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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)
// 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
// -----------------------------
"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"
"penetrationmodifier" "1.0"
"damagemodifier" "0.5"
"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"
"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"
}
"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"
{
"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"
}
"metal_bouncy"
{
"base" "solidmetal"
"elasticity" "1000"
"friction" "0"
"density" "10000"
}
"audioreflectivity" "0.83"
"audioroughnessfactor" "0.1"
}
"grate"
{
"base" "metalgrate"
}
"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"
"sugarcane"
{
"base" "dirt"
"stepleft" "grass.StepLeft"
"stepright" "grass.StepRight"
"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"
"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"
}
"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_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"
}
"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"
}
"Wood_Furniture"
{
"base" "Wood_Box"
"impactsoft" "Wood_Furniture.ImpactSoft"
// "strain" "Wood_Furniture.Strain"
"break" "Wood_Furniture.Break"
"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"
}
"stepleft" "wade.StepLeft"
"stepright" "wade.StepRight"
"audioreflectivity" "0.33"
"gamematerial" "X"
}
"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"
}
"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"
{
"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"
}
"gamematerial" "3"
"porcelain"
{
"base" "rock"
"penetrationmodifier" "0.95"
}
"brick"
{
"base" "rock"
"gamematerial" "R"
"penetrationmodifier" "0.47"
}
"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"
{
"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"
}
"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"
}
"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"
}
// 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"
}
"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"
}
"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"
}
"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"
}
"plastic"
{
"base" "Plastic_Box"
"audioroughnessfactor" "0.1"
"bulletimpact" "Plastic_Box.ImpactHard"
}
"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"
}
"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"
"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
// -----------------------------
"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"
}
"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"
}
"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"
}
"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
}
"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"
}
"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"
}
"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
// -----------------------------
"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"
}
"player_control_clip"
{
"gamematerial" "I"
"damagemodifier" "1.0"
}
"no_decal"
{
"density" "900"
"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"
}