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surfaceproperties.txt

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