Appendix C: Common Textures
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Revision as of 17:17, 11 August 2008 by 192.168.0.151 (talk)
A structural and invisible shader. Used to create the structural 'hull' of the BSP. | Standard Clip brush which will block players. No bullets or projectiles are blocked. | ||
Forces additional portals in the BSP. | Based on the standard clip brush. Blocks all projectiles. | ||
Allows players to climb up or down. Acts like player clip. It must be present on all sides of the brush. | Based on standard clip brush. Blocks all projectiles and produces a metal sound when hit by bullets. | ||
Defines a volume where the lightgrid is active. Any space outside is not calculated. | Based on standard clip brush. Blocks all projectiles and produces a wood sound when hit by bullets. | ||
Does not draw in game and is non solid. Used for single sided brushwork like alpha channel textures. | Terrain metashader with grass step sound. | ||
Used by brushwork entities for defining their origin point in the map. | Terrain metashader with gravel step sound. | ||
Skip is a nonsolid, invisible, structural shader that does not create BSP splits or portals. Used in conjunction with antiportals or hint faces. | Terrain metashader with snow step sound. | ||
Used on brushwork trigger entities. It's not drawn and is not solid. |
Please note that this is not a complete list of texture/shaders from the common directory but a summary of the most useful ones for producing a map for Enemy Territory.