Common Textures

From Mod Wiki

Primary Textures


Faces with this texture are not rendered in game, but are still collidable. Since faces using this texture will still show whatever is visible behind them, this texture is most commonly used for sky, or for surfaces that are concealed behind other brushes or models.



Placed in front of ladders and made into a func_ladder entity, allows players to climb ladders.


Faces with this texture are neither rendered nor collidable in-game. Typically used on the sides and back of portal brushes.


Typically applied to brushes that act as triggers (e.g. trigger_once, to aid navigation in the editor. Similar textures exist to help organise other entities:

Useful textures


Appears as pure white.

Clipping Textures


Standard clip texture. The player is blocked by faces with this texture, however bullets and grenades can pass through.


Used to clip metallic objects, such as metal railings.


A clip brush that only flyer drones may pass through. Used to limit certain vents and tight passageways to flyer drone access only.




A clip brush that vehicles may not pass through, and produces metallic collision effects when vehicles collide with it. Surround buildings with faces of this texture to ensure vehicles can not enter them.

Bot/AAS textures

These are used to identify areas to bots, for both gameplay and optimisation purposes.


Brushes with this texture are considered as an 'obstacle', in order to aid proper AAS generation.


Creates a surface that should be considered 'solid' to the bots (for AAS generation)


Indicates an area where the player need never go.


Creates a surface that should be considered 'solid' to vehicles driven by bots (for AAS generation)


Indicates an area where vehicles need never go.


Indicates that the area contained within the brush is water.

Portal textures

These help distinguish areas of a map, for visual and optimisation purposes. See the Portal Basics page for information on how to use them.


Used to distinguish two areas of AAS nodes (in the same manner that a visportal is used to distinguish two areas of visibility.) This can help improve the speed and accuracy of AAS node generation. Like all other portals, aasclusterportals must completely contain an area in order to function (it must not be possible to get from one side of a portal to the other without going through at least one portal in the process.)


Used to partition areas between light_ambient entities. See the Lighting Basics and Ambient Light Editor topics for more information.


An additional optimisation, such that in-game, any ambient portals occluded by a face with this texture can be safely ignored.


Prevents audio from leaking between two areas.


Used to indicate where the inside (ceilings) and outside (sky) of an area is. Outside portals block all atmospheric sunlight and act as ambient portals as well.


An additional optimisation, such that in-game, any outside portals occluded by a face with this texture can be safely ignored.


Defines a partition between two distinct areas, such that the renderer can safely not render areas when they're not in view, in order to improve performance.


An additional optimisation, such that in-game, any visibility portals occluded by a face with this texture can be safely ignored/not rendered.

See Also