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  1. // PVH surfaceproperties
  2. //
  3. // "surface group"
  4. // {
  5. // "property" "value"
  6. // ...
  7. // }
  8. //
  9. // thickness: If this value is present, the material is not volumetrically solid
  10. // it means that the volume should be computed as the surface area times this
  11. // thickness (for automatic mass). The inside space beneath the thickness value is air.
  12. //
  13. // physics parameters are:
  14. // density: this is the material density in kg / m^3 (water is 1000)
  15. // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
  16. // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
  17. // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
  18. //
  19. // !!! Do not edit the physics properties (especially density) without the proper references !!!
  20. //
  21. // Sounds
  22. //
  23. // stepleft: footstep sound for left foot
  24. // stepright: footstep sound for right foot
  25. // impactsoft: Physical impact sound when hitting soft surfaces
  26. // impacthard: Physical impact sound when hitting hard surfaces
  27. // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
  28. // scraperough: Looping physics friction sound (when scraping rough surfaces)
  29. // bulletimpact: bullet impact sound
  30. // gamematerial: game material index (can be a single letter or a number)
  31. //
  32.  
  33. // NOTE: The properties of "default" will get copied into EVERY material who does not
  34. // override them!!!
  35. //
  36. // "base" means to use the parameters from that material as a base.
  37. // "base" must appear as the first key in a material
  38. //
  39.  
  40. // -----------------------------
  41. // world materials
  42. // -----------------------------
  43.  
  44. // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
  45. "default"
  46. {
  47. "density" "2000"
  48. "elasticity" "0.25"
  49. "friction" "0.8"
  50. "dampening" "0.0"
  51.  
  52. "stepleft" "Default.StepLeft"
  53. "stepright" "Default.StepRight"
  54. "bulletimpact" "Default.BulletImpact"
  55. "scraperough" "Default.ScrapeRough"
  56. "scrapesmooth" "Default.ScrapeSmooth"
  57. "impacthard" "Default.ImpactHard"
  58. "impactsoft" "Default.ImpactSoft"
  59.  
  60. "audioreflectivity" "0.66"
  61. "audiohardnessfactor" "1.0"
  62. "audioroughnessfactor" "1.0"
  63.  
  64. "scrapeRoughThreshold" "0.5"
  65. "impactHardThreshold" "0.5"
  66.  
  67. "gamematerial" "I"
  68. "jumpfactor" "1.0"
  69. "maxspeedfactor" "1.0"
  70. "climbable" "0"
  71. }
  72.  
  73. // NOTE: Almost nothing is solid metal - so "metal" is sheet metal
  74. "solidmetal"
  75. {
  76. "density" "2700"
  77. "elasticity" "0.1"
  78. "audioreflectivity" "0.83"
  79. "friction" "0.8"
  80. "stepleft" "SolidMetal.StepLeft"
  81. "stepright" "SolidMetal.StepRight"
  82. "impacthard" "SolidMetal.ImpactHard"
  83. "impactsoft" "SolidMetal.ImpactSoft"
  84. "scraperough" "SolidMetal.ScrapeRough"
  85. "scrapesmooth" "SolidMetal.ScrapeSmooth"
  86. "bulletimpact" "SolidMetal.BulletImpact"
  87.  
  88. // "strain" "SolidMetal.Strain"
  89.  
  90. "gamematerial" "I"
  91. }
  92.  
  93. // metal box - smaller metal box (< 2' width/height/depth)
  94.  
  95. "Metal_Box"
  96. {
  97. "base" "solidmetal"
  98. "thickness" "0.1"
  99.  
  100. "stepleft" "Metal_Box.StepLeft"
  101. "stepright" "Metal_Box.StepRight"
  102. "bulletimpact" "Metal_Box.BulletImpact"
  103. "scraperough" "Metal_Box.ScrapeRough"
  104. "scrapesmooth" "Metal_Box.ScrapeSmooth"
  105. "impacthard" "Metal_Box.ImpactHard"
  106. "impactsoft" "Metal_Box.ImpactSoft"
  107.  
  108. "break" "Metal_Box.Break"
  109. // "strain" "Metal_Box.Strain"
  110. }
  111.  
  112. // Assume that everything we are building
  113. // is large enough to be constructed out of a thin sheet of metal
  114. // only flag a few things as "solidmetal" (I-Beams, anvils, etc)
  115. "metal"
  116. {
  117. "base" "solidmetal"
  118. "elasticity" "0.25"
  119. "thickness" "0.1"
  120. }
  121.  
  122. "metal_bouncy"
  123. {
  124. "base" "solidmetal"
  125. "elasticity" "1000"
  126. "friction" "0"
  127. "density" "10000"
  128. }
  129.  
  130. // Airboat pontoons have very low friction
  131. // TODO: make the pontoon material separate from the rest of the airboat?
  132. "slipperymetal"
  133. {
  134. "base" "metal"
  135. "friction" "0.1"
  136. "elasticity" "0.15"
  137.  
  138. "audioreflectivity" "0.83"
  139. "audioroughnessfactor" "0.1"
  140. }
  141.  
  142. // metal grating, used for decking
  143.  
  144. "metalgrate"
  145. {
  146. "thickness" "0.5"
  147. "density" "1600"
  148. "elasticity" "0.25"
  149. "friction" "0.8"
  150.  
  151. "stepleft" "MetalGrate.StepLeft"
  152. "stepright" "MetalGrate.StepRight"
  153. "impacthard" "MetalGrate.ImpactHard"
  154. "impactsoft" "MetalGrate.ImpactSoft"
  155. "scraperough" "MetalGrate.ScrapeRough"
  156. "scrapeSmooth" "MetalGrate.ScrapeSmooth"
  157. "bulletimpact" "MetalGrate.BulletImpact"
  158.  
  159. "audioreflectivity" "0.83"
  160.  
  161. // "strain" "Metal_Box.Strain"
  162.  
  163. "gamematerial" "I"
  164. }
  165.  
  166. // ~1mm thick metal
  167.  
  168. "metalvent"
  169. {
  170. "base" "metal_box"
  171. "thickness" "0.04"
  172. "density" "2700"
  173. "elasticity" "0.1"
  174. "friction" "0.8"
  175.  
  176. "stepleft" "MetalVent.StepLeft"
  177. "stepright" "MetalVent.StepRight"
  178. "impacthard" "MetalVent.ImpactHard"
  179.  
  180. "audioreflectivity" "0.33"
  181. "audioroughnessfactor" "0.1"
  182.  
  183. "gamematerial" "I"
  184. }
  185.  
  186. // thick solid steel panel - used for solid wall, floor, machine construction
  187.  
  188. "metalpanel"
  189. {
  190. "base" "metal"
  191. "thickness" "0.1"
  192. "density" "2700"
  193. "elasticity" "0.2"
  194. "friction" "0.8"
  195.  
  196. "audioreflectivity" "0.33"
  197. "audioroughnessfactor" "0.1"
  198.  
  199. "gamematerial" "I"
  200. }
  201.  
  202. "dirt"
  203. {
  204. "density" "1600"
  205. "elasticity" "0.01"
  206. "friction" "0.8"
  207.  
  208. "stepleft" "Dirt.StepLeft"
  209. "stepright" "Dirt.StepRight"
  210. "impacthard" "Dirt.Impact"
  211. "scraperough" "Dirt.Scrape"
  212. "bulletimpact" "Dirt.BulletImpact"
  213.  
  214. "audioreflectivity" "0.03"
  215. "audiohardnessfactor" "0.25"
  216.  
  217. "gamematerial" "I"
  218. }
  219.  
  220. "mud"
  221. {
  222. "base" "dirt"
  223. "friction" "0.6"
  224. "dampening" "6.0"
  225.  
  226. "stepleft" "Mud.StepLeft"
  227. "stepright" "Mud.StepRight"
  228.  
  229. "audiohardnessfactor" "0.0"
  230. "audioroughnessfactor" "0.1"
  231. }
  232.  
  233. "slipperyslime"
  234. {
  235. "base" "dirt"
  236. "friction" "0.1"
  237. "jumpfactor" "0.7"
  238.  
  239. "stepleft" "SlipperySlime.StepLeft"
  240. "stepright" "SlipperySlime.StepRight"
  241.  
  242. "audiohardnessfactor" "0.0"
  243. "audioroughnessfactor" "0.1"
  244. }
  245.  
  246. "grass"
  247. {
  248. "base" "dirt"
  249. "stepleft" "Grass.StepLeft"
  250. "stepright" "Grass.StepRight"
  251. }
  252.  
  253. "tile"
  254. {
  255. "thickness" "0.5"
  256. "density" "2700"
  257. "elasticity" "0.3"
  258. "friction" "0.8"
  259.  
  260. "stepleft" "Tile.StepLeft"
  261. "stepright" "Tile.StepRight"
  262.  
  263. "audioreflectivity" "0.99"
  264. "audioroughnessfactor" "0.1"
  265.  
  266. "bulletimpact" "Tile.BulletImpact"
  267. "gamematerial" "I"
  268. }
  269.  
  270. // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
  271.  
  272. "Wood"
  273. {
  274. "density" "700"
  275. "elasticity" "0.1"
  276. "friction" "0.8"
  277.  
  278. "stepleft" "Wood.StepLeft"
  279. "stepright" "Wood.StepRight"
  280. "bulletimpact" "Wood.BulletImpact"
  281. "scraperough" "Wood.ScrapeRough"
  282. "scrapesmooth" "Wood.ScrapeSmooth"
  283. "impacthard" "Wood.ImpactHard"
  284. "impactsoft" "Wood.ImpactSoft"
  285.  
  286. // "strain" "Wood.Strain"
  287. "break" "Wood.Break"
  288.  
  289. "audioreflectivity" "0.33"
  290. "audiohardnessfactor" "0.25"
  291.  
  292. "gamematerial" "I"
  293. }
  294.  
  295. "Wood_lowdensity"
  296. {
  297. "base" "wood"
  298. "density" "300"
  299. }
  300.  
  301. // small crate
  302.  
  303. "Wood_Box"
  304. {
  305. "base" "Wood"
  306.  
  307. "stepleft" "Wood_Box.StepLeft"
  308. "stepright" "Wood_Box.StepRight"
  309. "bulletimpact" "Wood_Box.BulletImpact"
  310. "scraperough" "Wood_Box.ScrapeRough"
  311. "scrapesmooth" "Wood_Box.ScrapeSmooth"
  312. "impacthard" "Wood_Box.ImpactHard"
  313. "impactsoft" "Wood_Box.ImpactSoft"
  314.  
  315. // "strain" "Wood_Box.Strain"
  316. "break" "Wood_Box.Break"
  317.  
  318. }
  319.  
  320. // large crate, large wood furniture (bookcases, tables)
  321.  
  322. "Wood_Crate"
  323. {
  324. "base" "Wood"
  325.  
  326. "stepleft" "Wood_Crate.StepLeft"
  327. "stepright" "Wood_Crate.StepRight"
  328. "scraperough" "Wood_Crate.ScrapeRough"
  329. "scrapesmooth" "Wood_Crate.ScrapeSmooth"
  330. "impacthard" "Wood_Crate.ImpactHard"
  331. "impactsoft" "Wood_Crate.ImpactSoft"
  332.  
  333. // "strain" "Wood_Crate.Strain"
  334. "break" "Wood_Crate.Break"
  335.  
  336. }
  337.  
  338. // wood board, floorboard, plank
  339.  
  340. "Wood_Plank"
  341. {
  342. "base" "Wood_Box"
  343.  
  344. "bulletimpact" "Wood_Plank.BulletImpact"
  345. "scraperough" "Wood_Plank.ScrapeRough"
  346. "scrapesmooth" "Wood_Plank.ScrapeSmooth"
  347. "impacthard" "Wood_Plank.ImpactHard"
  348. "impactsoft" "Wood_Plank.ImpactSoft"
  349.  
  350. // "strain" "Wood_Plank.Strain"
  351. "break" "Wood_Plank.Break"
  352.  
  353. }
  354.  
  355. // solid 6x6 or greater block, post or tree
  356.  
  357. "Wood_Solid"
  358. {
  359. "base" "Wood"
  360.  
  361. "bulletimpact" "Wood_Solid.BulletImpact"
  362. "scraperough" "Wood_Solid.ScrapeRough"
  363. "scrapesmooth" "Wood_Solid.ScrapeSmooth"
  364. "impacthard" "Wood_Solid.ImpactHard"
  365. "impactsoft" "Wood_Solid.ImpactSoft"
  366.  
  367. // "strain" "Wood_Solid.Strain"
  368. "break" "Wood_Solid.Break"
  369.  
  370. }
  371.  
  372. // small wood furniture - chairs, small tables
  373.  
  374. "Wood_Furniture"
  375. {
  376. "base" "Wood_Box"
  377.  
  378. "impactsoft" "Wood_Furniture.ImpactSoft"
  379.  
  380. // "strain" "Wood_Furniture.Strain"
  381. "break" "Wood_Furniture.Break"
  382.  
  383. }
  384.  
  385. // wood panel - plywood panel, wood door panel
  386.  
  387. "Wood_Panel"
  388. {
  389. "base" "Wood_Crate"
  390. "thickness" "1.0"
  391.  
  392. "stepleft" "Wood_Panel.StepLeft"
  393. "stepright" "Wood_Panel.StepRight"
  394. "bulletimpact" "Wood_Panel.BulletImpact"
  395. "scraperough" "Wood_Panel.ScrapeRough"
  396. "scrapesmooth" "Wood_Panel.ScrapeSmooth"
  397. "impacthard" "Wood_Panel.ImpactHard"
  398. "impactsoft" "Wood_Panel.ImpactSoft"
  399.  
  400. // "strain" "Wood_Panel.Strain"
  401. "break" "Wood_Panel.Break"
  402.  
  403. }
  404.  
  405.  
  406. "water"
  407. {
  408. "density" "1000"
  409. "elasticity" "0.1"
  410. "friction" "0.8"
  411.  
  412. "stepleft" "Water.StepLeft"
  413. "stepright" "Water.StepRight"
  414. "bulletimpact" "Water.BulletImpact"
  415.  
  416. "audioreflectivity" "0.33"
  417. "audioroughnessfactor" "0.1"
  418. "audiohardnessfactor" "0.0"
  419.  
  420. "gamematerial" "I"
  421. }
  422.  
  423. "slime"
  424. {
  425. "density" "2000"
  426. "elasticity" "0.1"
  427. "friction" "0.9"
  428. "dampening" "200.0"
  429.  
  430. "stepleft" "Mud.StepLeft"
  431. "stepright" "Mud.StepRight"
  432. "bulletimpact" "Water.BulletImpact"
  433.  
  434. "gamematerial" "I"
  435.  
  436. "audioreflectivity" "0.33"
  437. "audiohardnessfactor" "0.0"
  438. "audioroughnessfactor" "0.1"
  439. }
  440.  
  441. "quicksand"
  442. {
  443. "density" "600"
  444. "elasticity" "2.0"
  445.  
  446. "audioreflectivity" "0.33"
  447. "audiohardnessfactor" "0.0"
  448. "audioroughnessfactor" "1.0"
  449. }
  450.  
  451. // wade is a water material for walking in/on water at knee height
  452. "wade"
  453. {
  454. "base" "water"
  455. "stepleft" "Wade.StepLeft"
  456. "stepright" "Wade.StepRight"
  457.  
  458. "audioreflectivity" "0.33"
  459.  
  460. "gamematerial" "X"
  461. }
  462.  
  463. // ladder is a fake material for walking on ladders
  464. "ladder"
  465. {
  466. "base" "metal"
  467. "climbable" "1.0"
  468. "stepleft" "Ladder.StepLeft"
  469. "stepright" "Ladder.StepRight"
  470.  
  471. "audioreflectivity" "0.33"
  472.  
  473. "gamematerial" "X"
  474. }
  475.  
  476. "woodladder"
  477. {
  478. "base" "wood"
  479. "climbable" "1.0"
  480. "stepleft" "Ladder.WoodStepLeft"
  481. "stepright" "Ladder.WoodStepRight"
  482.  
  483. "audioreflectivity" "0.33"
  484.  
  485. "gamematerial" "X"
  486. }
  487.  
  488. // pane of glass, computer screen, window, glass door
  489.  
  490. "glass"
  491. {
  492. "thickness" "0.5"
  493. "density" "2700"
  494. "elasticity" "0.2"
  495. "friction" "0.5"
  496.  
  497. "stepleft" "Glass.StepLeft"
  498. "stepright" "Glass.StepRight"
  499. "scraperough" "Glass.ScrapeRough"
  500. "scrapesmooth" "Glass.ScrapeSmooth"
  501. "impacthard" "Glass.ImpactHard"
  502. "impactsoft" "Glass.ImpactSoft"
  503.  
  504. "bulletimpact" "Glass.BulletImpact"
  505.  
  506. // "strain" "Glass.Strain"
  507. "break" "Glass.Break"
  508.  
  509. "audioreflectivity" "0.66"
  510. "audiohardnessfactor" "1.0"
  511.  
  512. "audioroughnessfactor" "0.0"
  513. "gamematerial" "I"
  514. }
  515.  
  516. // computer case, tech equipment case
  517.  
  518. "computer"
  519. {
  520. "base" "metal_box"
  521.  
  522. "bulletimpact" "Computer.BulletImpact"
  523. "impacthard" "Computer.ImpactHard"
  524. "impactsoft" "Computer.ImpactSoft"
  525.  
  526. "gamematerial" "I"
  527. }
  528.  
  529. "concrete"
  530. {
  531. "density" "2400"
  532. "elasticity" "0.2"
  533. "friction" "0.8"
  534.  
  535. "stepleft" "Concrete.StepLeft"
  536. "stepright" "Concrete.StepRight"
  537. "scraperough" "Concrete.ScrapeRough"
  538. "scrapesmooth" "Concrete.ScrapeSmooth"
  539. "impacthard" "Concrete.ImpactHard"
  540. "impactsoft" "Concrete.ImpactSoft"
  541. "bulletimpact" "Concrete.BulletImpact"
  542.  
  543. "audioreflectivity" "0.66"
  544.  
  545. "gamematerial" "I"
  546. }
  547.  
  548. // Solid rock (small sounds)
  549. "rock"
  550. {
  551. "base" "concrete"
  552. "impacthard" "Rock.ImpactHard"
  553. "impactsoft" "Rock.ImpactSoft"
  554. "scraperough" "Rock.ImpactHard"
  555. "scrapesmooth" "Rock.ImpactSoft"
  556.  
  557. }
  558.  
  559. // tubs, urinals, sinks
  560.  
  561. "porcelain"
  562. {
  563. "base" "rock"
  564. }
  565.  
  566. // Large solid rock (large sounds)
  567. "boulder"
  568. {
  569. "base" "rock"
  570. "scraperough" "Boulder.ScrapeRough"
  571. "scrapesmooth" "Boulder.ScrapeSmooth"
  572. "impacthard" "Boulder.ImpactHard"
  573. "impactsoft" "Boulder.ImpactSoft"
  574. }
  575.  
  576. "gravel"
  577. {
  578. "base" "rock"
  579. "friction" "0.4"
  580. "stepleft" "Gravel.StepLeft"
  581. "stepright""Gravel.StepRight"
  582. }
  583.  
  584. "brick"
  585. {
  586. "base" "rock"
  587. }
  588.  
  589. // 9x12 prefabricated concrete cinder blocks
  590.  
  591. "concrete_block"
  592. {
  593.  
  594. "base" "concrete"
  595. "impacthard" "Concrete_Block.ImpactHard"
  596. }
  597.  
  598. // chainlink fencing material
  599.  
  600. "chainlink"
  601. {
  602. "thickness" "0.5"
  603. "density" "1600"
  604. "elasticity" "0.25"
  605. "friction" "0.8"
  606. "stepleft" "ChainLink.StepLeft"
  607. "stepright" "ChainLink.StepRight"
  608. "impacthard" "ChainLink.ImpactHard"
  609. "impactsoft" "ChainLink.ImpactSoft"
  610. "scraperough" "ChainLink.ScrapeRough"
  611. "scrapesmooth" "ChainLink.ScrapeSmooth"
  612. "bulletimpact" "ChainLink.BulletImpact"
  613. "gamematerial" "I"
  614. }
  615.  
  616. // metal chain
  617.  
  618. "chain"
  619. {
  620. "base" "chainlink"
  621. "impacthard" "ChainLink.ImpactHard"
  622. "impactsoft" "ChainLink.ImpactSoft"
  623. "scraperough" "ChainLink.ScrapeRough"
  624. "scrapesmooth" "ChainLink.ScrapeSmooth"
  625. "bulletimpact" "ChainLink.BulletImpact"
  626. "gamematerial" "I"
  627. }
  628.  
  629. // medium sized body
  630.  
  631. "flesh"
  632. {
  633. "density" "900"
  634.  
  635. "stepleft" "Flesh.StepLeft"
  636. "stepright" "Flesh.StepRight"
  637. "bulletimpact" "Flesh.BulletImpact"
  638. "impacthard" "Flesh.ImpactHard"
  639. "impactsoft" "Flesh.ImpactSoft"
  640. "scraperough" "Flesh.ScrapeRough"
  641. "scrapesmooth" "Flesh.ScrapeSmooth"
  642.  
  643. // "strain" "Flesh.Strain"
  644. "break" "Flesh.Break"
  645.  
  646. "audiohardnessfactor" "0.25"
  647. "audioHardMinVelocity" "500"
  648. "audioroughnessfactor" "0.1"
  649.  
  650. "gamematerial" "I"
  651. }
  652.  
  653. // gibs
  654.  
  655. "bloodyflesh"
  656. {
  657. "base" "flesh"
  658.  
  659. "impacthard" "Flesh_Bloody.ImpactHard"
  660.  
  661. "gamematerial" "I"
  662. }
  663.  
  664. "alienflesh"
  665. {
  666. "base" "flesh"
  667.  
  668. "gamematerial" "I"
  669. }
  670.  
  671.  
  672. // Flesh for physics, metal for bullet fx
  673. "armorflesh"
  674. {
  675. "base" "flesh"
  676. "bulletimpact" "ArmorFlesh.BulletImpact"
  677.  
  678. "audiohardnessfactor" "1.0"
  679. "audioroughnessfactor" "0.1"
  680.  
  681. "gamematerial" "I"
  682. }
  683.  
  684. "watermelon"
  685. {
  686. "density" "900"
  687. "bulletimpact" "Watermelon.BulletImpact"
  688. "impacthard" "Watermelon.Impact"
  689. "scraperough" "Watermelon.Scrape"
  690.  
  691. "audiohardnessfactor" "0.25"
  692. "audioroughnessfactor" "0.1"
  693.  
  694. "gamematerial" "I"
  695. }
  696.  
  697. "snow"
  698. {
  699. "base" "dirt"
  700. "density" "800"
  701. "friction" "0.35"
  702.  
  703. "audiohardnessfactor" "0.25"
  704. }
  705.  
  706. "ice"
  707. {
  708. "density" "917"
  709. "friction" "0.1"
  710. "elasticity" "0.1"
  711.  
  712. "audioroughnessfactor" "0.1"
  713. }
  714.  
  715.  
  716. // UNDONE: Do proper values for these - I made them up so I would have good
  717. // initial values for all VMTs
  718. "carpet"
  719. {
  720. "base" "dirt"
  721. "density" "500"
  722. "thickness" "0.1"
  723. "elasticity" "0.01"
  724. "friction" "0.8"
  725.  
  726. "impacthard" "Carpet.Impact"
  727. "bulletimpact" "Carpet.BulletImpact"
  728. "scraperough" "Carpet.Scrape"
  729.  
  730. "audioreflectivity" "0.03"
  731. "audiohardnessfactor" "0.25"
  732. "audioroughnessfactor" "0.1"
  733. }
  734.  
  735. // drywall, office wall material, sheetrock
  736.  
  737. "plaster"
  738. {
  739. "base" "dirt"
  740. "audiohardnessfactor" "0.5"
  741. "audioroughnessfactor" "0.1"
  742.  
  743. "stepleft" "drywall.StepLeft"
  744. "stepright" "drywall.StepRight"
  745. "bulletimpact" "drywall.ImpactHard"
  746. "scraperough" "ceiling_tile.ScrapeRough"
  747. "scrapesmooth" "ceiling_tile.ScrapeSmooth"
  748. "impacthard" "drywall.ImpactHard"
  749. "impactsoft" "drywall.ImpactSoft"
  750.  
  751. // "strain" "Cardboard.Strain"
  752. "break" "Cardboard.Break"
  753.  
  754. }
  755.  
  756. // carboard box
  757.  
  758. "cardboard"
  759. {
  760. "base" "dirt"
  761. "density" "500"
  762. "thickness" "0.25"
  763.  
  764. "audiohardnessfactor" "0.25"
  765. "audioroughnessfactor" "0.25"
  766.  
  767. "stepleft" "Cardboard.StepLeft"
  768. "stepright" "Cardboard.StepRight"
  769. "bulletimpact" "Cardboard.BulletImpact"
  770. "scraperough" "Cardboard.ScrapeRough"
  771. "scrapesmooth" "Cardboard.ScrapeSmooth"
  772. "impacthard" "Cardboard.ImpactHard"
  773. "impactsoft" "Cardboard.ImpactSoft"
  774.  
  775. // "shake" "Cardboard.Shake"
  776. // "strain" "Cardboard.Strain"
  777. "break" "Cardboard.Break"
  778.  
  779. }
  780.  
  781. // larger plastic barrel, hollow, soft plastic
  782.  
  783. "plastic_barrel"
  784. {
  785. "density" "500"
  786. "thickness" "0.25"
  787. "elasticity" "0.01"
  788. "friction" "0.8"
  789.  
  790. "audiohardnessfactor" "0.25"
  791. "audioroughnessfactor" "0.25"
  792.  
  793. "stepleft" "Plastic_Barrel.StepLeft"
  794. "stepright" "Plastic_Barrel.StepRight"
  795. "bulletimpact" "Plastic_Barrel.BulletImpact"
  796. "scraperough" "Plastic_Barrel.ScrapeRough"
  797. "scrapesmooth" "Plastic_Barrel.ScrapeSmooth"
  798. "impacthard" "Plastic_Barrel.ImpactHard"
  799. "impactsoft" "Plastic_Barrel.ImpactSoft"
  800.  
  801. // "shake" "Plastic_Barrel.Shake"
  802. // "strain" "Plastic_Barrel.Strain"
  803. "break" "Plastic_Barrel.Break"
  804. // "roll" "Plastic_Barrel.Roll"
  805.  
  806. "gamematerial" "I"
  807. }
  808.  
  809. // small - medium plastic box, hard plastic
  810.  
  811. "Plastic_Box"
  812. {
  813. "density" "500"
  814. "elasticity" "0.01"
  815. "friction" "0.8"
  816. "thickness" "0.25"
  817.  
  818. "audiohardnessfactor" "0.25"
  819. "audioroughnessfactor" "0.25"
  820.  
  821. "stepleft" "Plastic_Box.StepLeft"
  822. "stepright" "Plastic_Box.StepRight"
  823. "bulletimpact" "Plastic_Box.BulletImpact"
  824. "scraperough" "Plastic_Box.ScrapeRough"
  825. "scrapesmooth" "Plastic_Box.ScrapeSmooth"
  826. "impacthard" "Plastic_Box.ImpactHard"
  827. "impactsoft" "Plastic_Box.ImpactSoft"
  828.  
  829. // "strain" "Plastic_Box.Strain"
  830. "break" "Plastic_Box.Break"
  831.  
  832. "gamematerial" "I"
  833. }
  834.  
  835. // smaller generic hard plastic
  836.  
  837. "plastic"
  838. {
  839. "base" "Plastic_Box"
  840. "audioroughnessfactor" "0.1"
  841.  
  842. "bulletimpact" "Plastic_Box.ImpactHard"
  843. }
  844.  
  845. // small med kit, smaller tech items, battery
  846.  
  847. "item"
  848. {
  849. "base" "Plastic_Box"
  850. "density" "600"
  851.  
  852. "bulletimpact" "Plastic_Box.ImpactHard"
  853. }
  854.  
  855.  
  856. // This one is used for puzzles where we want something that floats
  857. // but the player can stand on without it sinking beneath the water
  858. "floatingstandable"
  859. {
  860. "base" "dirt"
  861. "density" "800"
  862. }
  863.  
  864.  
  865. "sand"
  866. {
  867. "base" "dirt"
  868. "stepleft" "Sand.StepLeft"
  869. "stepright" "Sand.StepRight"
  870. "bulletimpact" "Sand.BulletImpact"
  871.  
  872. "audioreflectivity" "0.03"
  873. }
  874.  
  875. // solid rubber floor mat, solid rubber tire
  876.  
  877. "rubber"
  878. {
  879. "base" "dirt"
  880. "elasticity" "0.2"
  881. "friction" "0.8"
  882.  
  883. "stepleft" "Rubber.StepLeft"
  884. "stepright" "Rubber.StepRight"
  885. "impacthard" "Rubber.ImpactHard"
  886. "impactsoft" "Rubber.ImpactSoft"
  887. "bulletimpact" "Rubber.BulletImpact"
  888.  
  889. "audioroughnessfactor" "0.1"
  890. "audiohardnessfactor" "0.2"
  891.  
  892. }
  893.  
  894. // hollow rubber tire
  895.  
  896. "rubbertire"
  897. {
  898. "base" "rubber"
  899.  
  900. "bulletimpact" "Rubber_Tire.BulletImpact"
  901. "impacthard" "Rubber_Tire.ImpactHard"
  902. "impactsoft" "Rubber_Tire.ImpactSoft"
  903.  
  904. // "strain" "Rubber_Tire.Strain"
  905.  
  906. "friction" "1.0"
  907. }
  908.  
  909. "jeeptire"
  910. {
  911. "base" "rubber"
  912.  
  913. "bulletimpact" "Rubber_Tire.BulletImpact"
  914. "impacthard" "Rubber_Tire.ImpactHard"
  915. "impactsoft" "Rubber_Tire.ImpactSoft"
  916.  
  917. // "strain" "Rubber_Tire.Strain"
  918.  
  919. "friction" "1.337"
  920. }
  921.  
  922. "slidingrubbertire"
  923. {
  924. "base" "rubber"
  925. "friction" "0.2"
  926. }
  927.  
  928. "brakingrubbertire"
  929. {
  930. "base" "rubber"
  931. "friction" "0.6"
  932. }
  933.  
  934. "slidingrubbertire_front"
  935. {
  936. "base" "rubber"
  937. "friction" "0.2"
  938. }
  939.  
  940. "slidingrubbertire_rear"
  941. {
  942. "base" "rubber"
  943. "friction" "0.2"
  944. }
  945.  
  946. // -----------------------------
  947. // objects
  948. // -----------------------------
  949.  
  950.  
  951. // glass soda bottle, cup, plate, jar
  952.  
  953. "glassbottle"
  954. {
  955. "base" "glass"
  956. "friction" "0.4"
  957. "elasticity" "0.3"
  958.  
  959. "stepleft" "GlassBottle.StepLeft"
  960. "stepright" "GlassBottle.StepRight"
  961. "impacthard" "GlassBottle.ImpactHard"
  962. "impactsoft" "GlassBottle.ImpactSoft"
  963. "scraperough" "GlassBottle.ScrapeRough"
  964. "scrapesmooth" "GlassBottle.ScrapeSmooth"
  965. "bulletimpact" "GlassBottle.BulletImpact"
  966.  
  967. "break" "GlassBottle.Break"
  968. }
  969.  
  970. // ceramic jug, mug
  971.  
  972. "pottery"
  973. {
  974. "base" "glassbottle"
  975. "friction" "0.4"
  976. "elasticity" "0.3"
  977.  
  978. "impacthard" "Pottery.ImpactHard"
  979. "impactsoft" "Pottery.ImpactSoft"
  980. "bulletimpact" "Pottery.BulletImpact"
  981.  
  982. "break" "Pottery.Break"
  983. }
  984.  
  985. // solid hand grenade
  986.  
  987. "grenade"
  988. {
  989. "base" "metalpanel"
  990. "friction" "0.9"
  991. "elasticity" "0.01"
  992.  
  993.  
  994. "audiohardnessfactor" "1.0"
  995. "audioroughnessfactor" "0.4"
  996.  
  997. "stepleft" "Grenade.StepLeft"
  998. "stepright" "Grenade.StepRight"
  999. "bulletimpact" "Grenade.ImpactHard"
  1000. "scraperough" "Grenade.ScrapeRough"
  1001. "scrapesmooth" "Grenade.ScrapeSmooth"
  1002. "impacthard" "Grenade.ImpactHard"
  1003. "impactsoft" "Grenade.ImpactSoft"
  1004. // "roll" "Grenade.Roll"
  1005. }
  1006.  
  1007.  
  1008. // large oxygen tank, propane tank, welding tank
  1009.  
  1010. "canister"
  1011. {
  1012. "base" "metalpanel"
  1013. "impacthard" "Canister.ImpactHard"
  1014. "impactsoft" "Canister.ImpactSoft"
  1015. "scraperough" "Canister.ScrapeRough"
  1016. "scrapesmooth" "Canister.ScrapeSmooth"
  1017. // "roll" "Canister.Roll"
  1018. }
  1019.  
  1020. // larger metal barrel, metal oil drum
  1021.  
  1022. "metal_barrel"
  1023. {
  1024. "base" "metal_box"
  1025. "impacthard" "Metal_Barrel.ImpactHard"
  1026. "impactsoft" "Metal_Barrel.ImpactSoft"
  1027. "bulletimpact" "Metal_Barrel.BulletImpact"
  1028. // "roll" "Metal_Barrel.Roll"
  1029. }
  1030.  
  1031. "floating_metal_barrel"
  1032. {
  1033. "base" "metal_barrel"
  1034. "density" "500"
  1035. }
  1036.  
  1037. "plastic_barrel_buoyant"
  1038. {
  1039. "base" "plastic_barrel"
  1040. "density" "150"
  1041. }
  1042.  
  1043. // ROLLER NPC
  1044.  
  1045. "roller"
  1046. {
  1047. "base" "metalpanel"
  1048. "friction" "0.7"
  1049. "elasticity" "0.3"
  1050. "impacthard" "Roller.Impact"
  1051. }
  1052.  
  1053. // small aluminum can, full
  1054.  
  1055. "popcan"
  1056. {
  1057. "base" "metal_box"
  1058. "friction" "0.3"
  1059. "elasticity" "0.99"
  1060. "impacthard" "Popcan.ImpactHard"
  1061. "impactsoft" "Popcan.ImpactSoft"
  1062. "scraperough" "Popcan.ScrapeRough"
  1063. "scrapesmooth" "Popcan.ScrapeSmooth"
  1064. "bulletimpact" "Popcan.BulletImpact"
  1065. // strain // none
  1066. // break // none
  1067. }
  1068.  
  1069. // paint can, smaller metal can
  1070.  
  1071. "paintcan"
  1072. {
  1073. "base" "popcan"
  1074. "friction" "0.3"
  1075. "elasticity" "0.99"
  1076. "impacthard" "Paintcan.ImpactHard"
  1077. "impactsoft" "Paintcan.ImpactSoft"
  1078.  
  1079. //"roll" "Paintcan.Roll"
  1080. // strain // none
  1081. // break // none
  1082. }
  1083.  
  1084. "paper"
  1085. {
  1086. "base" "cardboard"
  1087. }
  1088.  
  1089.  
  1090. "papercup"
  1091. {
  1092. "base" "paper"
  1093. "friction" "0.8"
  1094. "elasticity" "0.1"
  1095. "impacthard" "Papercup.Impact"
  1096. "scraperough" "Popcan.ScrapeRough"
  1097. }
  1098.  
  1099. // accoustic ceiling tiles, sound baffles, crumbly plaster
  1100. "ceiling_tile"
  1101. {
  1102. "base" "cardboard"
  1103.  
  1104. "stepleft" "ceiling_tile.StepLeft"
  1105. "stepright" "ceiling_tile.StepRight"
  1106. "bulletimpact" "ceiling_tile.BulletImpact"
  1107. "scraperough" "ceiling_tile.ScrapeRough"
  1108. "scrapesmooth" "ceiling_tile.ScrapeSmooth"
  1109. "impacthard" "ceiling_tile.ImpactHard"
  1110. "impactsoft" "ceiling_tile.ImpactSoft"
  1111.  
  1112. "break" "ceiling_tile.Break"
  1113. }
  1114.  
  1115.  
  1116. // weapon models - sounds for when weapons drop
  1117. // Maybe we'll want specific materials for each weapon?
  1118. "weapon"
  1119. {
  1120. "base" "metal"
  1121. "stepleft" "weapon.StepLeft"
  1122. "stepright" "weapon.StepRight"
  1123. "bulletimpact" "weapon.BulletImpact"
  1124. "scraperough" "weapon.ScrapeRough"
  1125. "scrapesmooth" "weapon.ScrapeSmooth"
  1126. "impacthard" "weapon.ImpactHard"
  1127. "impactsoft" "weapon.ImpactSoft"
  1128. }
  1129.  
  1130. // for invisible collision materials (like sky)
  1131. "default_silent"
  1132. {
  1133. "gamematerial" "I"
  1134. }
  1135.  
  1136. // special materials for player controller
  1137. "player"
  1138. {
  1139. "density" "1000"
  1140. "friction" "0.5"
  1141. "elasticity" "0.001"
  1142.  
  1143. // player is soft & smooth for sound selection
  1144. "audiohardnessfactor" "0.0"
  1145. "audioroughnessfactor" "0.0"
  1146. }
  1147.  
  1148. "player_control_clip"
  1149. {
  1150. "gamematerial" "I"
  1151. }
  1152.  
  1153. "no_decal"
  1154. {
  1155. "density" "900"
  1156. "gamematerial" "I"
  1157. }
  1158.  
  1159. "foliage"
  1160. {
  1161. "base" "Wood_Solid"
  1162.  
  1163. "density" "700"
  1164. "elasticity" "0.1"
  1165. "friction" "0.8"
  1166.  
  1167. "gamematerial" "I"
  1168. }
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