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