alamo2914

no soundscapes

Feb 16th, 2018
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  1. soundscapes_manifest
  2. {
  3. }
  4. // "surface group"
  5. // {
  6. // "property" "value"
  7. // ...
  8. // }
  9. //
  10. // thickness: If this value is present, the material is not volumetrically solid
  11. // it means that the volume should be computed as the surface area times this
  12. // thickness (for automatic mass). The inside space beneath the thickness value is air.
  13. //
  14. // physics parameters are:
  15. // density: this is the material density in kg / m^3 (water is 1000)
  16. // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
  17. // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
  18. // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
  19. //
  20. // !!! Do not edit the physics properties (especially density) without the proper references !!!
  21. //
  22. // Sounds
  23. //
  24. // stepleft: footstep sound for left foot
  25. // stepright: footstep sound for right foot
  26. // impactsoft: Physical impact sound when hitting soft surfaces
  27. // impacthard: Physical impact sound when hitting hard surfaces
  28. // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
  29. // scraperough: Looping physics friction sound (when scraping rough surfaces)
  30. // bulletimpact: bullet impact sound
  31. // gamematerial: game material index (can be a single letter or a number)
  32. //
  33.  
  34. // NOTE: The properties of "default" will get copied into EVERY material who does not
  35. // override them!!!
  36. //
  37. // "base" means to use the parameters from that material as a base.
  38. // "base" must appear as the first key in a material
  39. //
  40.  
  41. // -----------------------------
  42. // world materials
  43. // -----------------------------
  44.  
  45. // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
  46. "default"
  47. {
  48. "density" "2000"
  49. "elasticity" "0.25"
  50. "friction" "0.8"
  51. "dampening" "0.0"
  52.  
  53. "stepleft" ""
  54. "stepright" ""
  55. "bulletimpact" ""
  56. "scraperough" ""
  57. "scrapesmooth" ""
  58. "impacthard" ""
  59. "impactsoft" ""
  60.  
  61. "audioreflectivity" "0.66"
  62. "audiohardnessfactor" "1.0"
  63. "audioroughnessfactor" "1.0"
  64.  
  65. "scrapeRoughThreshold" "0.5"
  66. "impactHardThreshold" "0.5"
  67.  
  68. "gamematerial" "C"
  69. "jumpfactor" "1.0"
  70. "maxspeedfactor" "1.0"
  71. "climbable" "0"
  72. }
  73. // Override this file in your mod directory so you can load the base HL2 file as well
  74. // as new properties.
  75. // NOTE: Listing a property twice (e.g. in separate files) means that
  76. // the values in the second definition will override the first definition
  77.  
  78. // NOTE: Each file must have a unique name. The physics system does not understand mods and will not
  79. // parse the same file (compared by name) twice.
  80.  
  81. surfaceproperties_manifest
  82. {
  83. "file" "scripts/surfaceproperties.txt"
  84. }
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