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- // "surface group"
- // {
- // "property" "value"
- // ...
- // }
- //
- // thickness: If this value is present, the material is not volumetrically solid
- // it means that the volume should be computed as the surface area times this
- // thickness (for automatic mass). The inside space beneath the thickness value is air.
- //
- // physics parameters are:
- // density: this is the material density in kg / m^3 (water is 1000)
- // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
- // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
- // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
- //
- // !!! Do not edit the physics properties (especially density) without the proper references !!!
- //
- // Sounds
- //
- // stepleft: footstep sound for left foot
- // stepright: footstep sound for right foot
- // impactsoft: Physical impact sound when hitting soft surfaces
- // impacthard: Physical impact sound when hitting hard surfaces
- // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
- // scraperough: Looping physics friction sound (when scraping rough surfaces)
- // bulletimpact: bullet impact sound
- // gamematerial: game material index (can be a single letter or a number)
- //
- // NOTE: The properties of "default" will get copied into EVERY material who does not
- // override them!!!
- //
- // "base" means to use the parameters from that material as a base.
- // "base" must appear as the first key in a material
- //
- // -----------------------------
- // world materials
- // -----------------------------
- // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
- "default"
- {
- "density" "2000"
- "elasticity" "0.25"
- "friction" "0.8"
- "dampening" "0.0"
- "stepleft" "Default.StepLeft"
- "stepright" "Default.StepRight"
- "bulletimpact" "Default.BulletImpact"
- "scraperough" "Default.ScrapeRough"
- "scrapesmooth" "Default.ScrapeSmooth"
- "impacthard" "Default.ImpactHard"
- "impactsoft" "Default.ImpactSoft"
- "audioreflectivity" "0.66"
- "audiohardnessfactor" "1.0"
- "audioroughnessfactor" "1.0"
- "scrapeRoughThreshold" "0.5"
- "impactHardThreshold" "0.5"
- "gamematerial" "I"
- "jumpfactor" "1.0"
- "maxspeedfactor" "1.0"
- "climbable" "0"
- }
- // NOTE: Almost nothing is solid metal - so "metal" is sheet metal
- "solidmetal"
- {
- "density" "2700"
- "elasticity" "0.1"
- "audioreflectivity" "0.83"
- "friction" "0.8"
- "stepleft" "SolidMetal.StepLeft"
- "stepright" "SolidMetal.StepRight"
- "impacthard" "SolidMetal.ImpactHard"
- "impactsoft" "SolidMetal.ImpactSoft"
- "scraperough" "SolidMetal.ScrapeRough"
- "scrapesmooth" "SolidMetal.ScrapeSmooth"
- "bulletimpact" "SolidMetal.BulletImpact"
- // "strain" "SolidMetal.Strain"
- "gamematerial" "I"
- }
- // metal box - smaller metal box (< 2' width/height/depth)
- "Metal_Box"
- {
- "base" "solidmetal"
- "thickness" "0.1"
- "stepleft" "Metal_Box.StepLeft"
- "stepright" "Metal_Box.StepRight"
- "bulletimpact" "Metal_Box.BulletImpact"
- "scraperough" "Metal_Box.ScrapeRough"
- "scrapesmooth" "Metal_Box.ScrapeSmooth"
- "impacthard" "Metal_Box.ImpactHard"
- "impactsoft" "Metal_Box.ImpactSoft"
- "break" "Metal_Box.Break"
- // "strain" "Metal_Box.Strain"
- }
- // Assume that everything we are building
- // is large enough to be constructed out of a thin sheet of metal
- // only flag a few things as "solidmetal" (I-Beams, anvils, etc)
- "metal"
- {
- "base" "solidmetal"
- "elasticity" "0.25"
- "thickness" "0.1"
- }
- "metal_bouncy"
- {
- "base" "solidmetal"
- "elasticity" "1000"
- "friction" "0"
- "density" "10000"
- }
- // Airboat pontoons have very low friction
- // TODO: make the pontoon material separate from the rest of the airboat?
- "slipperymetal"
- {
- "base" "metal"
- "friction" "0.1"
- "elasticity" "0.15"
- "audioreflectivity" "0.83"
- "audioroughnessfactor" "0.1"
- }
- // metal grating, used for decking
- "metalgrate"
- {
- "thickness" "0.5"
- "density" "1600"
- "elasticity" "0.25"
- "friction" "0.8"
- "stepleft" "MetalGrate.StepLeft"
- "stepright" "MetalGrate.StepRight"
- "impacthard" "MetalGrate.ImpactHard"
- "impactsoft" "MetalGrate.ImpactSoft"
- "scraperough" "MetalGrate.ScrapeRough"
- "scrapeSmooth" "MetalGrate.ScrapeSmooth"
- "bulletimpact" "MetalGrate.BulletImpact"
- "audioreflectivity" "0.83"
- // "strain" "Metal_Box.Strain"
- "gamematerial" "I"
- }
- // ~1mm thick metal
- "metalvent"
- {
- "base" "metal_box"
- "thickness" "0.04"
- "density" "2700"
- "elasticity" "0.1"
- "friction" "0.8"
- "stepleft" "MetalVent.StepLeft"
- "stepright" "MetalVent.StepRight"
- "impacthard" "MetalVent.ImpactHard"
- "audioreflectivity" "0.33"
- "audioroughnessfactor" "0.1"
- "gamematerial" "I"
- }
- // thick solid steel panel - used for solid wall, floor, machine construction
- "metalpanel"
- {
- "base" "metal"
- "thickness" "0.1"
- "density" "2700"
- "elasticity" "0.2"
- "friction" "0.8"
- "audioreflectivity" "0.33"
- "audioroughnessfactor" "0.1"
- "gamematerial" "I"
- }
- "dirt"
- {
- "density" "1600"
- "elasticity" "0.01"
- "friction" "0.8"
- "stepleft" "Dirt.StepLeft"
- "stepright" "Dirt.StepRight"
- "impacthard" "Dirt.Impact"
- "scraperough" "Dirt.Scrape"
- "bulletimpact" "Dirt.BulletImpact"
- "audioreflectivity" "0.03"
- "audiohardnessfactor" "0.25"
- "gamematerial" "I"
- }
- "mud"
- {
- "base" "dirt"
- "friction" "0.6"
- "dampening" "6.0"
- "stepleft" "Mud.StepLeft"
- "stepright" "Mud.StepRight"
- "audiohardnessfactor" "0.0"
- "audioroughnessfactor" "0.1"
- }
- "slipperyslime"
- {
- "base" "dirt"
- "friction" "0.1"
- "jumpfactor" "0.7"
- "stepleft" "SlipperySlime.StepLeft"
- "stepright" "SlipperySlime.StepRight"
- "audiohardnessfactor" "0.0"
- "audioroughnessfactor" "0.1"
- }
- "grass"
- {
- "base" "dirt"
- "stepleft" "Grass.StepLeft"
- "stepright" "Grass.StepRight"
- }
- "tile"
- {
- "thickness" "0.5"
- "density" "2700"
- "elasticity" "0.3"
- "friction" "0.8"
- "stepleft" "Tile.StepLeft"
- "stepright" "Tile.StepRight"
- "audioreflectivity" "0.99"
- "audioroughnessfactor" "0.1"
- "bulletimpact" "Tile.BulletImpact"
- "gamematerial" "I"
- }
- // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
- "Wood"
- {
- "density" "700"
- "elasticity" "0.1"
- "friction" "0.8"
- "stepleft" "Wood.StepLeft"
- "stepright" "Wood.StepRight"
- "bulletimpact" "Wood.BulletImpact"
- "scraperough" "Wood.ScrapeRough"
- "scrapesmooth" "Wood.ScrapeSmooth"
- "impacthard" "Wood.ImpactHard"
- "impactsoft" "Wood.ImpactSoft"
- // "strain" "Wood.Strain"
- "break" "Wood.Break"
- "audioreflectivity" "0.33"
- "audiohardnessfactor" "0.25"
- "gamematerial" "I"
- }
- "Wood_lowdensity"
- {
- "base" "wood"
- "density" "300"
- }
- // small crate
- "Wood_Box"
- {
- "base" "Wood"
- "stepleft" "Wood_Box.StepLeft"
- "stepright" "Wood_Box.StepRight"
- "bulletimpact" "Wood_Box.BulletImpact"
- "scraperough" "Wood_Box.ScrapeRough"
- "scrapesmooth" "Wood_Box.ScrapeSmooth"
- "impacthard" "Wood_Box.ImpactHard"
- "impactsoft" "Wood_Box.ImpactSoft"
- // "strain" "Wood_Box.Strain"
- "break" "Wood_Box.Break"
- }
- // large crate, large wood furniture (bookcases, tables)
- "Wood_Crate"
- {
- "base" "Wood"
- "stepleft" "Wood_Crate.StepLeft"
- "stepright" "Wood_Crate.StepRight"
- "scraperough" "Wood_Crate.ScrapeRough"
- "scrapesmooth" "Wood_Crate.ScrapeSmooth"
- "impacthard" "Wood_Crate.ImpactHard"
- "impactsoft" "Wood_Crate.ImpactSoft"
- // "strain" "Wood_Crate.Strain"
- "break" "Wood_Crate.Break"
- }
- // wood board, floorboard, plank
- "Wood_Plank"
- {
- "base" "Wood_Box"
- "bulletimpact" "Wood_Plank.BulletImpact"
- "scraperough" "Wood_Plank.ScrapeRough"
- "scrapesmooth" "Wood_Plank.ScrapeSmooth"
- "impacthard" "Wood_Plank.ImpactHard"
- "impactsoft" "Wood_Plank.ImpactSoft"
- // "strain" "Wood_Plank.Strain"
- "break" "Wood_Plank.Break"
- }
- // solid 6x6 or greater block, post or tree
- "Wood_Solid"
- {
- "base" "Wood"
- "bulletimpact" "Wood_Solid.BulletImpact"
- "scraperough" "Wood_Solid.ScrapeRough"
- "scrapesmooth" "Wood_Solid.ScrapeSmooth"
- "impacthard" "Wood_Solid.ImpactHard"
- "impactsoft" "Wood_Solid.ImpactSoft"
- // "strain" "Wood_Solid.Strain"
- "break" "Wood_Solid.Break"
- }
- // small wood furniture - chairs, small tables
- "Wood_Furniture"
- {
- "base" "Wood_Box"
- "impactsoft" "Wood_Furniture.ImpactSoft"
- // "strain" "Wood_Furniture.Strain"
- "break" "Wood_Furniture.Break"
- }
- // wood panel - plywood panel, wood door panel
- "Wood_Panel"
- {
- "base" "Wood_Crate"
- "thickness" "1.0"
- "stepleft" "Wood_Panel.StepLeft"
- "stepright" "Wood_Panel.StepRight"
- "bulletimpact" "Wood_Panel.BulletImpact"
- "scraperough" "Wood_Panel.ScrapeRough"
- "scrapesmooth" "Wood_Panel.ScrapeSmooth"
- "impacthard" "Wood_Panel.ImpactHard"
- "impactsoft" "Wood_Panel.ImpactSoft"
- // "strain" "Wood_Panel.Strain"
- "break" "Wood_Panel.Break"
- }
- "water"
- {
- "density" "1000"
- "elasticity" "0.1"
- "friction" "0.8"
- "stepleft" "Water.StepLeft"
- "stepright" "Water.StepRight"
- "bulletimpact" "Water.BulletImpact"
- "audioreflectivity" "0.33"
- "audioroughnessfactor" "0.1"
- "audiohardnessfactor" "0.0"
- "gamematerial" "I"
- }
- "slime"
- {
- "density" "2000"
- "elasticity" "0.1"
- "friction" "0.9"
- "dampening" "200.0"
- "stepleft" "Mud.StepLeft"
- "stepright" "Mud.StepRight"
- "bulletimpact" "Water.BulletImpact"
- "gamematerial" "I"
- "audioreflectivity" "0.33"
- "audiohardnessfactor" "0.0"
- "audioroughnessfactor" "0.1"
- }
- "quicksand"
- {
- "density" "600"
- "elasticity" "2.0"
- "audioreflectivity" "0.33"
- "audiohardnessfactor" "0.0"
- "audioroughnessfactor" "1.0"
- }
- // wade is a water material for walking in/on water at knee height
- "wade"
- {
- "base" "water"
- "stepleft" "Wade.StepLeft"
- "stepright" "Wade.StepRight"
- "audioreflectivity" "0.33"
- "gamematerial" "X"
- }
- // ladder is a fake material for walking on ladders
- "ladder"
- {
- "base" "metal"
- "climbable" "1.0"
- "stepleft" "Ladder.StepLeft"
- "stepright" "Ladder.StepRight"
- "audioreflectivity" "0.33"
- "gamematerial" "X"
- }
- "woodladder"
- {
- "base" "wood"
- "climbable" "1.0"
- "stepleft" "Ladder.WoodStepLeft"
- "stepright" "Ladder.WoodStepRight"
- "audioreflectivity" "0.33"
- "gamematerial" "X"
- }
- // pane of glass, computer screen, window, glass door
- "glass"
- {
- "thickness" "0.5"
- "density" "2700"
- "elasticity" "0.2"
- "friction" "0.5"
- "stepleft" "Glass.StepLeft"
- "stepright" "Glass.StepRight"
- "scraperough" "Glass.ScrapeRough"
- "scrapesmooth" "Glass.ScrapeSmooth"
- "impacthard" "Glass.ImpactHard"
- "impactsoft" "Glass.ImpactSoft"
- "bulletimpact" "Glass.BulletImpact"
- // "strain" "Glass.Strain"
- "break" "Glass.Break"
- "audioreflectivity" "0.66"
- "audiohardnessfactor" "1.0"
- "audioroughnessfactor" "0.0"
- "gamematerial" "I"
- }
- // computer case, tech equipment case
- "computer"
- {
- "base" "metal_box"
- "bulletimpact" "Computer.BulletImpact"
- "impacthard" "Computer.ImpactHard"
- "impactsoft" "Computer.ImpactSoft"
- "gamematerial" "I"
- }
- "concrete"
- {
- "density" "2400"
- "elasticity" "0.2"
- "friction" "0.8"
- "stepleft" "Concrete.StepLeft"
- "stepright" "Concrete.StepRight"
- "scraperough" "Concrete.ScrapeRough"
- "scrapesmooth" "Concrete.ScrapeSmooth"
- "impacthard" "Concrete.ImpactHard"
- "impactsoft" "Concrete.ImpactSoft"
- "bulletimpact" "Concrete.BulletImpact"
- "audioreflectivity" "0.66"
- "gamematerial" "I"
- }
- // Solid rock (small sounds)
- "rock"
- {
- "base" "concrete"
- "impacthard" "Rock.ImpactHard"
- "impactsoft" "Rock.ImpactSoft"
- "scraperough" "Rock.ImpactHard"
- "scrapesmooth" "Rock.ImpactSoft"
- }
- // tubs, urinals, sinks
- "porcelain"
- {
- "base" "rock"
- }
- // Large solid rock (large sounds)
- "boulder"
- {
- "base" "rock"
- "scraperough" "Boulder.ScrapeRough"
- "scrapesmooth" "Boulder.ScrapeSmooth"
- "impacthard" "Boulder.ImpactHard"
- "impactsoft" "Boulder.ImpactSoft"
- }
- "gravel"
- {
- "base" "rock"
- "friction" "0.4"
- "stepleft" "Gravel.StepLeft"
- "stepright""Gravel.StepRight"
- }
- "brick"
- {
- "base" "rock"
- }
- // 9x12 prefabricated concrete cinder blocks
- "concrete_block"
- {
- "base" "concrete"
- "impacthard" "Concrete_Block.ImpactHard"
- }
- // chainlink fencing material
- "chainlink"
- {
- "thickness" "0.5"
- "density" "1600"
- "elasticity" "0.25"
- "friction" "0.8"
- "stepleft" "ChainLink.StepLeft"
- "stepright" "ChainLink.StepRight"
- "impacthard" "ChainLink.ImpactHard"
- "impactsoft" "ChainLink.ImpactSoft"
- "scraperough" "ChainLink.ScrapeRough"
- "scrapesmooth" "ChainLink.ScrapeSmooth"
- "bulletimpact" "ChainLink.BulletImpact"
- "gamematerial" "I"
- }
- // metal chain
- "chain"
- {
- "base" "chainlink"
- "impacthard" "ChainLink.ImpactHard"
- "impactsoft" "ChainLink.ImpactSoft"
- "scraperough" "ChainLink.ScrapeRough"
- "scrapesmooth" "ChainLink.ScrapeSmooth"
- "bulletimpact" "ChainLink.BulletImpact"
- "gamematerial" "I"
- }
- // medium sized body
- "flesh"
- {
- "density" "900"
- "stepleft" "Flesh.StepLeft"
- "stepright" "Flesh.StepRight"
- "bulletimpact" "Flesh.BulletImpact"
- "impacthard" "Flesh.ImpactHard"
- "impactsoft" "Flesh.ImpactSoft"
- "scraperough" "Flesh.ScrapeRough"
- "scrapesmooth" "Flesh.ScrapeSmooth"
- // "strain" "Flesh.Strain"
- "break" "Flesh.Break"
- "audiohardnessfactor" "0.25"
- "audioHardMinVelocity" "500"
- "audioroughnessfactor" "0.1"
- "gamematerial" "I"
- }
- // gibs
- "bloodyflesh"
- {
- "base" "flesh"
- "impacthard" "Flesh_Bloody.ImpactHard"
- "gamematerial" "I"
- }
- "alienflesh"
- {
- "base" "flesh"
- "gamematerial" "I"
- }
- // Flesh for physics, metal for bullet fx
- "armorflesh"
- {
- "base" "flesh"
- "bulletimpact" "ArmorFlesh.BulletImpact"
- "audiohardnessfactor" "1.0"
- "audioroughnessfactor" "0.1"
- "gamematerial" "I"
- }
- "watermelon"
- {
- "density" "900"
- "bulletimpact" "Watermelon.BulletImpact"
- "impacthard" "Watermelon.Impact"
- "scraperough" "Watermelon.Scrape"
- "audiohardnessfactor" "0.25"
- "audioroughnessfactor" "0.1"
- "gamematerial" "I"
- }
- "snow"
- {
- "base" "dirt"
- "density" "800"
- "friction" "0.35"
- "audiohardnessfactor" "0.25"
- }
- "ice"
- {
- "density" "917"
- "friction" "0.1"
- "elasticity" "0.1"
- "audioroughnessfactor" "0.1"
- }
- // UNDONE: Do proper values for these - I made them up so I would have good
- // initial values for all VMTs
- "carpet"
- {
- "base" "dirt"
- "density" "500"
- "thickness" "0.1"
- "elasticity" "0.01"
- "friction" "0.8"
- "impacthard" "Carpet.Impact"
- "bulletimpact" "Carpet.BulletImpact"
- "scraperough" "Carpet.Scrape"
- "audioreflectivity" "0.03"
- "audiohardnessfactor" "0.25"
- "audioroughnessfactor" "0.1"
- }
- // drywall, office wall material, sheetrock
- "plaster"
- {
- "base" "dirt"
- "audiohardnessfactor" "0.5"
- "audioroughnessfactor" "0.1"
- "stepleft" "drywall.StepLeft"
- "stepright" "drywall.StepRight"
- "bulletimpact" "drywall.ImpactHard"
- "scraperough" "ceiling_tile.ScrapeRough"
- "scrapesmooth" "ceiling_tile.ScrapeSmooth"
- "impacthard" "drywall.ImpactHard"
- "impactsoft" "drywall.ImpactSoft"
- // "strain" "Cardboard.Strain"
- "break" "Cardboard.Break"
- }
- // carboard box
- "cardboard"
- {
- "base" "dirt"
- "density" "500"
- "thickness" "0.25"
- "audiohardnessfactor" "0.25"
- "audioroughnessfactor" "0.25"
- "stepleft" "Cardboard.StepLeft"
- "stepright" "Cardboard.StepRight"
- "bulletimpact" "Cardboard.BulletImpact"
- "scraperough" "Cardboard.ScrapeRough"
- "scrapesmooth" "Cardboard.ScrapeSmooth"
- "impacthard" "Cardboard.ImpactHard"
- "impactsoft" "Cardboard.ImpactSoft"
- // "shake" "Cardboard.Shake"
- // "strain" "Cardboard.Strain"
- "break" "Cardboard.Break"
- }
- // larger plastic barrel, hollow, soft plastic
- "plastic_barrel"
- {
- "density" "500"
- "thickness" "0.25"
- "elasticity" "0.01"
- "friction" "0.8"
- "audiohardnessfactor" "0.25"
- "audioroughnessfactor" "0.25"
- "stepleft" "Plastic_Barrel.StepLeft"
- "stepright" "Plastic_Barrel.StepRight"
- "bulletimpact" "Plastic_Barrel.BulletImpact"
- "scraperough" "Plastic_Barrel.ScrapeRough"
- "scrapesmooth" "Plastic_Barrel.ScrapeSmooth"
- "impacthard" "Plastic_Barrel.ImpactHard"
- "impactsoft" "Plastic_Barrel.ImpactSoft"
- // "shake" "Plastic_Barrel.Shake"
- // "strain" "Plastic_Barrel.Strain"
- "break" "Plastic_Barrel.Break"
- // "roll" "Plastic_Barrel.Roll"
- "gamematerial" "I"
- }
- // small - medium plastic box, hard plastic
- "Plastic_Box"
- {
- "density" "500"
- "elasticity" "0.01"
- "friction" "0.8"
- "thickness" "0.25"
- "audiohardnessfactor" "0.25"
- "audioroughnessfactor" "0.25"
- "stepleft" "Plastic_Box.StepLeft"
- "stepright" "Plastic_Box.StepRight"
- "bulletimpact" "Plastic_Box.BulletImpact"
- "scraperough" "Plastic_Box.ScrapeRough"
- "scrapesmooth" "Plastic_Box.ScrapeSmooth"
- "impacthard" "Plastic_Box.ImpactHard"
- "impactsoft" "Plastic_Box.ImpactSoft"
- // "strain" "Plastic_Box.Strain"
- "break" "Plastic_Box.Break"
- "gamematerial" "I"
- }
- // smaller generic hard plastic
- "plastic"
- {
- "base" "Plastic_Box"
- "audioroughnessfactor" "0.1"
- "bulletimpact" "Plastic_Box.ImpactHard"
- }
- // small med kit, smaller tech items, battery
- "item"
- {
- "base" "Plastic_Box"
- "density" "600"
- "bulletimpact" "Plastic_Box.ImpactHard"
- }
- // This one is used for puzzles where we want something that floats
- // but the player can stand on without it sinking beneath the water
- "floatingstandable"
- {
- "base" "dirt"
- "density" "800"
- }
- "sand"
- {
- "base" "dirt"
- "stepleft" "Sand.StepLeft"
- "stepright" "Sand.StepRight"
- "bulletimpact" "Sand.BulletImpact"
- "audioreflectivity" "0.03"
- }
- // solid rubber floor mat, solid rubber tire
- "rubber"
- {
- "base" "dirt"
- "elasticity" "0.2"
- "friction" "0.8"
- "stepleft" "Rubber.StepLeft"
- "stepright" "Rubber.StepRight"
- "impacthard" "Rubber.ImpactHard"
- "impactsoft" "Rubber.ImpactSoft"
- "bulletimpact" "Rubber.BulletImpact"
- "audioroughnessfactor" "0.1"
- "audiohardnessfactor" "0.2"
- }
- // hollow rubber tire
- "rubbertire"
- {
- "base" "rubber"
- "bulletimpact" "Rubber_Tire.BulletImpact"
- "impacthard" "Rubber_Tire.ImpactHard"
- "impactsoft" "Rubber_Tire.ImpactSoft"
- // "strain" "Rubber_Tire.Strain"
- "friction" "1.0"
- }
- "jeeptire"
- {
- "base" "rubber"
- "bulletimpact" "Rubber_Tire.BulletImpact"
- "impacthard" "Rubber_Tire.ImpactHard"
- "impactsoft" "Rubber_Tire.ImpactSoft"
- // "strain" "Rubber_Tire.Strain"
- "friction" "1.337"
- }
- "slidingrubbertire"
- {
- "base" "rubber"
- "friction" "0.2"
- }
- "brakingrubbertire"
- {
- "base" "rubber"
- "friction" "0.6"
- }
- "slidingrubbertire_front"
- {
- "base" "rubber"
- "friction" "0.2"
- }
- "slidingrubbertire_rear"
- {
- "base" "rubber"
- "friction" "0.2"
- }
- // -----------------------------
- // objects
- // -----------------------------
- // glass soda bottle, cup, plate, jar
- "glassbottle"
- {
- "base" "glass"
- "friction" "0.4"
- "elasticity" "0.3"
- "stepleft" "GlassBottle.StepLeft"
- "stepright" "GlassBottle.StepRight"
- "impacthard" "GlassBottle.ImpactHard"
- "impactsoft" "GlassBottle.ImpactSoft"
- "scraperough" "GlassBottle.ScrapeRough"
- "scrapesmooth" "GlassBottle.ScrapeSmooth"
- "bulletimpact" "GlassBottle.BulletImpact"
- "break" "GlassBottle.Break"
- }
- // ceramic jug, mug
- "pottery"
- {
- "base" "glassbottle"
- "friction" "0.4"
- "elasticity" "0.3"
- "impacthard" "Pottery.ImpactHard"
- "impactsoft" "Pottery.ImpactSoft"
- "bulletimpact" "Pottery.BulletImpact"
- "break" "Pottery.Break"
- }
- // solid hand grenade
- "grenade"
- {
- "base" "metalpanel"
- "friction" "0.9"
- "elasticity" "0.01"
- "audiohardnessfactor" "1.0"
- "audioroughnessfactor" "0.4"
- "stepleft" "Grenade.StepLeft"
- "stepright" "Grenade.StepRight"
- "bulletimpact" "Grenade.ImpactHard"
- "scraperough" "Grenade.ScrapeRough"
- "scrapesmooth" "Grenade.ScrapeSmooth"
- "impacthard" "Grenade.ImpactHard"
- "impactsoft" "Grenade.ImpactSoft"
- // "roll" "Grenade.Roll"
- }
- // large oxygen tank, propane tank, welding tank
- "canister"
- {
- "base" "metalpanel"
- "impacthard" "Canister.ImpactHard"
- "impactsoft" "Canister.ImpactSoft"
- "scraperough" "Canister.ScrapeRough"
- "scrapesmooth" "Canister.ScrapeSmooth"
- // "roll" "Canister.Roll"
- }
- // larger metal barrel, metal oil drum
- "metal_barrel"
- {
- "base" "metal_box"
- "impacthard" "Metal_Barrel.ImpactHard"
- "impactsoft" "Metal_Barrel.ImpactSoft"
- "bulletimpact" "Metal_Barrel.BulletImpact"
- // "roll" "Metal_Barrel.Roll"
- }
- "floating_metal_barrel"
- {
- "base" "metal_barrel"
- "density" "500"
- }
- "plastic_barrel_buoyant"
- {
- "base" "plastic_barrel"
- "density" "150"
- }
- // ROLLER NPC
- "roller"
- {
- "base" "metalpanel"
- "friction" "0.7"
- "elasticity" "0.3"
- "impacthard" "Roller.Impact"
- }
- // small aluminum can, full
- "popcan"
- {
- "base" "metal_box"
- "friction" "0.3"
- "elasticity" "0.99"
- "impacthard" "Popcan.ImpactHard"
- "impactsoft" "Popcan.ImpactSoft"
- "scraperough" "Popcan.ScrapeRough"
- "scrapesmooth" "Popcan.ScrapeSmooth"
- "bulletimpact" "Popcan.BulletImpact"
- // strain // none
- // break // none
- }
- // paint can, smaller metal can
- "paintcan"
- {
- "base" "popcan"
- "friction" "0.3"
- "elasticity" "0.99"
- "impacthard" "Paintcan.ImpactHard"
- "impactsoft" "Paintcan.ImpactSoft"
- //"roll" "Paintcan.Roll"
- // strain // none
- // break // none
- }
- "paper"
- {
- "base" "cardboard"
- }
- "papercup"
- {
- "base" "paper"
- "friction" "0.8"
- "elasticity" "0.1"
- "impacthard" "Papercup.Impact"
- "scraperough" "Popcan.ScrapeRough"
- }
- // accoustic ceiling tiles, sound baffles, crumbly plaster
- "ceiling_tile"
- {
- "base" "cardboard"
- "stepleft" "ceiling_tile.StepLeft"
- "stepright" "ceiling_tile.StepRight"
- "bulletimpact" "ceiling_tile.BulletImpact"
- "scraperough" "ceiling_tile.ScrapeRough"
- "scrapesmooth" "ceiling_tile.ScrapeSmooth"
- "impacthard" "ceiling_tile.ImpactHard"
- "impactsoft" "ceiling_tile.ImpactSoft"
- "break" "ceiling_tile.Break"
- }
- // weapon models - sounds for when weapons drop
- // Maybe we'll want specific materials for each weapon?
- "weapon"
- {
- "base" "metal"
- "stepleft" "weapon.StepLeft"
- "stepright" "weapon.StepRight"
- "bulletimpact" "weapon.BulletImpact"
- "scraperough" "weapon.ScrapeRough"
- "scrapesmooth" "weapon.ScrapeSmooth"
- "impacthard" "weapon.ImpactHard"
- "impactsoft" "weapon.ImpactSoft"
- }
- // for invisible collision materials (like sky)
- "default_silent"
- {
- "gamematerial" "I"
- }
- // special materials for player controller
- "player"
- {
- "density" "1000"
- "friction" "0.5"
- "elasticity" "0.001"
- // player is soft & smooth for sound selection
- "audiohardnessfactor" "0.0"
- "audioroughnessfactor" "0.0"
- }
- "player_control_clip"
- {
- "gamematerial" "I"
- }
- "no_decal"
- {
- "density" "900"
- "gamematerial" "I"
- }
- "foliage"
- {
- "base" "Wood_Solid"
- "density" "700"
- "elasticity" "0.1"
- "friction" "0.8"
- "gamematerial" "I"
- }
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