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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Common textures, what do they all do
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Sunday, Jul. 17, 2005 10:08 am
This lists all the common textures in CoD and what they do. It's not complete yet, so if you've got something to add, please feel free to PM it to me and I'll add it. Do NOT post comments like "good job" in the tread please.

Thanks to Tank, the person who originally started this a long time ago, and thanks to whoever replied to his post back then. And thanks to qrz.

edit: Thanks to techno2sl for a link to some texture descriptions.
edit: Thanks to Filbert for the description of the clipfull texture.


- AI NP: AI No pass. Blocks AI from passing
- AI NP XL: Same as AI NP, but extra large?
- AI NO SIGHT: Blocks AI view.
- AI Trigger: Used to trigger friendly AI.
- Area Portal: Not sure. (Not used in CoD?)
- Blackish: I've used this for things like a train tunnel that the player can see into but can't access.
- Blank: default texture...or no texture to be precise...not recommended to use.
- case: All these numbers are number of the pixels. Used for texture fixing when you don't have an actual texture for the brush yet.
- case1024:
- case1024x128:
- case1024x512:
- case256:
- case256x1024:
- case512:
- case512x1024:
- Caulk: Use this to make your levels. Think of it as your wall, and the textures as paint.
- Clip: Makes objects solid. Used for the model collmaps
- Clip_item: Clips items. Everything can pass but items
- Clip_metal : Same as clip but it gives a metal sound when you walk over it.
- Clip_nosight: Not sure but I think it's invisible, but not see-through.
- Clip_nosight_dirt: Same as clip_nosight but it gives a dirt sound when you walk over it.
- Clip_nosight_metal : Same as clip_nosight but it gives a metal sound when you walk over it.
- Clip_nosight_nothing: Same as clip_nosight .. wait, what??
- clip_nosight_novehicle: Same as clip_nosight but it has no effect on vehicles.
- Clip_nosight_rock: Rock-and-roll! Same as clip_nosight but its gives a rock sound when you walk over it.
- Clip_wood: Same as clip but it gives a wood sound when you walk over it.
- Clip_foliage: Same as clip, but with a brushes sound as you walk over it
- Clipfull : Clipfull is the same as Clip but if you shoot it your bullets disappear, grenades disappear when they hit it, and ai can't see you through it.
- Clipmissile: Blocks missiles and grenades from passing, Players can't pass either.
- Clipmonster: Same as clip but it has only effect on AI. Used for SP.
- Clipplayer: Same as clip but it has only effect on the player. Used for SP.
- Clipshot: Clips shots. Only used for SP?
- Clipweap: Same as clip but it clips all bullets.
- Clipweap_glass: Clip texture which makes a breaking glass sound when shot
- Clusterportal: Not used in CoD.
- cushion: Breaks your fall
- gridblock: ?
- hint: Not used in CoD
- hood: ?
- hood_trans: ?
- ladder: A ladder, use at a ladder to actually be able to climb it. Doesn't need to be at a ladder,
you can also climb thin air :D
- ladder_wood: Same as ladder but it gives a wood sound when you climb it.
- nodraw: Construction primitive that turns solid when textured
- nodraw_decal : Same as nodraw but used for decals (blastmarks and such)..
- nodraw_nosolid: Ivisible and non solid texture.. so basically.. nothing.
- nodrawnonsolid: ?
- nodrop: ?

- nosight_noclip: You can't see through this texture, but you can walk through it
- occluder: can be used to block leaking light
- origin: Used for several things. Mostly for gametypes, moving stuff and all. It's something used for scripting.
- Portal : Splits your map into pieces, so that it won't render the whole map. Makes your fps
higher. Use in combination with the portalNoDraw texture
- portalcaulk: Not used in CoD
- portalnodraw: Use this on the 5 remaining sides of your portal
- return_ai_trigger: ?
- return_spawner_trigger: ?
- shadowcast: Casts shadow. Used to gives brushes like script_brushmodels a shadow, as they
do not make a shadow themself.
- skip: Not used in CoD.
- spawner_trigger: ?
- terrain: Just something that you can texture so you know what your terrain is.
- terrain2: Same as terrain, but another, so you can distinquish different terraintypes.
- trigger: Used for A LOT stuff. . Opening doors, triggering effects, spawning AI..
- vehicle_clip: Same as clip but it only effects vehicles.
- water: Used for water. Texture 5 sides of your brush with this texture and the top face with a /sfx texture.
- water_clip: Same as water but you won't sink you;ll stay on top.


edited on Dec. 4, 2005 10:46 am by The_Caretaker

edited on Aug. 20, 2006 01:21 am by The_Caretaker
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sk8r196
General Member
Since: Aug 30, 2005
Posts: 139
Last: Jan 9, 2008
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Level 4
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 05:50 pm
isn't terrain 2 supposed to be used on all 'walking on' brushes before giving the final textures? Doesn't this step stop you falling through the floor, or is this another texture?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Friday, Sep. 2, 2005 05:54 pm
You will only fall through the floor if you use alpha textures. Terrain2 texture has nothing to do with that.
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CloudStrife9715
General Member
Since: Sep 13, 2005
Posts: 14
Last: Apr 29, 2006
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Oct. 14, 2005 02:12 am
I think the no draw not solid you can't see and can walk through. I have this one building on map with a window in the ceiling that I wanted to be able to jump down thru it and I tried caulk or no draw on the exploder brush and you can't see the brush but you can't walk thu it either. So I did no draw not solid and I can't see it and can walk thru it. Anyway, I hope that helps someone.


Cloud [sniper]
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GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 25, 2006
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Mar. 9, 2006 01:23 pm
does anybody have any info on, say, the full functionality of the one-way texture (it's a common). It would be a real treat if anybody could help me out, because if it works the way i think it does, i might want to make a fun multiplayer map where players can only move in one general direction while shooting at eachother across a large space--like a lave pit or something that is rotating. It sounds kind of interesting. [confused]

so any help would be greatly appreciated!

btw if any of you loosers steal my ideas i hope you have massive fits of vomiting! [puke]


[lol] thanks again
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Thursday, Mar. 9, 2006 05:35 pm
What one way texture are you talking about?

And.. please open another topic for this, stickies are not meant for asking questions in. I'll delete this and your post in a few days :p
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nzo
General Member
Since: Apr 2, 2006
Posts: 8
Last: Jan 22, 2008
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Saturday, Apr. 22, 2006 11:09 pm
which clip is the one that only blocks nades but not bullets?

i assume that clip_items would do the trick, however i dont have that texture in my tools?
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Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Aug. 20, 2006 04:20 am
clip_weapglass makes a glass breaking sound when u shot it, and u can not pass through it. Also u cannot see it.
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD Mapping
Posted: Thursday, Sep. 27, 2007 10:38 pm
Does anyone know what Mon does? I can't seem to figure it out.
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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