// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect // array in fx_impact.cpp to get an effect when that surface is shot. // CHAR_TEX_ANTLION 'A' // CHAR_TEX_BLOODYFLESH 'B' // CHAR_TEX_CONCRETE 'C' // CHAR_TEX_DIRT 'D' // CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2. // CHAR_TEX_FLESH 'F' // CHAR_TEX_GRATE 'G' // CHAR_TEX_ALIENFLESH 'H' // CHAR_TEX_CLIP 'I' // CHAR_TEX_GRASS 'J' // L4D addition // CHAR_TEX_SNOW 'K' // CHAR_TEX_PLASTIC 'L' // CHAR_TEX_METAL 'M' // CHAR_TEX_SAND 'N' // CHAR_TEX_FOLIAGE 'O' // CHAR_TEX_COMPUTER 'P' // CHAR_TEX_ASPHALT 'Q' // L4D addition // CHAR_TEX_BRICK 'R' // L4D addition // CHAR_TEX_SLOSH 'S' // CHAR_TEX_TILE 'T' // CHAR_TEX_CARDBOARD 'U' // L4D addition // CHAR_TEX_VENT 'V' // CHAR_TEX_WOOD 'W' //// CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc) // CHAR_TEX_GLASS 'Y' // CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield. // CHAR_TEX_CLAY 1 // L4D addition // CHAR_TEX_PLASTER 2 // L4D addition // CHAR_TEX_ROCK 3 // L4D addition // CHAR_TEX_RUBBER 4 // L4D addition // CHAR_TEX_SHEETROCK 5 // L4D addition // CHAR_TEX_CLOTH 6 // L4D addition // CHAR_TEX_CARPET 7 // L4D addition // CHAR_TEX_PAPER 8 // L4D addition // CHAR_TEX_UPHOLSTERY 9 // L4D addition // CHAR_TEX_PUDDLE 10 // L4D addition // CHAR_TEX_MUD 11 // L4D addition // CHAR_TEX_SANDBARREL 12 // CSGO addition (no penetration) // CHAR_TEX_SANDBARREL 13 // CSGO addition // CHAR_TEX_METALSHIELD 14 // CSGO addition // "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) // penetrationmodifier: How easy it is for a bullet to go through the material (0.001 to 1.0). // damagemodifier: How much of the damaging power of the bullet is preserved while going through the material (0.001 to 1.0). // occlusion effects: // "lowPitchOcclusion" "1.0" - a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound) // "midPitchOcclusion" "4.0" - a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound) // "highPitchOcclusion" "6.0" - a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound) // To preview occlusion effects in realtime, in console: snd_occlusion_material_override "100.0 100.0 100.0" // 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" //Occlusion properties reduce sound of that pitch level by a certain //percentage for every game unit (inch) of the material the sound //passes through. "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "gamematerial" "C" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" "penetrationmodifier" "1.0" "damagemodifier" "0.5" } // NOTE: Almost nothing is solid metal - so "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "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" "damagemodifier" "0.3" "penetrationmodifier" "0.27" } // 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" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "penetrationmodifier" "0.4" } "metal_barrelSoundOverride" { "base" "metal" "stepleft" "MetalBarrel.StepLeft" "stepright" "MetalBarrel.StepRight" "bulletimpact" "MetalBarrel.BulletImpact" } "metal_vehicleSoundOverride" { "base" "metal" "stepleft" "MetalVehicle.StepLeft" "stepright" "MetalVehicle.StepRight" "bulletimpact" "MetalVehicle.BulletImpact" } "metal_survivalCase" { "base" "metal" "bulletimpact" "Survival.ContainerDamage" "impacthard" "Survival.ContainerDamage" "impactsoft" "Survival.ContainerDamage" "stepleft" "silent.StepLeft" "stepright" "silent.StepRight" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "break" "Silent.Breakable" } "metal_survivalCase_unpunchable" { "base" "metal_survivalCase" "impactsoft" "Survival.ContainerDamageUnpunchable" } "metaldogtags" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" "impacthard" "DogTags.Impact" "impactsoft" "DogTags.Impact" "scraperough" "DogTags.Impact" "scrapesmooth" "DogTags.Impact" "bulletimpact" "DogTags.Impact" "penetrationmodifier" "0.4" } // metal grating, used for decking "metalgrate" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "MetalGrate.StepLeft" "stepright" "MetalGrate.StepRight" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "2.0" "highPitchOcclusion" "1.0" "impacthard" "MetalGrate.ImpactHard" "impactsoft" "MetalGrate.ImpactSoft" "scraperough" "MetalGrate.ScrapeRough" "scrapeSmooth" "MetalGrate.ScrapeSmooth" "bulletimpact" "MetalGrate.BulletImpact" "audioreflectivity" "0.83" // "strain" "Metal_Box.Strain" "gamematerial" "G" "damagemodifier" "0.99" "penetrationmodifier" "0.95" } // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box" { "base" "solidmetal" "thickness" "0.1" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.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" "penetrationmodifier" "0.5" } // 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_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" } "grate" { "base" "metalgrate" } // ~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" "damagemodifier" "0.45" "penetrationmodifier" "0.6" } // 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" "stepleft" "MetalVehicle.StepLeft" "stepright" "MetalVehicle.StepRight" "bulletimpact" "MetalVehicle.BulletImpact" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "V" "damagemodifier" "0.45" "penetrationmodifier" "0.5" } "dirt" { "density" "1600" "elasticity" "0.01" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "19.0" "highPitchOcclusion" "1.0" "stepleft" "Dirt.StepLeft" "stepright" "Dirt.StepRight" "impacthard" "Dirt.Impact" "scraperough" "Dirt.Scrape" "bulletimpact" "Dirt.BulletImpact" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "gamematerial" "D" "damagemodifier" "0.3" "penetrationmodifier" "0.6" } "mud" { "base" "dirt" "friction" "0.6" "dampening" "6.0" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" "gamematerial" "11" } "slipperyslime" { "base" "dirt" "friction" "0.1" "jumpfactor" "0.7" "stepleft" "SlipperySlime.StepLeft" "stepright" "SlipperySlime.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "grass" { "base" "dirt" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "stepleft" "grass.StepLeft" "stepright" "grass.StepRight" "gamematerial" "J" // L4D: new gamematerial } "slowgrass" { "base" "dirt" "stepleft" "grass.StepLeft" "stepright" "grass.StepRight" "maxSpeedFactor" "1.0" "gamematerial" "J" // L4D: new gamematerial "hidetargetid" "1" } "sugarcane" { "base" "dirt" "stepleft" "grass.StepLeft" "stepright" "grass.StepRight" "gamematerial" "J" // L4D: new gamematerial } "tile" { "thickness" "0.5" "density" "2700" "elasticity" "0.3" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "stepleft" "tile.StepLeft" "stepright" "tile.StepRight" "audioreflectivity" "0.99" "audioroughnessfactor" "0.1" "bulletimpact" "Tile.BulletImpact" "gamematerial" "T" "damagemodifier" "0.3" "penetrationmodifier" "0.7" } "tile_survivalCase" { "base" "tile" "stepleft" "silent.StepLeft" "stepright" "silent.StepRight" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "bulletimpact" "Survival.ContainerDamage" "impacthard" "Survival.ContainerDamage" "impactsoft" "Survival.ContainerDamage" "break" "Survival.ContainerDeath" } "tile_survivalCase_GIB" { "base" "tile" "stepleft" "Silent.StepLeft" "stepright" "Silent.StepRight" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "bulletimpact" "Silent.BulletImpact" "impacthard" "Silent.ImpactHard" "impactsoft" "Silent.ImpactSoft" "break" "Silent.Breakable" } // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc) "Wood" { "density" "700" "elasticity" "0.1" "friction" "0.8" "lowPitchOcclusion" "1.0" "midPitchOcclusion" "4.0" "highPitchOcclusion" "6.0" "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" "damagemodifier" "0.6" "penetrationmodifier" "0.9" } "Wood_lowdensity" { "base" "wood" "density" "300" } // small crate "Wood_Box" { "base" "Wood" "stepleft" "Wood.StepLeft" "stepright" "Wood.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" "penetrationmodifier" "0.9" } "Wood_Basket" { "base" "Wood" "stepleft" "Wood_Basket.StepLeft" "stepright" "Wood_Basket.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" "penetrationmodifier" "0.9" } // 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" "penetrationmodifier" "0.9" } // 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" "penetrationmodifier" "0.85" } // 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" "penetrationmodifier" "0.8" } // 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" } "Wood_Dense" { "density" "2700" "elasticity" "0.25" "audioreflectivity" "0.83" "friction" "0.8" "penetrationmodifier" "0.5" "thickness" "0.1" "stepleft" "Wood_Solid.StepLeft" "stepright" "Wood_Solid.StepRight" "impacthard" "Wood_Solid.ImpactHard" "impactsoft" "Wood_Solid.ImpactSoft" "scraperough" "Wood_Solid.ScrapeRough" "scrapesmooth" "Wood_Solid.ScrapeSmooth" "bulletimpact" "Wood_Solid.BulletImpact" //"strain" "Wood_Solid.Strain" "gamematerial" "13" "damagemodifier" "0.3" } "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" "penetrationmodifier" "0.3" } "wet" { "gamematerial" "S" } "puddle" { "gamematerial" "10" } "slime" { "density" "2000" "elasticity" "0.1" "friction" "0.9" "dampening" "200.0" "stepleft" "slipperyslime.StepLeft" "stepright" "slipperyslime.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" "penetrationmodifier" "0.2" } // 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" "wood_panel.StepLeft" "stepright" "wood_panel.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" "penetrationmodifier" "0.9" } // pane of glass, computer screen, window, glass door "glass" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "lowPitchOcclusion" "1.0" "midPitchOcclusion" "4.0" "highPitchOcclusion" "6.0" "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" "penetrationmodifier" "0.99" } // glass that is specifically used on floors - this has a higher friction value than regular glass so that the player doesn't slide around undesirably "glassfloor" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.8" "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" "penetrationmodifier" "0.99" } // computer case, tech equipment case "computer" { "base" "metal_box" "bulletimpact" "Computer.BulletImpact" "impacthard" "Computer.ImpactHard" "impactsoft" "Computer.ImpactSoft" "break" "radio_computer.break" "gamematerial" "P" "damagemodifier" "0.45" "penetrationmodifier" "0.4" } "weapon_magazine" { "base" "computer" "bulletimpact" "WeaponMagazine.BulletImpact" "impacthard" "WeaponMagazine.ImpactHard" "impactsoft" "WeaponMagazine.ImpactSoft" "gamematerial" "M" } "concrete" { "density" "2400" "elasticity" "0.2" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "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" "damagemodifier" "0.25" "penetrationmodifier" "0.5" } "asphalt" { "base" "concrete" "gamematerial" "Q" "damagemodifier" "0.3" "penetrationmodifier" "0.55" } // Solid rock (small sounds) "rock" { "base" "concrete" "impacthard" "Rock.ImpactHard" "impactsoft" "Rock.ImpactSoft" "scraperough" "Rock.ImpactHard" "scrapesmooth" "Rock.ImpactSoft" "gamematerial" "3" } // tubs, urinals, sinks "porcelain" { "base" "rock" "penetrationmodifier" "0.95" } // Large solid rock (large sounds) "boulder" { "base" "rock" "scraperough" "Boulder.ScrapeRough" "scrapesmooth" "Boulder.ScrapeSmooth" "impacthard" "Boulder.ImpactHard" "impactsoft" "Boulder.ImpactSoft" } "brick" { "base" "rock" "gamematerial" "R" "penetrationmodifier" "0.47" } // 9x12 prefabricated concrete cinder blocks "concrete_block" { "base" "concrete" "impacthard" "Concrete_Block.ImpactHard" } // plaster covered brick and or stone walls. Has the appearance of plaster but the strength of stone! "stucco" { "base" "concrete" "gamematerial" "2" } // chainlink fencing material "chainlink" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" // no occlusion "lowPitchOcclusion" "0.0" "midPitchOcclusion" "0.0" "highPitchOcclusion" "0.0" "stepleft" "chainlink.StepLeft" "stepright" "chainlink.StepRight" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "G" "damagemodifier" "0.99" "penetrationmodifier" "0.99" } // metal chain "chain" { "base" "chainlink" } // 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" "penetrationmodifier" "0.9" } // 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" "penetrationmodifier" "0.5" "damagemodifier" "0.3" } "ice" { "density" "917" "friction" "0.1" "elasticity" "0.1" "audioroughnessfactor" "0.1" "penetrationmodifier" "0.75" } // 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" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "20.0" "highPitchOcclusion" "1.0" "stepleft" "Carpet.StepLeft" "stepright" "Carpet.StepRight" "impacthard" "Carpet.Impact" "bulletimpact" "Carpet.BulletImpact" "scraperough" "Carpet.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" "gamematerial" "7" "penetrationmodifier" "0.75" } "dufflebag_survivalCase" { "base" "carpet" "bulletimpact" "Survival.BagDamage" "impacthard" "Survival.BagDamage" "impactsoft" "Survival.BagDamage" "stepleft" "silent.StepLeft" "stepright" "silent.StepRight" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "break" "Survival.BagDeath" } // UNDONE: Do proper values for these - I made them up so I would have good // initial values for all VMTs "upholstery" { "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" "gamematerial" "9" "penetrationmodifier" "0.75" } // drywall, office wall material, sheetrock - // usually thick enough to have some stronger material behind it so the penetration mod is higher "plaster" { "base" "dirt" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "17.0" "highPitchOcclusion" "1.0" "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" "gamematerial" "2" "damagemodifier" "0.6" "penetrationmodifier" "0.7" } "sheetrock" { "base" "dirt" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "17.0" "highPitchOcclusion" "1.0" "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" "gamematerial" "5" "damagemodifier" "0.6" "penetrationmodifier" "0.85" } // 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" "gamematerial" "U" "damagemodifier" "0.99" "penetrationmodifier" "0.95" } // 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" "penetrationmodifier" "0.7" } // 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" "penetrationmodifier" "0.75" } // smaller generic hard plastic "plastic" { "base" "Plastic_Box" "audioroughnessfactor" "0.1" "bulletimpact" "Plastic_Box.ImpactHard" } "plastic_survivalCase" { "base" "plastic" "bulletimpact" "Survival.ContainerDamage" "impacthard" "Survival.ContainerDamage" "impactsoft" "Survival.ContainerDamage" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "stepleft" "Silent.StepLeft" "stepright" "Silent.StepRight" "break" "Survival.ContainerDeath" } "sand" { "base" "dirt" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "stepleft" "sand.StepLeft" "stepright" "sand.StepRight" "bulletimpact" "Sand.BulletImpact" "audioreflectivity" "0.03" "gamematerial" "N" "damagemodifier" "0.25" "penetrationmodifier" "0.3" } // solid rubber floor mat, solid rubber tire "rubber" { "base" "dirt" "elasticity" "0.2" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "19.0" "highPitchOcclusion" "1.0" "stepleft" "rubber.StepLeft" "stepright" "rubber.StepRight" "impacthard" "Rubber.ImpactHard" "impactsoft" "Rubber.ImpactSoft" "bulletimpact" "Rubber.BulletImpact" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.2" "gamematerial" "4" "damagemodifier" "0.5" "penetrationmodifier" "0.85" } // 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" "penetrationmodifier" "0.99" } // ceramic jug, mug "pottery" { "base" "glassbottle" "friction" "0.4" "elasticity" "0.3" "impacthard" "Pottery.ImpactHard" "impactsoft" "Pottery.ImpactSoft" "bulletimpact" "Pottery.BulletImpact" "break" "Pottery.Break" "gamematerial" "1" "damagemodifier" "0.6" "penetrationmodifier" "0.95" } "clay" { "base" "tile" "gamematerial" "1" "damagemodifier" "0.6" "penetrationmodifier" "0.95" } // 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" } "metal_barrel_explodingSurvival" { "base" "metal_barrel" "stepleft" "MetalVehicle.StepLeft" "stepright" "MetalVehicle.StepRight" "bulletimpact" "MetalVehicle.BulletImpact" "impacthard" "ExplodingBarrel.ImpactHard" "impactsoft" "ExplodingBarrel.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" } "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" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "17.0" "highPitchOcclusion" "1.0" "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" } "foliage" { "base" "Wood_Solid" "stepleft" "Foliage.StepLeft" "stepright" "Foliage.StepRight" "density" "700" "elasticity" "0.1" "friction" "0.8" "gamematerial" "O" "penetrationmodifier" "0.95" } "slipperyslide" { "base" "solidmetal" "friction" "0.1" "jumpfactor" "0.7" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "strongman_bell" { "base" "solidmetal" "friction" "0.8" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapeSmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "SolidMetal.BulletImpact" "audioreflectivity" "0.83" } "watermelon" { "base" "wet" "density" "900" "bulletimpact" "Watermelon.BulletImpact" "impacthard" "Watermelon.Impact" "scraperough" "Watermelon.Scrape" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" "damagemodifier" "0.6" "penetrationmodifier" "0.95" } "ice" { "density" "917" "friction" "0.1" "elasticity" "0.1" "audioroughnessfactor" "0.1" "penetrationmodifier" "0.75" } // 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" } // ----------------------------- // objects // ----------------------------- // 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" } // 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" } "metal_shield" { "base" "metal" "stepleft" "weapon.StepLeft" "stepright" "weapon.StepRight" "bulletimpact" "weapon.BulletImpact" "scraperough" "weapon.ScrapeRough" "scrapesmooth" "weapon.ScrapeSmooth" "impacthard" "weapon.ImpactHard" "impactsoft" "weapon.ImpactSoft" "gamematerial" "14" } // 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" "damagemodifier" "1.0" } "no_decal" { "density" "900" "gamematerial" "-" } "soccerball" { "density" "900" "stepleft" "rubber.StepLeft" "stepright" "rubber.StepRight" "bulletimpact" "Ball.BulletImpact" "impacthard" "Ball.ImpactHard" "impactsoft" "Ball.ImpactSoft" "scraperough" "Silent.ScrapeRough" "scrapesmooth" "Silent.ScrapeSmooth" "gamematerial" "-" } "gravel" { "base" "rock" "friction" "0.8" "lowPitchOcclusion" "0.0" "midPitchOcclusion" "15.0" "highPitchOcclusion" "1.0" "stepleft" "Gravel.StepLeft" "stepright""Gravel.StepRight" "penetrationmodifier" "0.4" } "snow" { "friction" "0.8" "stepleft" "Snow.StepLeft" "stepright" "Snow.StepRight" "gamematerial" "K" "penetrationmodifier" "0.85" } "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" "stepleft" "MetalVehicle.StepLeft" "stepright" "MetalVehicle.StepRight" "bulletimpact" "MetalVehicle.BulletImpact" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "penetrationmodifier" "0.5" } "brass_bell_large" { "bulletimpact" "BrassBell.C" } "brass_bell_medium" { "bulletimpact" "BrassBell.D" } "brass_bell_small" { "bulletimpact" "BrassBell.E" } "brass_bell_smallest" { "bulletimpact" "BrassBell.F" } "metal_sand_barrel" { "base" "solidmetal" "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "MetalBarrel.StepLeft" "stepright" "MetalBarrel.StepRight" "impacthard" "SandBarrel.ImpactHard" "impactsoft" "SandBarrel.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "MetalBarrel.BulletImpact" "gamematerial" "12" "damagemodifier" "0.01" "penetrationmodifier" "0.01" } "metal_barrel" { "base" "solidmetal" "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "MetalBarrel.StepLeft" "stepright" "MetalBarrel.StepRight" "impacthard" "SandBarrel.ImpactHard" "impactsoft" "SandBarrel.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "MetalBarrel.BulletImpact" "gamematerial" "12" "damagemodifier" "0.01" "penetrationmodifier" "0.01" } "blockbullets" { "thickness" "1.0" "gamematerial" "X" "damagemodifier" "0.001" "penetrationmodifier" "0.01" } "jalopytire" { "base" "jeeptire" "elasticity" "0.1" } "slidingrubbertire_jalopyfront" { "base" "jalopytire" "friction" "0.15" } "slidingrubbertire_jalopyrear" { "base" "jalopytire" "friction" "0.15" } "jalopy" { "base" "metal" "impacthard" "ATV_impact_medium" "impactsoft" "ATV_impact_medium" }