hl2_ep2_content/scripts/surfaceproperties.txt

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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" "C"
"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" "M"
}
// 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" "G"
}
// ~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" "V"
}
// 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" "M"
}
"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" "D"
}
"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" "T"
}
// 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" "W"
}
"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" "S"
}
"slime"
{
"density" "2000"
"elasticity" "0.1"
"friction" "0.9"
"dampening" "200.0"
"stepleft" "Mud.StepLeft"
"stepright" "Mud.StepRight"
"bulletimpact" "Water.BulletImpact"
"gamematerial" "S"
"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" "Y"
}
// computer case, tech equipment case
"computer"
{
"base" "metal_box"
"bulletimpact" "Computer.BulletImpact"
"impacthard" "Computer.ImpactHard"
"impactsoft" "Computer.ImpactSoft"
"gamematerial" "P"
}
"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" "C"
}
// 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" "G"
}
// metal chain
"chain"
{
"base" "chainlink"
"impacthard" "ChainLink.ImpactHard"
"impactsoft" "ChainLink.ImpactSoft"
"scraperough" "ChainLink.ScrapeRough"
"scrapesmooth" "ChainLink.ScrapeSmooth"
"bulletimpact" "ChainLink.BulletImpact"
"gamematerial" "G"
}
// 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" "F"
}
// gibs
"bloodyflesh"
{
"base" "flesh"
"impacthard" "Flesh_Bloody.ImpactHard"
"gamematerial" "B"
}
"alienflesh"
{
"base" "flesh"
"gamematerial" "H"
}
// Flesh for physics, metal for bullet fx
"armorflesh"
{
"base" "flesh"
"bulletimpact" "ArmorFlesh.BulletImpact"
"audiohardnessfactor" "1.0"
"audioroughnessfactor" "0.1"
"gamematerial" "M"
}
"watermelon"
{
"density" "900"
"bulletimpact" "Watermelon.BulletImpact"
"impacthard" "Watermelon.Impact"
"scraperough" "Watermelon.Scrape"
"audiohardnessfactor" "0.25"
"audioroughnessfactor" "0.1"
"gamematerial" "W"
}
"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" "L"
}
// 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" "L"
}
// 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" "X"
}
// 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" "-"
}
"foliage"
{
"base" "Wood_Solid"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"gamematerial" "O"
}