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// 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)

// "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"

"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


}

"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"

// 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"
}

// 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"
}

"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"
}

"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"
}

// 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" "-"
}

"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"
}

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