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Areaportal
Color: Opaque Red Orange
Location: (textures/common/areaportal)
The bsp tool uses areaportals to create hard, visual breaks between areas in the map. Until triggered, the areaportal blocks geometry behind it from being drawn or seen. The area portal brush should be a thin (2 to 4 units thick) brush. It should touch all the brushes that form the hull of the opening being portalled. It must be placed inside a door. The opening of the door triggers the portal function. The closing of the door returns it to its former state. The areaportal texture must completely seal off a volume from another volume (although this can be in conjunction with other areaportals). If a door is being used to block off an area from view, consider placing an areaportal brush inside the door. Example in Quake III Arena: All the doors out of the central courtyard in Q3DM12, The Dredwerkz, are areaportalled.
Caulk
Location: (common/caulk)
Color: Opaque Pink
Game Function: Caulk, the miracle texture. It blocks vis. It seals the world off from the void. It doesn't draw (so it doesn't add to triangle counts). It keeps curves from competing with textures behind them. It looks like hell if you see it in your world. From the View menu (View > Show > Caulk), you can toggle on and off the display of caulk brush sides.
Design Tips: When you build a brush entity (a.k.a. b_model), mark all the brush sides that you will never see with caulk. Otherwise, the game draws every one of them. Even if you're only making a one-piece door, mark all the non-viewed sides with caulk. The same holds true for detail brushes. If you can't (or won't ever) see a brush face on a brush that's been marked as detail, paint it with caulk. Next, whenever you build a curve, try to build the brush geometry immediately behind it out of caulk. Finally, look around your map for brush faces that you suspect are being drawn, but are never seen: door pockets, bars, underneath bridges or very low railings and so on. It may sound like work, but attention to detail like this buys you both the appearance of greater geometric detail in the map AND faster game running speed.
More Design Tips: Finally, and this should be used with great care, a caulk brush can be used to create an invisible support for entities. If you place a very thin caulk brush floating above a surface that would otherwise not support an entity (example: a grate made of clip brush), the brush will not draw in the world, but will support the entity. The reason for this is that SUSPENDED entities are not "seen" by bots unless they can be reached by a jump pad.
Clip
Location: (textures/common/clip)
Color: Transparent Red
Game Function: If you look at a professionally made map, quite often you'll see that nearly every bit of wall surface is covered in a transparent red texture called "common/clip." Clip is a nondrawing texture that blocks player movement. Clip does not block weapon fire. Entities, such as ammo or weapons, are not supported by clip brushes. If placed or dropped on a clip brush, they will pass through them.
Design Tips: Place clip brushes to smooth the passage of players through the world. This could mean creating a slope that allows the player to slip past a piece of architectural trim, or filling a window to keep players from getting into it. It can be used to create an artificial ceiling that prevents players from flying or jumping too high.
Cluster Portal
Location: (textures/common/clip)
Color: Translucent lavender
Game Function: Works like an area portal, but for the bot navigation file only. Cluster portal is used by the bspc utility to subdivide the map into smaller areas for calculating bot navigation. Appendix C: Bot Navigation Files contains the specific details for using cluster portal texture entities.
Cushion
Location: (textures/common/clusterportal)
Color: Translucent pale aqua
Game Function: A player falling on this does not take damage. They also don't make a "landing" sound, so use with caution.
Do Not Enter
Location: (textures/common/donotenter)
Color: Transparent Pale Orange
Game Function: It is a tool used to solve bot navigation problems. Use it like a clip brush, but sparingly. When you observe bots doing stupid things in your map, try to block off the area with this texture. The Bot Navigation Files appendix contains the specific details for using the Do Not Enter texture entity.
Hint
Location: (textures/common/clusterportal)
Color: Transparent Yellow Green
Game Function: Helps determine the vis portals. It is used as a suggestion to the compiler during the vis phase, when the world is subdivided. Generally speaking, they are used to correct vis problems, whose chief symptom is the "hall of mirrors" effect seen during game play. These can often be corrected by careful placement of a hint brush. If you fill the volume where the error is seen or the volume adjacent to it, the problem may be corrected in the next compile. This is really more art than science.
Invisible
Location: (textures/common/noimpact)
Color:
Game Function: This was used to create a surface that would be marked by weapon fire, but would not be drawn in the world. This was created specifically to resolve a problem where func_static brushes were being used to replace floor textures that marked the location of weapons in Q3DM8. Because the rocket launcher was located in different places between the team and the deathmatch games, the designer wanted to make floor markers that would not only change between game types, but would be marked like adjacent floor pieces.
Nodrawnonsolid
Location: (textures/common/trigger)
Color: Opaque light yellow
Game Function: This is the same as nodraw.
Noimpact
Location: (textures/common/noimpact)
Color: black
Game Function: Used to create a surface which does not block weapon fire.
Weapon fire will pass through this. This usually used as a shader key on other textures.
Origin
Location: (textures/common/origin)
Color: Opaque Orange
Game Function: Used to create origin point in moving b_models, such as trains, plats, and rotating objects. This texture, applied to a square or rectangular brush, is used to create the point of origin for moving b_models, such as trains, plats, and rotating objects. It is used by func_trains as the point that passes through path entities and the source for sound attachment
Skip
Location: (textures/common/skip)
Color: Transparent yellow
Game Function: Do not use in Q3A. This texture was used in Quake 2 maps to discard sides of hint brushes. It is nonfunctional in Q3A.
Slick
Location: (textures/common/trigger)
Color: Translucent Pale Blue
Game Function: Not stick coating for map surfaces. Reduces friction. Use like a very thin clip brush over surfaces you want to be low friction.
Trigger
Location: (textures/common/trigger)
Color: Transparent Dark Yellow
Game Function: Used to make trigger brushes.
Weapon Clip
Location: (textures/common/weap_clip)
Color: Transparent Red
Game Function: This version of the clip brush only stops weapon projectiles from passing through it. No marks are left on the surface.
Design Tip: Use to create clip surfaces for map object models.
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