hl2_ep2_content/scripts/surfaceproperties_hl2.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
//
"metalvehicle"
{
"base" "metal"
"thickness" "0.1"
"density" "2700"
"elasticity" "0.2"
"friction" "0.8"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"audioHardMinVelocity" "500" // 500
"impactHardThreshold" "0.5"
"impacthard" "MetalVehicle.ImpactHard"
"impactsoft" "MetalVehicle.ImpactSoft"
"scraperough" "MetalVehicle.ScrapeRough"
"scrapesmooth" "MetalVehicle.ScrapeSmooth"
"gamematerial" "M"
}
"crowbar"
{
"base" "metal"
"impactsoft" "Weapon_Crowbar.Melee_HitWorld"
"impacthard" "Weapon_Crowbar.Melee_HitWorld"
}
"antlionsand"
{
"base" "sand"
"gamematerial" "N"
}
"metal_seafloorcar"
{
"base" "metal"
"bulletimpact" "Metal_SeafloorCar.BulletImpact"
}
"gunship"
{
"base" "metal"
"friction" "0.3"
"impacthard" "Gunship.Impact"
"scraperough" "Gunship.Scrape"
}
"strider"
{
"base" "metal"
"impacthard" "Strider.Impact"
"scraperough" "Strider.Scrape"
}
"antlion"
{
"base" "alienflesh"
"gamematerial" "A"
}
"combine_metal"
{
"base" "solidmetal"
}
"combine_glass"
{
"base" "glass"
}
"zombieflesh"
{
"base" "flesh"
"impacthard" "Flesh_Bloody.ImpactHard"
}