// "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 // // step: footstep sound // 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) // 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 // // "gamematerial types are defined in "C:\Depot\r1dev\src\game\client\fx_impact.cpp" // NOTE: "default" properties are assigned to ALL other materials unless overriden!!! "default" { "density" "2000" "elasticity" "0.25" "friction" "0.8" "dampening" "0.0" "step" "Default" // "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" "M" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" } //---------------------- //R1 Surface Properties //---------------------- // The portal energy ball needs perfectly reflective collisions, reguardless of what it hits. "reflective" { "base" "metalpanel" "gamematerial" "R" } "WeightedCube_Bounce" { "base" "Metal_Box" "impacthard" "WeightedCube.JumpPowerActivateLong" "impactsoft" "WeightedCube.JumpPowerActivateShort" } "PaintBomb" { "base" "metal" // "impacthard" "Default.Null" // "impactsoft" "Default.Null" } //Portal2's spehere is made of metal and isn't quite as bouncey "sphere2" { "base" "metal" "elasticity" "1.2" "dampening" "0.25" "friction" "0.5" "density" "1000" } "metal_titan" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "step" "SolidMetal" "impacthard" "Phys_Imp_Gib_Titan_Hard_Default" "impactsoft" "Phys_Imp_Gib_Titan_Soft_Default" // "scraperough" "SolidMetal.ScrapeRough" // "scrapesmooth" "SolidMetal.ScrapeSmooth" "audioHardMinVelocity" "250" // "strain" "SolidMetal.Strain" "gamematerial" "E" } // NOTE: Almost nothing is solid metal - so "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "step" "SolidMetal" "audioHardMinVelocity" "250" // "impacthard" "SolidMetal.ImpactHard" // "impactsoft" "SolidMetal.ImpactSoft" // "scraperough" "SolidMetal.ScrapeRough" // "scrapesmooth" "SolidMetal.ScrapeSmooth" // "strain" "SolidMetal.Strain" "gamematerial" "M" } "metalgrate" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "step" "MetalGrate" // "impacthard" "MetalGrate.ImpactHard" // "impactsoft" "MetalGrate.ImpactSoft" // "scraperough" "MetalGrate.ScrapeRough" // "scrapeSmooth" "MetalGrate.ScrapeSmooth" "audioreflectivity" "0.83" // "strain" "Metal_Box.Strain" "gamematerial" "G" } "metalvent" { "base" "metal_box" "thickness" "0.04" "density" "2700" "elasticity" "0.1" "friction" "0.8" "step" "MetalGrate" // "impacthard" "MetalVent.ImpactHard" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "V" } "dirt" { "density" "1600" "elasticity" "0.01" "friction" "0.8" "step" "Dirt" // "impacthard" "Dirt.Impact" // "scraperough" "Dirt.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "gamematerial" "D" } "tile" { "thickness" "0.5" "density" "2700" "elasticity" "0.3" "friction" "0.8" "step" "Tile" "audioreflectivity" "0.99" "audioroughnessfactor" "0.1" "gamematerial" "T" } "xo_shield" { "density" "2000" "elasticity" "0.25" "friction" "0.8" "dampening" "0.0" "step" "xo_shield" // "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" "X" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" } // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc) "Wood" { "density" "700" "elasticity" "0.1" "friction" "0.8" "step" "Wood" // "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" } // solid 6x6 or greater block, post or tree "Wood_Solid" { "base" "Wood" // "scraperough" "Wood_Solid.ScrapeRough" // "scrapesmooth" "Wood_Solid.ScrapeSmooth" // "impacthard" "Wood_Solid.ImpactHard" // "impactsoft" "Wood_Solid.ImpactSoft" // "strain" "Wood_Solid.Strain" "break" "Wood_Solid.Break" } "water" { "density" "1000" "elasticity" "0.1" "friction" "0.8" "step" "Water" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.0" "gamematerial" "S" } "concrete" { "density" "2400" "elasticity" "0.2" "friction" "0.8" "step" "Concrete" // "scraperough" "Concrete.ScrapeRough" // "scrapesmooth" "Concrete.ScrapeSmooth" // "impacthard" "Concrete.ImpactHard" // "impactsoft" "Concrete.ImpactSoft" "audioreflectivity" "0.66" "gamematerial" "C" } "glass" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "step" "SolidGlass" // "scraperough" "Glass.ScrapeRough" // "scrapesmooth" "Glass.ScrapeSmooth" // "impacthard" "Glass.ImpactHard" // "impactsoft" "Glass.ImpactSoft" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "Y" } "glass_breakable" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "step" "SolidGlass" // "scraperough" "Glass.ScrapeRough" // "scrapesmooth" "Glass.ScrapeSmooth" // "impacthard" "Glass.ImpactHard" // "impactsoft" "Glass.ImpactSoft" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "U" } "flesh" { "density" "980" "impacthard" "Phys_Imp_Bodyfall_Human_Hard_Default" "impactsoft" "Phys_Imp_Bodyfall_Human_Soft_Default" // "scraperough" "Flesh.ScrapeRough" // "scrapesmooth" "Flesh.ScrapeSmooth" // "strain" "Flesh.Strain" "break" "Flesh.Break" "audiohardnessfactor" "0.25" "audioHardMinVelocity" "100" "audioroughnessfactor" "0.1" "gamematerial" "F" } // Flesh for physics, metal for bullet fx "armorflesh" { "base" "flesh" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.1" "gamematerial" "M" } "sand" { "base" "dirt" "step" "Sand" "audioreflectivity" "0.03" "gamematerial" "Z" } "mud" { "base" "dirt" "friction" "0.8" "dampening" "6.0" "step" "Mud" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" "gamematerial" "K" } // 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" } "grass" { "base" "dirt" "step" "Grass" "gamematerial" "J" } "brokenglass" { "base" "glass" "step" "BrokenGlass" } "gravel" { "base" "concrete" "friction" "0.8" "step" "Dirt" } // medium sized body // gibs "bloodyflesh" { "base" "flesh" // "impacthard" "Flesh_Bloody.ImpactHard" "gamematerial" "B" } // ----------------------------- // Non Surface Materials // ----------------------------- "shellcasing_small" { "base" "metal_box" "friction" "0.3" "elasticity" "0.99" // "impacthard" "Bounce.Shell" // "impactsoft" "Bounce.Shell" } "shellcasing_large" { "base" "metal_box" "friction" "0.3" "elasticity" "0.99" // "impacthard" "Bounce.Shell" // "impactsoft" "Bounce.Shell" } // weapon models - sounds for when weapons drop // Maybe we'll want specific materials for each weapon? "weapon" { "base" "metal" // "scraperough" "weapon.ScrapeRough" // "scrapesmooth" "weapon.ScrapeSmooth" "impacthard" "weapon.ImpactHard" "impactsoft" "weapon.ImpactSoft" } "computer" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" } // 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" // "roll" "Metal_Barrel.Roll" "audioHardMinVelocity" "350" } // glass soda bottle, cup, plate, jar "glassbottle" { "base" "glass" "friction" "0.4" "elasticity" "0.3" "density" "700" "step" "SolidGlass" // "impacthard" "GlassBottle.ImpactHard" // "impactsoft" "GlassBottle.ImpactSoft" // "scraperough" "GlassBottle.ScrapeRough" // "scrapesmooth" "GlassBottle.ScrapeSmooth" // "break" "GlassBottle.Break" } // ceramic jug, mug "pottery" { "base" "glassbottle" "friction" "0.4" "elasticity" "0.3" // "impacthard" "Pottery.ImpactHard" // "impactsoft" "Pottery.ImpactSoft" // "break" "Pottery.Break" } // solid hand grenade "grenade" { "base" "metalpanel" "friction" "10000.0" "elasticity" "0.0001" "dampening" "1000.0" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" // "scraperough" "Grenade.ScrapeRough" // "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Phys_Imp_FragGrenade_Hard_Default" "impactsoft" "Phys_Imp_FragGrenade_Soft_Default" // "roll" "Grenade.Roll" } "grenade_triple_threat" { "base" "metalpanel" "friction" "10000.0" "elasticity" "0.0001" "dampening" "1000.0" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" // "scraperough" "Grenade.ScrapeRough" // "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Wpn_TripleThreat_Grenade.ImpactHard" "impactsoft" "Wpn_TripleThreat_Grenade.ImpactHard" // "roll" "Grenade.Roll" } "bouncygrenade" { "base" "metalpanel" "friction" "0.0" "elasticity" "1.0" "dampening" "1000.0" "density" "0" "jumpfactor" "1.0" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" // "scraperough" "Grenade.ScrapeRough" // "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Phys_Imp_FragGrenade_Hard_Default" "impactsoft" "Phys_Imp_FragGrenade_Soft_Default" // "roll" "Grenade.Roll" } // ----------------------------- // world materials // ----------------------------- // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box" { "base" "solidmetal" "thickness" "0.1" // "scraperough" "Metal_Box.ScrapeRough" // "scrapesmooth" "Metal_Box.ScrapeSmooth" // "impacthard" "Metal_Box.ImpactHard" // "impactsoft" "Metal_Box.ImpactSoft" // "break" "Metal_Box.Break" // "strain" "Metal_Box.Strain" } "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 // ~1mm thick metal // 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" } "slipperyslime" { "base" "dirt" "friction" "0.1" "jumpfactor" "0.7" // "step" "SlipperySlime" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "Wood_lowdensity" { "base" "wood" "density" "300" } // small crate "Wood_Box" { "base" "Wood" // "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" // "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" // "scraperough" "Wood_Plank.ScrapeRough" // "scrapesmooth" "Wood_Plank.ScrapeSmooth" // "impacthard" "Wood_Plank.ImpactHard" // "impactsoft" "Wood_Plank.ImpactSoft" // "strain" "Wood_Plank.Strain" // "break" "Wood_Plank.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" // "scraperough" "Wood_Panel.ScrapeRough" // "scrapesmooth" "Wood_Panel.ScrapeSmooth" // "impacthard" "Wood_Panel.ImpactHard" // "impactsoft" "Wood_Panel.ImpactSoft" // "strain" "Wood_Panel.Strain" "break" "Wood_Panel.Break" } "slime" { "density" "2000" "elasticity" "0.1" "friction" "0.9" "dampening" "200.0" "step" "slime" "gamematerial" "N" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "quicksand" { "base" "sand" "density" "600" "elasticity" "2.0" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "1.0" } // Solid rock (small sounds) "rock" { "base" "concrete" // "impacthard" "Rock.ImpactHard" // "impactsoft" "Rock.ImpactSoft" // "scraperough" "Rock.ImpactHard" // "scrapesmooth" "Rock.ImpactSoft" "gamematerial" "C" } // tubs, urinals, sinks "porcelain" { "base" "concrete" } // Large solid rock (large sounds) "boulder" { "base" "concrete" // "scraperough" "Boulder.ScrapeRough" // "scrapesmooth" "Boulder.ScrapeSmooth" // "impacthard" "Boulder.ImpactHard" // "impactsoft" "Boulder.ImpactSoft" } "asphalt" { "base" "rock" "friction" "0.8" "step" "Concrete" } "brick" { "base" "concrete" } // 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" "step" "MetalGrate" // "impacthard" "ChainLink.ImpactHard" // "impactsoft" "ChainLink.ImpactSoft" // "scraperough" "ChainLink.ScrapeRough" // "scrapesmooth" "ChainLink.ScrapeSmooth" "gamematerial" "G" } // metal chain "chain" { "base" "chainlink" // "impacthard" "ChainLink.ImpactHard" // "impactsoft" "ChainLink.ImpactSoft" // "scraperough" "ChainLink.ScrapeRough" // "scrapesmooth" "ChainLink.ScrapeSmooth" "gamematerial" "G" } "alienflesh" { "density" "980" // "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" "H" } "watermelon" { "density" "900" // "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" "0.0" "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" // "step" "Default" // "impacthard" "Carpet.Impact" // "scraperough" "Carpet.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" } "unused_slot_to_prevent_renumbering" { } // drywall, office wall material, sheetrock "plaster" { "base" "concrete" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "step" "Wood" // "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" // "step" "Cardboard" // "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" // "step" "Plastic_Barrel" // "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" "0.9" "friction" "0.8" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" // "step" "Plastic_Barrel" // "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" } // small med kit, smaller tech items, battery "item" { "base" "Plastic_Box" "density" "600" } // 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" } // solid rubber floor mat, solid rubber tire "rubber" { "base" "plastic" "elasticity" "0.2" "friction" "0.8" "step" "Default" // "impacthard" "Rubber.ImpactHard" // "impactsoft" "Rubber.ImpactSoft" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.2" } // hollow rubber tire "rubbertire" { "base" "rubber" // "impacthard" "Rubber_Tire.ImpactHard" // "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.0" } "jeeptire" { "base" "rubber" "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 // ----------------------------- "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" "density" "700" // "impacthard" "Popcan.ImpactHard" // "impactsoft" "Popcan.ImpactSoft" // "scraperough" "Popcan.ScrapeRough" // "scrapesmooth" "Popcan.ScrapeSmooth" // 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" "concrete" // "step" "CeilingTile" // "scraperough" "ceiling_tile.ScrapeRough" // "scrapesmooth" "ceiling_tile.ScrapeSmooth" // "impacthard" "ceiling_tile.ImpactHard" // "impactsoft" "ceiling_tile.ImpactSoft" "break" "ceiling_tile.Break" } // for invisible collision materials (like sky) "default_silent" { "gamematerial" "A" } // 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" "step" "Brush" "density" "700" "elasticity" "0.1" "friction" "0.8" "gamematerial" "O" } "Underground_Cube" { "base" "Metal" // "impacthard" "UndergroundCube.ImpactHard" // "impactsoft" "UndergroundCube.ImpactSoft" } "Turret_Gib" { "base" "Metal" // "impacthard" "TurretGibs.ImpactHard" // "impactsoft" "TurretGibs.ImpactSoft" } "metal_spectre" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" "audiohardnessfactor" "0.25" "audioHardMinVelocity" "100" "audioroughnessfactor" "0.1" "impacthard" "Phys_Imp_Bodyfall_Spectre_Hard_Default" "impactsoft" "Phys_Imp_Bodyfall_Spectre_Soft_Default" "gamematerial" "P" } "arc_grenade" { "base" "metalpanel" "friction" "10000.0" "elasticity" "0.0001" "dampening" "1000.0" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" // "scraperough" "Grenade.ScrapeRough" // "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "ArcGrenade.ImpactHard" "impactsoft" "ArcGrenade.ImpactSoft" // "roll" "Grenade.Roll" } //Furniture with Cushions "upholstery" { "base" "Plastic_Box" "audioroughnessfactor" "0.1" } "flyerflesh" { "base" "alienflesh" "impacthard" "Flyer_Bodyfall_Hard_Default" "impactsoft" "Flyer_Bodyfall_Soft_Default" }