Wolfenstein: Enemy Territory Documentation © 2003 Splash Damage, Ltd. All Rights Reserved. |
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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. |
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Forces additional portals in the BSP. | ![]() |
Based on the standard clip brush. Blocks all projectiles. |
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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. |
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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. |
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Does not draw in game and is non solid. Used for single sided brushwork like alpha channel textures. | ![]() |
Terrain metashader with grass step sound. |
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Used by brushwork entities for defining their origin point in the map. | ![]() |
Terrain metashader with gravel step sound. |
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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. |
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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.