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surfaceproperties.txt

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Apr 18th, 2022
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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. }
  1167.  
  1168.  
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