35fc3.png alt=materials/tools/toolsblockbullets.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets.vmat</code><td>Bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblocklight_color_tga_8b58e5dd.png alt=materials/tools/toolsblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocklight.vmat</code><td>Blocks static and dynamic light<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)<li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblocklight_color_tga_efec9f16.png alt=materials/tools/toolsblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocklight.vmat</code><td>Blocks static and dynamic light<td><ul class=attributeList_hxyq><li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsblocksound_color_png_3d4f675a.png alt=materials/tools/toolsblocksound.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocksound.vmat</code><td>Used to block sounds, part of SteamAudio, used on Counter-Strike Nuke to block sounds between the Bombsites<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Sound<!-- --> (<code>mapbuilder.blocksound</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsclip_color_tga_45a33376.png alt=materials/tools/toolsclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsclip.vmat</code><td>General purpose clip, blocks players, physics objects, and NPCs, compiles into the physics mesh only<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>No Physics Mesh Simplification<!-- --> (<code>physics.nodefaultsimplification</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsclip_color_tga_ee7dc968.png alt=materials/tools/toolsclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsclip.vmat</code><td>General purpose clip, blocks players, physics objects, and NPCs, compiles into the physics mesh only<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Dota2 Nav Walkable<!-- --> (<code>dota.nav.walkable</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolscontrolclip_color_tga_83b41b65.png alt=materials/tools/toolscontrolclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscontrolclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Control Clip<!-- --> (<code>mapbuilder.playercontrolclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolscontrolclip_color_tga_104e6095.png alt=materials/tools/toolscontrolclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscontrolclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Control Clip<!-- --> (<code>mapbuilder.playercontrolclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolscreatureclip_color_tga_9bf98f60.png alt=materials/tools/toolscreatureclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscreatureclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li><code>dota.nav.block_creatures</code><li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsfog_color_tga_f0108def.png alt=materials/tools/toolsfog.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsfog.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Fog<!-- --> (<code>mapbuilder.fog</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsfog_color_tga_7b8dd86d.png alt=materials/tools/toolsfog.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsfog.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Fog<!-- --> (<code>mapbuilder.fog</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsheroclip_color_tga_41629b4a.png alt=materials/tools/toolsforceunseenclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsforceunseenclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Dota2 Nav Force Unseen<!-- --> (<code>dota.nav.force_unseen</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsheroclip_color_tga_41629b4a.png alt=materials/tools/toolsheroclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsheroclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Dota2 Nav Block Heroes<!-- --> (<code>dota.nav.block_heroes</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsignorecharacter_color_tga_c5ab65e5.png alt=materials/tools/toolsignorecharacter.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsignorecharacter.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsignorenpc_color_tga_719bfdd6.png alt=materials/tools/toolsignorenpc.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsignorenpc.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsinvisible_color_tga_dc3f6c04.png alt=materials/tools/toolsinvisible.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisible.vmat</code><td>Same as a clip, but solid to bullets<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsinvisible_color_tga_8503cd28.png alt=materials/tools/toolsinvisible.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisible.vmat</code><td>Same as a clip, but solid to bullets<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsinvisibleladder_color_tga_dd58c82d.png alt=materials/tools/toolsinvisibleladder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder.vmat</code><td>A climbable ladder<td><ul class=attributeList_hxyq><li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsinvisibleladder_color_tga_ba058d9c.png alt=materials/tools/toolsinvisibleladder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder.vmat</code><td>A climbable ladder<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolslightmapres_color_tga_3915f391.png alt=materials/tools/toolslightmapres.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightmapres.vmat</code><td>Used to denote which parts of the map should have higher lightmap resolution, for a guide go here: <a href=/EngineTools/HammerEditor/Lighting/lightmapPlayerSpace>Using Lightmap Player Space</a><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Lightmap Resolution Volume<!-- --> (<code>tools.lightmapres</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolslightprobevolume_color_png_fb40b780.png alt=materials/tools/toolslightprobevolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightprobevolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolslightvolumeboundary_color_tga_c91e9308.png alt=materials/tools/toolslightvolumeboundary.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightvolumeboundary.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Light Volume Boundary<!-- --> (<code>tools.light_volume_boundary</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsmarkupvolumeai_color_tga_af9fd5a2.png alt=materials/tools/toolsmarkupvolumeai.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsmarkupvolumeai.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\nav_attribute_color_psd_e0c31798.png alt=materials/tools/toolsnavattribute.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavattribute.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\nav_attribute_color_psd_b7968921.png alt=materials/tools/toolsnavattribute.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavattribute.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnavclip_color_tga_f410a87c.png alt=materials/tools/toolsnavclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavclip.vmat</code><td>Blocks NAV mesh from generating<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Nav Clip<!-- --> (<code>mapbuilder.navclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\nav_space_clip_color_psd_95365729.png alt=materials/tools/toolsnavspaceclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavspaceclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nav Space Clip VIS<!-- --> (<code>mapbuilder.navspaceclip</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_bounce.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_bounce.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_grate_color_tga_5d625ff0.png alt=materials/tools/toolsnodraw_grate.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_grate.vmat</code><td>Same as nodraw, but with 'grate' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_metal_color_tga_f516a536.png alt=materials/tools/toolsnodraw_metal.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_metal.vmat</code><td>Same as nodraw, but with 'metal' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_metal_color_tga_a6634303.png alt=materials/tools/toolsnodraw_metal.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_metal.vmat</code><td>Same as nodraw, but with 'metal' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_plastic.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_plastic.vmat</code><td>Same as nodraw, but with 'plastic' material properties<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_wood.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_wood.vmat</code><td>Same as nodraw, but with 'wood' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw.vmat</code><td>Nodraw is a material which interacts with physics and VIS, blocks bullets, but will not compile into a render mesh, so it is invisible and will not cast shadows<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnodraw_color_tga_3140b9c7.png alt=materials/tools/toolsnodraw.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw.vmat</code><td>Nodraw is a material which interacts with physics and VIS, blocks bullets, but will not compile into a render mesh, so it is invisible and will not cast shadows<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnpcclip_color_tga_5bd18b4b.png alt=materials/tools/toolsnpcclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnpcclip.vmat</code><td>Will only block NPCs<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsnpcclip_color_tga_a6017547.png alt=materials/tools/toolsnpcclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnpcclip.vmat</code><td>Will only block NPCs<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\occluder_color_tga_88004f15.png alt=materials/tools/toolsoccluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsoccluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\occluder_color_tga_a26e7ef1.png alt=materials/tools/toolsoccluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsoccluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsotherclip_color_tga_3515a99f.png alt=materials/tools/toolsotherclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsotherclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Other Clip<!-- --> (<code>mapbuilder.otherclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsotherclip_color_tga_4ed212ab.png alt=materials/tools/toolsotherclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsotherclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Other Clip<!-- --> (<code>mapbuilder.otherclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsplayerclip_color_tga_4e6839a6.png alt=materials/tools/toolsplayerclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsplayerclip.vmat</code><td>Same as clip, but only blocks players<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsplayerclip_color_tga_413abb6.png alt=materials/tools/toolsplayerclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsplayerclip.vmat</code><td>Same as clip, but only blocks players<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsprecipitation_color_tga_2d4e6ae7.png alt=materials/tools/toolsprecipitation.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsprecipitation.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsskip_color_tga_e3aac8ce.png alt=materials/tools/toolsskip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsskip_color_tga_e326e7d6.png alt=materials/tools/toolsskip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Dota2 Nav Block All<!-- --> (<code>dota.nav.block_all</code>)<li>Reference No Trace<!-- --> (<code>tools.reference_notrace</code>)<li>Dota2 Nav Block Wards<!-- --> (<code>dota.nav.block_wards</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsskybox_color_tga_dd5da776.png alt=materials/tools/toolsskybox.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskybox.vmat</code><td>Used for sealing the level, blocks VIS, the VIS clusters near it will have reduced resolution<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsskybox_color_tga_e746091d.png alt=materials/tools/toolsskybox.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskybox.vmat</code><td>Used for sealing the level, blocks VIS, the VIS clusters near it will have reduced resolution<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\tools_solid_block_light_psd_d308939f.png alt=materials/tools/toolssolidblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolssolidblocklight.vmat</code><td>Blocks static and dynamic light and also compiles into the physics mesh, will affect VIS<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsteleportclip_color_tga_f3f3a4d8.png alt=materials/tools/toolsteleportclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsteleportclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Teleport Clip<!-- --> (<code>mapbuilder.teleportclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolstrigger_color_tga_b18dbc82.png alt=materials/tools/toolstrigger.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolstrigger.vmat</code><td>Used for all trigger meshes, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolstrigger_color_tga_e34e0a76.png alt=materials/tools/toolstrigger.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolstrigger.vmat</code><td>Used for all trigger meshes, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolsskip_color_tga_e326e7d6.png alt=materials/tools/toolswardonly.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswardonly.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Dota2 Nav Block All<!-- --> (<code>dota.nav.block_all</code>)<li>Reference No Trace<!-- --> (<code>tools.reference_notrace</code>)<li>Dota2 Nav Block Wards<!-- --> (<code>dota.nav.block_wards</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\toolswardsonly_color_psd_7eb50531.png alt=materials/tools/toolswardsonly.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswardsonly.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skip Compile<!-- --> (<code>mapbuilder.compileskip</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Dota2 Nav Block All<!-- --> (<code>dota.nav.block_all</code>)<li>Reference No Trace<!-- --> (<code>tools.reference_notrace</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\primary_white_color_tga_f468dad0.png alt=materials/tools/toolswhite.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswhite.vmat</code><td>Max white texture, ignores fog or other effects<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\primary_white_color_tga_f7b257f6.png alt=materials/tools/toolswhite.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswhite.vmat</code><td>Max white texture, ignores fog or other effects<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\visblocker_color_tga_a54e9912.png alt=materials/tools/visblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/visblocker.vmat</code><td>Blocks VIS, will not be compiled into the finished map, it will only interact with VIS<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\visblocker_color_tga_a774ccdc.png alt=materials/tools/visblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/visblocker.vmat</code><td>Blocks VIS, will not be compiled into the finished map, it will only interact with VIS<td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\wrongway_color_tga_8fff0982.png alt=materials/tools/wrongway.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway.vmat</code><td>Used to denote a blocked path, previously used in Counter-Strike Wingman<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\dota2\wrongway_color_tga_e92fd774.png alt=materials/tools/wrongway.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway.vmat</code><td>Used to denote a blocked path, previously used in Counter-Strike Wingman<td></table></div></div><div role=tabpanel class=tabItem_Ymn6 hidden><div class=table_m_QO><div>A searchable list of every tool texture in every Source2 game.</div><div>All tool textures contain the <code>tools.toolsmaterial</code> material attribute, as such it has been omitted from the attribute list.</div><div class=searchBox_unRx><input class=navbar__search-input placeholder=Search value="" /></div><div style=display:flex;justify-content:space-between;align-items:center;flex-wrap:nowrap><div class=resultsCount_D36H>Showing <!-- -->44<!-- --> of <!-- -->44<!-- --> tool textures.</div><div class=resultsCount_D36H style=text-align:right>Last updated: <span>6 months ago</span></div></div><table class=table_m_QO><thead><tr><th>Texture<th>Name<th>Description<th>Attributes<tbody><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\postprocessingvolume_color_tga_bd41496f.png alt=materials/tools_postprocess_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools_postprocess_volume.vmat</code><td>Used for Post Processing Volume entities, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\climb_color_tga_b223a265.png alt=materials/tools/climb_versus.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb_versus.vmat</code><td><td><ul class=attributeList_hxyq><li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\climb_color_tga_b223a265.png alt=materials/tools/climb.vmat style=width:128px;height:128px /></div><td><code>materials/tools/climb.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)<li>Team<!-- --> (<code>mapbuilder.team</code>)<!-- --> = <code>2</code><li>Infected Ladder [possibe l4d leftover]<!-- --> (<code>mapbuilder.infectedladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\fogvolume_color_tga_15afa615.png alt=materials/tools/fogvolume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/fogvolume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\grid_overlay_color_tga_3a7ac567.png alt=materials/tools/grid_overlay.vmat style=width:128px;height:128px /></div><td><code>materials/tools/grid_overlay.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\hlmv_ground_color_tga_49be2e09.png alt=materials/tools/hlmv_ground.vmat style=width:128px;height:128px /></div><td><code>materials/tools/hlmv_ground.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\modeldoc_default_mesh_vmat_g_tcolor_8cdd07fd.png alt=materials/tools/modeldoc_default_mesh.vmat style=width:128px;height:128px /></div><td><code>materials/tools/modeldoc_default_mesh.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\preview_plane_tex_color_tga_b449c8a8.png alt=materials/tools/preview_plane_mat.vmat style=width:128px;height:128px /></div><td><code>materials/tools/preview_plane_mat.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\skyvisblocker_color_tga_f8bb59d0.png alt=materials/tools/skyvisblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/skyvisblocker.vmat</code><td><td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\static_overlay_base_vmat_g_tcolor_792c1a15.png alt=materials/tools/static_overlay_base.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_base.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\static_overlay_trans_psd_3f7bfa44.png alt=materials/tools/static_overlay_helper.vmat style=width:128px;height:128px /></div><td><code>materials/tools/static_overlay_helper.vmat</code><td><td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\func_occluder_color_tga_8e9baedf.png alt=materials/tools/tools_func_occluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_func_occluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\tools_spawn_volume_color_psd_df9116d9.png alt=materials/tools/tools_spawn_volume.vmat style=width:128px;height:128px /></div><td><code>materials/tools/tools_spawn_volume.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>World Mapping Width<!-- --> (<code>WorldMappingWidth</code>)<!-- --> = <code>256</code><li>World Mapping Height<!-- --> (<code>WorldMappingHeight</code>)<!-- --> = <code>256</code></ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsblack_color_tga_a77947cd.png alt=materials/tools/toolsblack.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblack.vmat</code><td>Pitch black texture, ignores fog or other effects<td><ul class=attributeList_hxyq><li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsblock_los_color_tga_86f40585.png alt=materials/tools/toolsblock_los.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblock_los.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Line of Sight<!-- --> (<code>mapbuilder.blocklos</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsblockbullets_color_tga_f5ea4b54.png alt=materials/tools/toolsblockbullets.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblockbullets.vmat</code><td>Bullet blocker<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsblocklight_color_tga_8b58e5dd.png alt=materials/tools/toolsblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocklight.vmat</code><td>Blocks static and dynamic light<td><ul class=attributeList_hxyq><li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Detail<!-- --> (<code>mapbuilder.detail</code>)<li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsblocksound_color_png_3d4f675a.png alt=materials/tools/toolsblocksound.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsblocksound.vmat</code><td>Used to block sounds, part of SteamAudio, used on Counter-Strike Nuke to block sounds between the Bombsites<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Block Sound<!-- --> (<code>mapbuilder.blocksound</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsclip_color_tga_45a33376.png alt=materials/tools/toolsclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsclip.vmat</code><td>General purpose clip, blocks players, physics objects, and NPCs, compiles into the physics mesh only<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolscontrolclip_color_tga_104e6095.png alt=materials/tools/toolscontrolclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolscontrolclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Control Clip<!-- --> (<code>mapbuilder.playercontrolclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsfog_color_tga_7b8dd86d.png alt=materials/tools/toolsfog.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsfog.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Fog<!-- --> (<code>mapbuilder.fog</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsinvisible_color_tga_dc3f6c04.png alt=materials/tools/toolsinvisible.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisible.vmat</code><td>Same as a clip, but solid to bullets<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsinvisibleladder_color_tga_dd58c82d.png alt=materials/tools/toolsinvisibleladder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsinvisibleladder.vmat</code><td>A climbable ladder<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)<li>Ladder<!-- --> (<code>mapbuilder.ladder</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolslightmapres_color_tga_3915f391.png alt=materials/tools/toolslightmapres.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightmapres.vmat</code><td>Used to denote which parts of the map should have higher lightmap resolution, for a guide go here: <a href=/EngineTools/HammerEditor/Lighting/lightmapPlayerSpace>Using Lightmap Player Space</a><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Lightmap Resolution Volume<!-- --> (<code>tools.lightmapres</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolslightvolumeboundary_color_tga_c91e9308.png alt=materials/tools/toolslightvolumeboundary.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolslightvolumeboundary.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Light Volume Boundary<!-- --> (<code>tools.light_volume_boundary</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\nav_attribute_color_psd_b7968921.png alt=materials/tools/toolsnavattribute.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavattribute.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnavclip_color_tga_f410a87c.png alt=materials/tools/toolsnavclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnavclip.vmat</code><td>Blocks NAV mesh from generating<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Nav Clip<!-- --> (<code>mapbuilder.navclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw_bounce.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_bounce.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnodraw_grate_color_tga_5d625ff0.png alt=materials/tools/toolsnodraw_grate.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_grate.vmat</code><td>Same as nodraw, but with 'grate' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)<li>Pass Bullets<!-- --> (<code>mapbuilder.passbullets</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnodraw_metal_color_tga_f516a536.png alt=materials/tools/toolsnodraw_metal.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw_metal.vmat</code><td>Same as nodraw, but with 'metal' material properties<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnodraw_color_tga_e2430b46.png alt=materials/tools/toolsnodraw.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnodraw.vmat</code><td>Nodraw is a material which interacts with physics and VIS, blocks bullets, but will not compile into a render mesh, so it is invisible and will not cast shadows<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Accept VIS<!-- --> (<code>mapbuilder.acceptvis</code>)<li>Tile Base<!-- --> (<code>tools.tilebase</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsnpcclip_color_tga_5bd18b4b.png alt=materials/tools/toolsnpcclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsnpcclip.vmat</code><td>Will only block NPCs<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>NPC Clip<!-- --> (<code>mapbuilder.npcclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\occluder_color_tga_a26e7ef1.png alt=materials/tools/toolsoccluder.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsoccluder.vmat</code><td><td><ul class=attributeList_hxyq><li>Occluder<!-- --> (<code>mapbuilder.occluder</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)<li>Don't Collapse<!-- --> (<code>mapbuilder.donotcollapse</code>)<li>No Collision [same as nonsolid?]<!-- --> (<code>nocollision</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsotherclip_color_tga_4ed212ab.png alt=materials/tools/toolsotherclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsotherclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Other Clip<!-- --> (<code>mapbuilder.otherclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsplayerclip_color_tga_4e6839a6.png alt=materials/tools/toolsplayerclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsplayerclip.vmat</code><td>Same as clip, but only blocks players<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Player Clip<!-- --> (<code>mapbuilder.playerclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsprecipitation_color_tga_2d4e6ae7.png alt=materials/tools/toolsprecipitation.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsprecipitation.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsskip_color_tga_e3aac8ce.png alt=materials/tools/toolsskip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsskybox_color_tga_e746091d.png alt=materials/tools/toolsskybox.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsskybox.vmat</code><td>Used for sealing the level, blocks VIS, the VIS clusters near it will have reduced resolution<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Skybox<!-- --> (<code>mapbuilder.sky</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\tools_solid_block_light_psd_d308939f.png alt=materials/tools/toolssolidblocklight.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolssolidblocklight.vmat</code><td>Blocks static and dynamic light and also compiles into the physics mesh, will affect VIS<td><ul class=attributeList_hxyq><li>Block Light<!-- --> (<code>mapbuilder.blocklight</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolsteleportclip_color_tga_f3f3a4d8.png alt=materials/tools/toolsteleportclip.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolsteleportclip.vmat</code><td><td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Teleport Clip<!-- --> (<code>mapbuilder.teleportclip</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\toolstrigger_color_tga_b18dbc82.png alt=materials/tools/toolstrigger.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolstrigger.vmat</code><td>Used for all trigger meshes, usually applied automatically by Hammer<td><ul class=attributeList_hxyq><li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\primary_white_color_tga_f7b257f6.png alt=materials/tools/toolswhite.vmat style=width:128px;height:128px /></div><td><code>materials/tools/toolswhite.vmat</code><td>Max white texture, ignores fog or other effects<td><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\visblocker_color_tga_a54e9912.png alt=materials/tools/visblocker.vmat style=width:128px;height:128px /></div><td><code>materials/tools/visblocker.vmat</code><td>Blocks VIS, will not be compiled into the finished map, it will only interact with VIS<td><ul class=attributeList_hxyq><li>VIS Blocker<!-- --> (<code>mapbuilder.visblocker</code>)<li>Nodraw<!-- --> (<code>mapbuilder.nodraw</code>)<li>Non Solid<!-- --> (<code>mapbuilder.nonsolid</code>)</ul><tr><td><div style=display:flex;align-items:center;gap:8px><img src=/tooltex_dump/img\steamvr\wrongway_color_tga_e92fd774.png alt=materials/tools/wrongway.vmat style=width:128px;height:128px /></div><td><code>materials/tools/wrongway.vmat</code><td>Used to denote a blocked path, previously used in Counter-Strike Wingman<td></table></div></div></div></div></div><footer class="theme-doc-footer docusaurus-mt-lg"><div class="row margin-top--sm theme-doc-footer-edit-meta-row"><div class="col noPrint_WFHX"><a href="https://github.com/Source2Wiki/Source2Wiki/blob/master/docs/ToolTextures/index.mdx?plain=1" 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<span>Created and maintained by <a href=https://angelcazacu.com>Angel</a>, <a href=https://github.com/DoctorGurke>DoctorGurke</a> and <a href=https://github.com/Source2Wiki/Source2Wiki/graphs/contributors>various contributors</a>.</span>
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<span>This project is not affiliated with Valve Software.<br>Source 2 is a trademark and/or registered trademark of Valve Corporation. </span>
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