Tool Textures

4LT

Member
Jul 8, 2022
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Pennsyltucky
4LT submitted a new resource:

Tools Textures - Tools for tools!

Complete set of tool textures for Quake 1 mapping, with a color scheme mimicking Source tool textures. Most of y'all probably have a set of tool textures already, but why not make it easier for newcomers?


Includes 10 textures:
  • trigger -- Make things happen
  • clip -- Annoy players
  • skip -- Don't draw
  • hint -- You're optimizing too hard...
  • hintskip -- ...but not that hard
  • *waterskip -- Invisible water
  • *slimeskip -- Invisible ooze
  • *lavaskip -- You get the idea...

Read more about this resource...
 
Could I suggest adding a "__TB_empty" texture, to allow people to easily replace missing textures in-editor as described in Bal's Quake Mapping Tips & Tricks? And could you explain further how the "origin" texture is supposed to be used?
 
I might add a __TB_empty, although feel that's something TB should handle out-of-the-box, and might interfere with program behavior in some undesirable way (e.g. don't want to suppress missing texture warnings).

The origin brush redefines the origin of an entity. By default, brush entities are assigned an origin of <0, 0, 0>, but if an origin brush is part of an entity, then that brush's center is used (it's a feature of ericw's qbsp, and it's quite a clever hack!). Really only useful for mapping with mods that rely on it, though, but you can use it to make rotating entities rotate about a point without using an additional entity, or trains that center themselves over path_corners with a position other than the minimum x/y/z of their bounding box.

1692537543157.png

Here I'm using the origin brush (in green) to define the axis for the "meter" to rotate around. (The origin brush gets removed during compile, so it has not impact on visuals or physics)
 
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