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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"
Diff salvati
Testo originale
Apri file
// "surface group" // { // "property" "value" // ... // } // // 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 // thickness (for automatic mass). The inside space beneath the thickness value is air. // // physics parameters are: // 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) // 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) // // !!! Do not edit the physics properties (especially density) without the proper references !!! // // Sounds // // stepleft: footstep sound for left foot // stepright: footstep sound for right foot // impactsoft: Physical impact sound when hitting soft surfaces // impacthard: Physical impact sound when hitting hard surfaces // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces) // scraperough: Looping physics friction sound (when scraping rough surfaces) // bulletimpact: bullet impact sound // 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 // override them!!! // // "base" means to use the parameters from that material as a base. // "base" must appear as the first key in a material // // ----------------------------- // world materials // ----------------------------- // NOTE: "default" properties are assigned to ALL other materials unless overriden!!! "default" { "density" "2000" "elasticity" "0.25" "friction" "0.8" "dampening" "0.0" "stepleft" "Default.StepLeft" "stepright" "Default.StepRight" "bulletimpact" "Default.BulletImpact" "scraperough" "Default.ScrapeRough" "scrapesmooth" "Default.ScrapeSmooth" "impacthard" "Default.ImpactHard" "impactsoft" "Default.ImpactSoft" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "1.0" "scrapeRoughThreshold" "0.5" "impactHardThreshold" "0.5" "gamematerial" "I" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" } // NOTE: Almost nothing is solid metal - so "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "SolidMetal.BulletImpact" // "strain" "SolidMetal.Strain" "gamematerial" "I" } // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box" { "base" "solidmetal" "thickness" "0.1" "stepleft" "Metal_Box.StepLeft" "stepright" "Metal_Box.StepRight" "bulletimpact" "Metal_Box.BulletImpact" "scraperough" "Metal_Box.ScrapeRough" "scrapesmooth" "Metal_Box.ScrapeSmooth" "impacthard" "Metal_Box.ImpactHard" "impactsoft" "Metal_Box.ImpactSoft" "break" "Metal_Box.Break" // "strain" "Metal_Box.Strain" } // Assume that everything we are building // is large enough to be constructed out of a thin sheet of metal // only flag a few things as "solidmetal" (I-Beams, anvils, etc) "metal" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" } "metal_bouncy" { "base" "solidmetal" "elasticity" "1000" "friction" "0" "density" "10000" } // Airboat pontoons have very low friction // TODO: make the pontoon material separate from the rest of the airboat? "slipperymetal" { "base" "metal" "friction" "0.1" "elasticity" "0.15" "audioreflectivity" "0.83" "audioroughnessfactor" "0.1" } // metal grating, used for decking "metalgrate" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "MetalGrate.StepLeft" "stepright" "MetalGrate.StepRight" "impacthard" "MetalGrate.ImpactHard" "impactsoft" "MetalGrate.ImpactSoft" "scraperough" "MetalGrate.ScrapeRough" "scrapeSmooth" "MetalGrate.ScrapeSmooth" "bulletimpact" "MetalGrate.BulletImpact" "audioreflectivity" "0.83" // "strain" "Metal_Box.Strain" "gamematerial" "I" } // ~1mm thick metal "metalvent" { "base" "metal_box" "thickness" "0.04" "density" "2700" "elasticity" "0.1" "friction" "0.8" "stepleft" "MetalVent.StepLeft" "stepright" "MetalVent.StepRight" "impacthard" "MetalVent.ImpactHard" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "I" } // thick solid steel panel - used for solid wall, floor, machine construction "metalpanel" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.2" "friction" "0.8" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "I" } "dirt" { "density" "1600" "elasticity" "0.01" "friction" "0.8" "stepleft" "Dirt.StepLeft" "stepright" "Dirt.StepRight" "impacthard" "Dirt.Impact" "scraperough" "Dirt.Scrape" "bulletimpact" "Dirt.BulletImpact" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "gamematerial" "I" } "mud" { "base" "dirt" "friction" "0.6" "dampening" "6.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "slipperyslime" { "base" "dirt" "friction" "0.1" "jumpfactor" "0.7" "stepleft" "SlipperySlime.StepLeft" "stepright" "SlipperySlime.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "grass" { "base" "dirt" "stepleft" "Grass.StepLeft" "stepright" "Grass.StepRight" } "tile" { "thickness" "0.5" "density" "2700" "elasticity" "0.3" "friction" "0.8" "stepleft" "Tile.StepLeft" "stepright" "Tile.StepRight" "audioreflectivity" "0.99" "audioroughnessfactor" "0.1" "bulletimpact" "Tile.BulletImpact" "gamematerial" "I" } // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc) "Wood" { "density" "700" "elasticity" "0.1" "friction" "0.8" "stepleft" "Wood.StepLeft" "stepright" "Wood.StepRight" "bulletimpact" "Wood.BulletImpact" "scraperough" "Wood.ScrapeRough" "scrapesmooth" "Wood.ScrapeSmooth" "impacthard" "Wood.ImpactHard" "impactsoft" "Wood.ImpactSoft" // "strain" "Wood.Strain" "break" "Wood.Break" "audioreflectivity" "0.33" "audiohardnessfactor" "0.25" "gamematerial" "I" } "Wood_lowdensity" { "base" "wood" "density" "300" } // small crate "Wood_Box" { "base" "Wood" "stepleft" "Wood_Box.StepLeft" "stepright" "Wood_Box.StepRight" "bulletimpact" "Wood_Box.BulletImpact" "scraperough" "Wood_Box.ScrapeRough" "scrapesmooth" "Wood_Box.ScrapeSmooth" "impacthard" "Wood_Box.ImpactHard" "impactsoft" "Wood_Box.ImpactSoft" // "strain" "Wood_Box.Strain" "break" "Wood_Box.Break" } // large crate, large wood furniture (bookcases, tables) "Wood_Crate" { "base" "Wood" "stepleft" "Wood_Crate.StepLeft" "stepright" "Wood_Crate.StepRight" "scraperough" "Wood_Crate.ScrapeRough" "scrapesmooth" "Wood_Crate.ScrapeSmooth" "impacthard" "Wood_Crate.ImpactHard" "impactsoft" "Wood_Crate.ImpactSoft" // "strain" "Wood_Crate.Strain" "break" "Wood_Crate.Break" } // wood board, floorboard, plank "Wood_Plank" { "base" "Wood_Box" "bulletimpact" "Wood_Plank.BulletImpact" "scraperough" "Wood_Plank.ScrapeRough" "scrapesmooth" "Wood_Plank.ScrapeSmooth" "impacthard" "Wood_Plank.ImpactHard" "impactsoft" "Wood_Plank.ImpactSoft" // "strain" "Wood_Plank.Strain" "break" "Wood_Plank.Break" } // solid 6x6 or greater block, post or tree "Wood_Solid" { "base" "Wood" "bulletimpact" "Wood_Solid.BulletImpact" "scraperough" "Wood_Solid.ScrapeRough" "scrapesmooth" "Wood_Solid.ScrapeSmooth" "impacthard" "Wood_Solid.ImpactHard" "impactsoft" "Wood_Solid.ImpactSoft" // "strain" "Wood_Solid.Strain" "break" "Wood_Solid.Break" } // small wood furniture - chairs, small tables "Wood_Furniture" { "base" "Wood_Box" "impactsoft" "Wood_Furniture.ImpactSoft" // "strain" "Wood_Furniture.Strain" "break" "Wood_Furniture.Break" } // wood panel - plywood panel, wood door panel "Wood_Panel" { "base" "Wood_Crate" "thickness" "1.0" "stepleft" "Wood_Panel.StepLeft" "stepright" "Wood_Panel.StepRight" "bulletimpact" "Wood_Panel.BulletImpact" "scraperough" "Wood_Panel.ScrapeRough" "scrapesmooth" "Wood_Panel.ScrapeSmooth" "impacthard" "Wood_Panel.ImpactHard" "impactsoft" "Wood_Panel.ImpactSoft" // "strain" "Wood_Panel.Strain" "break" "Wood_Panel.Break" } "water" { "density" "1000" "elasticity" "0.1" "friction" "0.8" "stepleft" "Water.StepLeft" "stepright" "Water.StepRight" "bulletimpact" "Water.BulletImpact" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.0" "gamematerial" "I" } "slime" { "density" "2000" "elasticity" "0.1" "friction" "0.9" "dampening" "200.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "bulletimpact" "Water.BulletImpact" "gamematerial" "I" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "quicksand" { "density" "600" "elasticity" "2.0" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "1.0" } // wade is a water material for walking in/on water at knee height "wade" { "base" "water" "stepleft" "Wade.StepLeft" "stepright" "Wade.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // ladder is a fake material for walking on ladders "ladder" { "base" "metal" "climbable" "1.0" "stepleft" "Ladder.StepLeft" "stepright" "Ladder.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } "woodladder" { "base" "wood" "climbable" "1.0" "stepleft" "Ladder.WoodStepLeft" "stepright" "Ladder.WoodStepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // pane of glass, computer screen, window, glass door "glass" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "stepleft" "Glass.StepLeft" "stepright" "Glass.StepRight" "scraperough" "Glass.ScrapeRough" "scrapesmooth" "Glass.ScrapeSmooth" "impacthard" "Glass.ImpactHard" "impactsoft" "Glass.ImpactSoft" "bulletimpact" "Glass.BulletImpact" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "I" } // computer case, tech equipment case "computer" { "base" "metal_box" "bulletimpact" "Computer.BulletImpact" "impacthard" "Computer.ImpactHard" "impactsoft" "Computer.ImpactSoft" "gamematerial" "I" } "concrete" { "density" "2400" "elasticity" "0.2" "friction" "0.8" "stepleft" "Concrete.StepLeft" "stepright" "Concrete.StepRight" "scraperough" "Concrete.ScrapeRough" "scrapesmooth" "Concrete.ScrapeSmooth" "impacthard" "Concrete.ImpactHard" "impactsoft" "Concrete.ImpactSoft" "bulletimpact" "Concrete.BulletImpact" "audioreflectivity" "0.66" "gamematerial" "I" } // Solid rock (small sounds) "rock" { "base" "concrete" "impacthard" "Rock.ImpactHard" "impactsoft" "Rock.ImpactSoft" "scraperough" "Rock.ImpactHard" "scrapesmooth" "Rock.ImpactSoft" } // tubs, urinals, sinks "porcelain" { "base" "rock" } // Large solid rock (large sounds) "boulder" { "base" "rock" "scraperough" "Boulder.ScrapeRough" "scrapesmooth" "Boulder.ScrapeSmooth" "impacthard" "Boulder.ImpactHard" "impactsoft" "Boulder.ImpactSoft" } "gravel" { "base" "rock" "friction" "0.4" "stepleft" "Gravel.StepLeft" "stepright""Gravel.StepRight" } "brick" { "base" "rock" } // 9x12 prefabricated concrete cinder blocks "concrete_block" { "base" "concrete" "impacthard" "Concrete_Block.ImpactHard" } // chainlink fencing material "chainlink" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "ChainLink.StepLeft" "stepright" "ChainLink.StepRight" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "I" } // metal chain "chain" { "base" "chainlink" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "I" } // medium sized body "flesh" { "density" "900" "stepleft" "Flesh.StepLeft" "stepright" "Flesh.StepRight" "bulletimpact" "Flesh.BulletImpact" "impacthard" "Flesh.ImpactHard" "impactsoft" "Flesh.ImpactSoft" "scraperough" "Flesh.ScrapeRough" "scrapesmooth" "Flesh.ScrapeSmooth" // "strain" "Flesh.Strain" "break" "Flesh.Break" "audiohardnessfactor" "0.25" "audioHardMinVelocity" "500" "audioroughnessfactor" "0.1" "gamematerial" "I" } // gibs "bloodyflesh" { "base" "flesh" "impacthard" "Flesh_Bloody.ImpactHard" "gamematerial" "I" } "alienflesh" { "base" "flesh" "gamematerial" "I" } // Flesh for physics, metal for bullet fx "armorflesh" { "base" "flesh" "bulletimpact" "ArmorFlesh.BulletImpact" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.1" "gamematerial" "I" } "watermelon" { "density" "900" "bulletimpact" "Watermelon.BulletImpact" "impacthard" "Watermelon.Impact" "scraperough" "Watermelon.Scrape" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" "gamematerial" "I" } "snow" { "base" "dirt" "density" "800" "friction" "0.35" "audiohardnessfactor" "0.25" } "ice" { "density" "917" "friction" "0.1" "elasticity" "0.1" "audioroughnessfactor" "0.1" } // UNDONE: Do proper values for these - I made them up so I would have good // initial values for all VMTs "carpet" { "base" "dirt" "density" "500" "thickness" "0.1" "elasticity" "0.01" "friction" "0.8" "impacthard" "Carpet.Impact" "bulletimpact" "Carpet.BulletImpact" "scraperough" "Carpet.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" } // drywall, office wall material, sheetrock "plaster" { "base" "dirt" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "stepleft" "drywall.StepLeft" "stepright" "drywall.StepRight" "bulletimpact" "drywall.ImpactHard" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "drywall.ImpactHard" "impactsoft" "drywall.ImpactSoft" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // carboard box "cardboard" { "base" "dirt" "density" "500" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Cardboard.StepLeft" "stepright" "Cardboard.StepRight" "bulletimpact" "Cardboard.BulletImpact" "scraperough" "Cardboard.ScrapeRough" "scrapesmooth" "Cardboard.ScrapeSmooth" "impacthard" "Cardboard.ImpactHard" "impactsoft" "Cardboard.ImpactSoft" // "shake" "Cardboard.Shake" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // larger plastic barrel, hollow, soft plastic "plastic_barrel" { "density" "500" "thickness" "0.25" "elasticity" "0.01" "friction" "0.8" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Barrel.StepLeft" "stepright" "Plastic_Barrel.StepRight" "bulletimpact" "Plastic_Barrel.BulletImpact" "scraperough" "Plastic_Barrel.ScrapeRough" "scrapesmooth" "Plastic_Barrel.ScrapeSmooth" "impacthard" "Plastic_Barrel.ImpactHard" "impactsoft" "Plastic_Barrel.ImpactSoft" // "shake" "Plastic_Barrel.Shake" // "strain" "Plastic_Barrel.Strain" "break" "Plastic_Barrel.Break" // "roll" "Plastic_Barrel.Roll" "gamematerial" "I" } // small - medium plastic box, hard plastic "Plastic_Box" { "density" "500" "elasticity" "0.01" "friction" "0.8" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Box.StepLeft" "stepright" "Plastic_Box.StepRight" "bulletimpact" "Plastic_Box.BulletImpact" "scraperough" "Plastic_Box.ScrapeRough" "scrapesmooth" "Plastic_Box.ScrapeSmooth" "impacthard" "Plastic_Box.ImpactHard" "impactsoft" "Plastic_Box.ImpactSoft" // "strain" "Plastic_Box.Strain" "break" "Plastic_Box.Break" "gamematerial" "I" } // smaller generic hard plastic "plastic" { "base" "Plastic_Box" "audioroughnessfactor" "0.1" "bulletimpact" "Plastic_Box.ImpactHard" } // small med kit, smaller tech items, battery "item" { "base" "Plastic_Box" "density" "600" "bulletimpact" "Plastic_Box.ImpactHard" } // This one is used for puzzles where we want something that floats // but the player can stand on without it sinking beneath the water "floatingstandable" { "base" "dirt" "density" "800" } "sand" { "base" "dirt" "stepleft" "Sand.StepLeft" "stepright" "Sand.StepRight" "bulletimpact" "Sand.BulletImpact" "audioreflectivity" "0.03" } // solid rubber floor mat, solid rubber tire "rubber" { "base" "dirt" "elasticity" "0.2" "friction" "0.8" "stepleft" "Rubber.StepLeft" "stepright" "Rubber.StepRight" "impacthard" "Rubber.ImpactHard" "impactsoft" "Rubber.ImpactSoft" "bulletimpact" "Rubber.BulletImpact" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.2" } // hollow rubber tire "rubbertire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.0" } "jeeptire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.337" } "slidingrubbertire" { "base" "rubber" "friction" "0.2" } "brakingrubbertire" { "base" "rubber" "friction" "0.6" } "slidingrubbertire_front" { "base" "rubber" "friction" "0.2" } "slidingrubbertire_rear" { "base" "rubber" "friction" "0.2" } // ----------------------------- // objects // ----------------------------- // glass soda bottle, cup, plate, jar "glassbottle" { "base" "glass" "friction" "0.4" "elasticity" "0.3" "stepleft" "GlassBottle.StepLeft" "stepright" "GlassBottle.StepRight" "impacthard" "GlassBottle.ImpactHard" "impactsoft" "GlassBottle.ImpactSoft" "scraperough" "GlassBottle.ScrapeRough" "scrapesmooth" "GlassBottle.ScrapeSmooth" "bulletimpact" "GlassBottle.BulletImpact" "break" "GlassBottle.Break" } // ceramic jug, mug "pottery" { "base" "glassbottle" "friction" "0.4" "elasticity" "0.3" "impacthard" "Pottery.ImpactHard" "impactsoft" "Pottery.ImpactSoft" "bulletimpact" "Pottery.BulletImpact" "break" "Pottery.Break" } // solid hand grenade "grenade" { "base" "metalpanel" "friction" "0.9" "elasticity" "0.01" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" "stepleft" "Grenade.StepLeft" "stepright" "Grenade.StepRight" "bulletimpact" "Grenade.ImpactHard" "scraperough" "Grenade.ScrapeRough" "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Grenade.ImpactHard" "impactsoft" "Grenade.ImpactSoft" // "roll" "Grenade.Roll" } // large oxygen tank, propane tank, welding tank "canister" { "base" "metalpanel" "impacthard" "Canister.ImpactHard" "impactsoft" "Canister.ImpactSoft" "scraperough" "Canister.ScrapeRough" "scrapesmooth" "Canister.ScrapeSmooth" // "roll" "Canister.Roll" } // larger metal barrel, metal oil drum "metal_barrel" { "base" "metal_box" "impacthard" "Metal_Barrel.ImpactHard" "impactsoft" "Metal_Barrel.ImpactSoft" "bulletimpact" "Metal_Barrel.BulletImpact" // "roll" "Metal_Barrel.Roll" } "floating_metal_barrel" { "base" "metal_barrel" "density" "500" } "plastic_barrel_buoyant" { "base" "plastic_barrel" "density" "150" } // ROLLER NPC "roller" { "base" "metalpanel" "friction" "0.7" "elasticity" "0.3" "impacthard" "Roller.Impact" } // small aluminum can, full "popcan" { "base" "metal_box" "friction" "0.3" "elasticity" "0.99" "impacthard" "Popcan.ImpactHard" "impactsoft" "Popcan.ImpactSoft" "scraperough" "Popcan.ScrapeRough" "scrapesmooth" "Popcan.ScrapeSmooth" "bulletimpact" "Popcan.BulletImpact" // strain // none // break // none } // paint can, smaller metal can "paintcan" { "base" "popcan" "friction" "0.3" "elasticity" "0.99" "impacthard" "Paintcan.ImpactHard" "impactsoft" "Paintcan.ImpactSoft" //"roll" "Paintcan.Roll" // strain // none // break // none } "paper" { "base" "cardboard" } "papercup" { "base" "paper" "friction" "0.8" "elasticity" "0.1" "impacthard" "Papercup.Impact" "scraperough" "Popcan.ScrapeRough" } // accoustic ceiling tiles, sound baffles, crumbly plaster "ceiling_tile" { "base" "cardboard" "stepleft" "ceiling_tile.StepLeft" "stepright" "ceiling_tile.StepRight" "bulletimpact" "ceiling_tile.BulletImpact" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "ceiling_tile.ImpactHard" "impactsoft" "ceiling_tile.ImpactSoft" "break" "ceiling_tile.Break" } // weapon models - sounds for when weapons drop // Maybe we'll want specific materials for each weapon? "weapon" { "base" "metal" "stepleft" "weapon.StepLeft" "stepright" "weapon.StepRight" "bulletimpact" "weapon.BulletImpact" "scraperough" "weapon.ScrapeRough" "scrapesmooth" "weapon.ScrapeSmooth" "impacthard" "weapon.ImpactHard" "impactsoft" "weapon.ImpactSoft" } // for invisible collision materials (like sky) "default_silent" { "gamematerial" "I" } // special materials for player controller "player" { "density" "1000" "friction" "0.5" "elasticity" "0.001" // player is soft & smooth for sound selection "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.0" } "player_control_clip" { "gamematerial" "I" } "no_decal" { "density" "900" "gamematerial" "I" } "foliage" { "base" "Wood_Solid" "density" "700" "elasticity" "0.1" "friction" "0.8" "gamematerial" "I" }
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// "surface group" // { // "property" "value" // ... // } // // 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 // thickness (for automatic mass). The inside space beneath the thickness value is air. // // physics parameters are: // 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) // 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) // // !!! Do not edit the physics properties (especially density) without the proper references !!! // // Sounds // // stepleft: footstep sound for left foot // stepright: footstep sound for right foot // impactsoft: Physical impact sound when hitting soft surfaces // impacthard: Physical impact sound when hitting hard surfaces // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces) // scraperough: Looping physics friction sound (when scraping rough surfaces) // bulletimpact: bullet impact sound // 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 // override them!!! // // "base" means to use the parameters from that material as a base. // "base" must appear as the first key in a material // // ----------------------------- // world materials // ----------------------------- // NOTE: "default" properties are assigned to ALL other materials unless overriden!!! "default" { "density" "2000" "elasticity" "0.25" "friction" "0.8" "dampening" "0.0" "stepleft" "Default.StepLeft" "stepright" "Default.StepRight" "bulletimpact" "Default.BulletImpact" "scraperough" "Default.ScrapeRough" "scrapesmooth" "Default.ScrapeSmooth" "impacthard" "Default.ImpactHard" "impactsoft" "Default.ImpactSoft" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "1.0" "scrapeRoughThreshold" "0.5" "impactHardThreshold" "0.5" "gamematerial" "I" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" } // NOTE: Almost nothing is solid metal - so "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "SolidMetal.BulletImpact" // "strain" "SolidMetal.Strain" "gamematerial" "I" } // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box" { "base" "solidmetal" "thickness" "0.1" "stepleft" "Metal_Box.StepLeft" "stepright" "Metal_Box.StepRight" "bulletimpact" "Metal_Box.BulletImpact" "scraperough" "Metal_Box.ScrapeRough" "scrapesmooth" "Metal_Box.ScrapeSmooth" "impacthard" "Metal_Box.ImpactHard" "impactsoft" "Metal_Box.ImpactSoft" "break" "Metal_Box.Break" // "strain" "Metal_Box.Strain" } // Assume that everything we are building // is large enough to be constructed out of a thin sheet of metal // only flag a few things as "solidmetal" (I-Beams, anvils, etc) "metal" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" } "metal_bouncy" { "base" "solidmetal" "elasticity" "1000" "friction" "0" "density" "10000" } // Airboat pontoons have very low friction // TODO: make the pontoon material separate from the rest of the airboat? "slipperymetal" { "base" "metal" "friction" "0.1" "elasticity" "0.15" "audioreflectivity" "0.83" "audioroughnessfactor" "0.1" } // metal grating, used for decking "metalgrate" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "MetalGrate.StepLeft" "stepright" "MetalGrate.StepRight" "impacthard" "MetalGrate.ImpactHard" "impactsoft" "MetalGrate.ImpactSoft" "scraperough" "MetalGrate.ScrapeRough" "scrapeSmooth" "MetalGrate.ScrapeSmooth" "bulletimpact" "MetalGrate.BulletImpact" "audioreflectivity" "0.83" // "strain" "Metal_Box.Strain" "gamematerial" "I" } // ~1mm thick metal "metalvent" { "base" "metal_box" "thickness" "0.04" "density" "2700" "elasticity" "0.1" "friction" "0.8" "stepleft" "MetalVent.StepLeft" "stepright" "MetalVent.StepRight" "impacthard" "MetalVent.ImpactHard" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "I" } // thick solid steel panel - used for solid wall, floor, machine construction "metalpanel" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.2" "friction" "0.8" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "I" } "dirt" { "density" "1600" "elasticity" "0.01" "friction" "0.8" "stepleft" "Dirt.StepLeft" "stepright" "Dirt.StepRight" "impacthard" "Dirt.Impact" "scraperough" "Dirt.Scrape" "bulletimpact" "Dirt.BulletImpact" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "gamematerial" "I" } "mud" { "base" "dirt" "friction" "0.6" "dampening" "6.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "slipperyslime" { "base" "dirt" "friction" "0.1" "jumpfactor" "0.7" "stepleft" "SlipperySlime.StepLeft" "stepright" "SlipperySlime.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "grass" { "base" "dirt" "stepleft" "Grass.StepLeft" "stepright" "Grass.StepRight" } "tile" { "thickness" "0.5" "density" "2700" "elasticity" "0.3" "friction" "0.8" "stepleft" "Tile.StepLeft" "stepright" "Tile.StepRight" "audioreflectivity" "0.99" "audioroughnessfactor" "0.1" "bulletimpact" "Tile.BulletImpact" "gamematerial" "I" } // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc) "Wood" { "density" "700" "elasticity" "0.1" "friction" "0.8" "stepleft" "Wood.StepLeft" "stepright" "Wood.StepRight" "bulletimpact" "Wood.BulletImpact" "scraperough" "Wood.ScrapeRough" "scrapesmooth" "Wood.ScrapeSmooth" "impacthard" "Wood.ImpactHard" "impactsoft" "Wood.ImpactSoft" // "strain" "Wood.Strain" "break" "Wood.Break" "audioreflectivity" "0.33" "audiohardnessfactor" "0.25" "gamematerial" "I" } "Wood_lowdensity" { "base" "wood" "density" "300" } // small crate "Wood_Box" { "base" "Wood" "stepleft" "Wood_Box.StepLeft" "stepright" "Wood_Box.StepRight" "bulletimpact" "Wood_Box.BulletImpact" "scraperough" "Wood_Box.ScrapeRough" "scrapesmooth" "Wood_Box.ScrapeSmooth" "impacthard" "Wood_Box.ImpactHard" "impactsoft" "Wood_Box.ImpactSoft" // "strain" "Wood_Box.Strain" "break" "Wood_Box.Break" } // large crate, large wood furniture (bookcases, tables) "Wood_Crate" { "base" "Wood" "stepleft" "Wood_Crate.StepLeft" "stepright" "Wood_Crate.StepRight" "scraperough" "Wood_Crate.ScrapeRough" "scrapesmooth" "Wood_Crate.ScrapeSmooth" "impacthard" "Wood_Crate.ImpactHard" "impactsoft" "Wood_Crate.ImpactSoft" // "strain" "Wood_Crate.Strain" "break" "Wood_Crate.Break" } // wood board, floorboard, plank "Wood_Plank" { "base" "Wood_Box" "bulletimpact" "Wood_Plank.BulletImpact" "scraperough" "Wood_Plank.ScrapeRough" "scrapesmooth" "Wood_Plank.ScrapeSmooth" "impacthard" "Wood_Plank.ImpactHard" "impactsoft" "Wood_Plank.ImpactSoft" // "strain" "Wood_Plank.Strain" "break" "Wood_Plank.Break" } // solid 6x6 or greater block, post or tree "Wood_Solid" { "base" "Wood" "bulletimpact" "Wood_Solid.BulletImpact" "scraperough" "Wood_Solid.ScrapeRough" "scrapesmooth" "Wood_Solid.ScrapeSmooth" "impacthard" "Wood_Solid.ImpactHard" "impactsoft" "Wood_Solid.ImpactSoft" // "strain" "Wood_Solid.Strain" "break" "Wood_Solid.Break" } // small wood furniture - chairs, small tables "Wood_Furniture" { "base" "Wood_Box" "impactsoft" "Wood_Furniture.ImpactSoft" // "strain" "Wood_Furniture.Strain" "break" "Wood_Furniture.Break" } // wood panel - plywood panel, wood door panel "Wood_Panel" { "base" "Wood_Crate" "thickness" "1.0" "stepleft" "Wood_Panel.StepLeft" "stepright" "Wood_Panel.StepRight" "bulletimpact" "Wood_Panel.BulletImpact" "scraperough" "Wood_Panel.ScrapeRough" "scrapesmooth" "Wood_Panel.ScrapeSmooth" "impacthard" "Wood_Panel.ImpactHard" "impactsoft" "Wood_Panel.ImpactSoft" // "strain" "Wood_Panel.Strain" "break" "Wood_Panel.Break" } "water" { "density" "1000" "elasticity" "0.1" "friction" "0.8" "stepleft" "Water.StepLeft" "stepright" "Water.StepRight" "bulletimpact" "Water.BulletImpact" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.0" "gamematerial" "I" } "slime" { "density" "2000" "elasticity" "0.1" "friction" "0.9" "dampening" "200.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "bulletimpact" "Water.BulletImpact" "gamematerial" "I" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "quicksand" { "density" "600" "elasticity" "2.0" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "1.0" } // wade is a water material for walking in/on water at knee height "wade" { "base" "water" "stepleft" "Wade.StepLeft" "stepright" "Wade.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // ladder is a fake material for walking on ladders "ladder" { "base" "metal" "climbable" "1.0" "stepleft" "Ladder.StepLeft" "stepright" "Ladder.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } "woodladder" { "base" "wood" "climbable" "1.0" "stepleft" "Ladder.WoodStepLeft" "stepright" "Ladder.WoodStepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // pane of glass, computer screen, window, glass door "glass" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "stepleft" "Glass.StepLeft" "stepright" "Glass.StepRight" "scraperough" "Glass.ScrapeRough" "scrapesmooth" "Glass.ScrapeSmooth" "impacthard" "Glass.ImpactHard" "impactsoft" "Glass.ImpactSoft" "bulletimpact" "Glass.BulletImpact" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "I" } // computer case, tech equipment case "computer" { "base" "metal_box" "bulletimpact" "Computer.BulletImpact" "impacthard" "Computer.ImpactHard" "impactsoft" "Computer.ImpactSoft" "gamematerial" "I" } "concrete" { "density" "2400" "elasticity" "0.2" "friction" "0.8" "stepleft" "Concrete.StepLeft" "stepright" "Concrete.StepRight" "scraperough" "Concrete.ScrapeRough" "scrapesmooth" "Concrete.ScrapeSmooth" "impacthard" "Concrete.ImpactHard" "impactsoft" "Concrete.ImpactSoft" "bulletimpact" "Concrete.BulletImpact" "audioreflectivity" "0.66" "gamematerial" "I" } // Solid rock (small sounds) "rock" { "base" "concrete" "impacthard" "Rock.ImpactHard" "impactsoft" "Rock.ImpactSoft" "scraperough" "Rock.ImpactHard" "scrapesmooth" "Rock.ImpactSoft" } // tubs, urinals, sinks "porcelain" { "base" "rock" } // Large solid rock (large sounds) "boulder" { "base" "rock" "scraperough" "Boulder.ScrapeRough" "scrapesmooth" "Boulder.ScrapeSmooth" "impacthard" "Boulder.ImpactHard" "impactsoft" "Boulder.ImpactSoft" } "gravel" { "base" "rock" "friction" "0.4" "stepleft" "Gravel.StepLeft" "stepright""Gravel.StepRight" } "brick" { "base" "rock" } // 9x12 prefabricated concrete cinder blocks "concrete_block" { "base" "concrete" "impacthard" "Concrete_Block.ImpactHard" } // chainlink fencing material "chainlink" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "ChainLink.StepLeft" "stepright" "ChainLink.StepRight" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "I" } // metal chain "chain" { "base" "chainlink" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "I" } // medium sized body "flesh" { "density" "900" "stepleft" "Flesh.StepLeft" "stepright" "Flesh.StepRight" "bulletimpact" "Flesh.BulletImpact" "impacthard" "Flesh.ImpactHard" "impactsoft" "Flesh.ImpactSoft" "scraperough" "Flesh.ScrapeRough" "scrapesmooth" "Flesh.ScrapeSmooth" // "strain" "Flesh.Strain" "break" "Flesh.Break" "audiohardnessfactor" "0.25" "audioHardMinVelocity" "500" "audioroughnessfactor" "0.1" "gamematerial" "I" } // gibs "bloodyflesh" { "base" "flesh" "impacthard" "Flesh_Bloody.ImpactHard" "gamematerial" "I" } "alienflesh" { "base" "flesh" "gamematerial" "I" } // Flesh for physics, metal for bullet fx "armorflesh" { "base" "flesh" "bulletimpact" "ArmorFlesh.BulletImpact" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.1" "gamematerial" "I" } "watermelon" { "density" "900" "bulletimpact" "Watermelon.BulletImpact" "impacthard" "Watermelon.Impact" "scraperough" "Watermelon.Scrape" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" "gamematerial" "I" } "snow" { "base" "dirt" "density" "800" "friction" "0.35" "audiohardnessfactor" "0.25" } "ice" { "density" "917" "friction" "0.1" "elasticity" "0.1" "audioroughnessfactor" "0.1" } // UNDONE: Do proper values for these - I made them up so I would have good // initial values for all VMTs "carpet" { "base" "dirt" "density" "500" "thickness" "0.1" "elasticity" "0.01" "friction" "0.8" "impacthard" "Carpet.Impact" "bulletimpact" "Carpet.BulletImpact" "scraperough" "Carpet.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" } // drywall, office wall material, sheetrock "plaster" { "base" "dirt" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "stepleft" "drywall.StepLeft" "stepright" "drywall.StepRight" "bulletimpact" "drywall.ImpactHard" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "drywall.ImpactHard" "impactsoft" "drywall.ImpactSoft" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // carboard box "cardboard" { "base" "dirt" "density" "500" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Cardboard.StepLeft" "stepright" "Cardboard.StepRight" "bulletimpact" "Cardboard.BulletImpact" "scraperough" "Cardboard.ScrapeRough" "scrapesmooth" "Cardboard.ScrapeSmooth" "impacthard" "Cardboard.ImpactHard" "impactsoft" "Cardboard.ImpactSoft" // "shake" "Cardboard.Shake" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // larger plastic barrel, hollow, soft plastic "plastic_barrel" { "density" "500" "thickness" "0.25" "elasticity" "0.01" "friction" "0.8" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Barrel.StepLeft" "stepright" "Plastic_Barrel.StepRight" "bulletimpact" "Plastic_Barrel.BulletImpact" "scraperough" "Plastic_Barrel.ScrapeRough" "scrapesmooth" "Plastic_Barrel.ScrapeSmooth" "impacthard" "Plastic_Barrel.ImpactHard" "impactsoft" "Plastic_Barrel.ImpactSoft" // "shake" "Plastic_Barrel.Shake" // "strain" "Plastic_Barrel.Strain" "break" "Plastic_Barrel.Break" // "roll" "Plastic_Barrel.Roll" "gamematerial" "I" } // small - medium plastic box, hard plastic "Plastic_Box" { "density" "500" "elasticity" "0.01" "friction" "0.8" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Box.StepLeft" "stepright" "Plastic_Box.StepRight" "bulletimpact" "Plastic_Box.BulletImpact" "scraperough" "Plastic_Box.ScrapeRough" "scrapesmooth" "Plastic_Box.ScrapeSmooth" "impacthard" "Plastic_Box.ImpactHard" "impactsoft" "Plastic_Box.ImpactSoft" // "strain" "Plastic_Box.Strain" "break" "Plastic_Box.Break" "gamematerial" "I" } // smaller generic hard plastic "plastic" { "base" "Plastic_Box" "audioroughnessfactor" "0.1" "bulletimpact" "Plastic_Box.ImpactHard" } // small med kit, smaller tech items, battery "item" { "base" "Plastic_Box" "density" "600" "bulletimpact" "Plastic_Box.ImpactHard" } // This one is used for puzzles where we want something that floats // but the player can stand on without it sinking beneath the water "floatingstandable" { "base" "dirt" "density" "800" } "sand" { "base" "dirt" "stepleft" "Sand.StepLeft" "stepright" "Sand.StepRight" "bulletimpact" "Sand.BulletImpact" "audioreflectivity" "0.03" } // solid rubber floor mat, solid rubber tire "rubber" { "base" "dirt" "elasticity" "0.2" "friction" "0.8" "stepleft" "Rubber.StepLeft" "stepright" "Rubber.StepRight" "impacthard" "Rubber.ImpactHard" "impactsoft" "Rubber.ImpactSoft" "bulletimpact" "Rubber.BulletImpact" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.2" } // hollow rubber tire "rubbertire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.0" } "jeeptire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.337" } "slidingrubbertire" { "base" "rubber" "friction" "0.2" } "brakingrubbertire" { "base" "rubber" "friction" "0.6" } "slidingrubbertire_front" { "base" "rubber" "friction" "0.2" } "slidingrubbertire_rear" { "base" "rubber" "friction" "0.2" } // ----------------------------- // objects // ----------------------------- // glass soda bottle, cup, plate, jar "glassbottle" { "base" "glass" "friction" "0.4" "elasticity" "0.3" "stepleft" "GlassBottle.StepLeft" "stepright" "GlassBottle.StepRight" "impacthard" "GlassBottle.ImpactHard" "impactsoft" "GlassBottle.ImpactSoft" "scraperough" "GlassBottle.ScrapeRough" "scrapesmooth" "GlassBottle.ScrapeSmooth" "bulletimpact" "GlassBottle.BulletImpact" "break" "GlassBottle.Break" } // ceramic jug, mug "pottery" { "base" "glassbottle" "friction" "0.4" "elasticity" "0.3" "impacthard" "Pottery.ImpactHard" "impactsoft" "Pottery.ImpactSoft" "bulletimpact" "Pottery.BulletImpact" "break" "Pottery.Break" } // solid hand grenade "grenade" { "base" "metalpanel" "friction" "0.9" "elasticity" "0.01" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" "stepleft" "Grenade.StepLeft" "stepright" "Grenade.StepRight" "bulletimpact" "Grenade.ImpactHard" "scraperough" "Grenade.ScrapeRough" "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Grenade.ImpactHard" "impactsoft" "Grenade.ImpactSoft" // "roll" "Grenade.Roll" } // large oxygen tank, propane tank, welding tank "canister" { "base" "metalpanel" "impacthard" "Canister.ImpactHard" "impactsoft" "Canister.ImpactSoft" "scraperough" "Canister.ScrapeRough" "scrapesmooth" "Canister.ScrapeSmooth" // "roll" "Canister.Roll" } // larger metal barrel, metal oil drum "metal_barrel" { "base" "metal_box" "impacthard" "Metal_Barrel.ImpactHard" "impactsoft" "Metal_Barrel.ImpactSoft" "bulletimpact" "Metal_Barrel.BulletImpact" // "roll" "Metal_Barrel.Roll" } "floating_metal_barrel" { "base" "metal_barrel" "density" "500" } "plastic_barrel_buoyant" { "base" "plastic_barrel" "density" "150" } // ROLLER NPC "roller" { "base" "metalpanel" "friction" "0.7" "elasticity" "0.3" "impacthard" "Roller.Impact" } // small aluminum can, full "popcan" { "base" "metal_box" "friction" "0.3" "elasticity" "0.99" "impacthard" "Popcan.ImpactHard" "impactsoft" "Popcan.ImpactSoft" "scraperough" "Popcan.ScrapeRough" "scrapesmooth" "Popcan.ScrapeSmooth" "bulletimpact" "Popcan.BulletImpact" // strain // none // break // none } // paint can, smaller metal can "paintcan" { "base" "popcan" "friction" "0.3" "elasticity" "0.99" "impacthard" "Paintcan.ImpactHard" "impactsoft" "Paintcan.ImpactSoft" //"roll" "Paintcan.Roll" // strain // none // break // none } "paper" { "base" "cardboard" } "papercup" { "base" "paper" "friction" "0.8" "elasticity" "0.1" "impacthard" "Papercup.Impact" "scraperough" "Popcan.ScrapeRough" } // accoustic ceiling tiles, sound baffles, crumbly plaster "ceiling_tile" { "base" "cardboard" "stepleft" "ceiling_tile.StepLeft" "stepright" "ceiling_tile.StepRight" "bulletimpact" "ceiling_tile.BulletImpact" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "ceiling_tile.ImpactHard" "impactsoft" "ceiling_tile.ImpactSoft" "break" "ceiling_tile.Break" } // weapon models - sounds for when weapons drop // Maybe we'll want specific materials for each weapon? "weapon" { "base" "metal" "stepleft" "weapon.StepLeft" "stepright" "weapon.StepRight" "bulletimpact" "weapon.BulletImpact" "scraperough" "weapon.ScrapeRough" "scrapesmooth" "weapon.ScrapeSmooth" "impacthard" "weapon.ImpactHard" "impactsoft" "weapon.ImpactSoft" } // for invisible collision materials (like sky) "default_silent" { "gamematerial" "I" } // special materials for player controller "player" { "density" "1000" "friction" "0.5" "elasticity" "0.001" // player is soft & smooth for sound selection "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.0" } "player_control_clip" { "gamematerial" "I" } "no_decal" { "density" "900" "gamematerial" "I" } "foliage" { "base" "Wood_Solid" "density" "700" "elasticity" "0.1" "friction" "0.8" "gamematerial" "I" }
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