source-sdk-2013-mapbase/sp/game/mod_episodic/scripts/surfaceproperties_ep2.txt
Jørgen P. Tjernø b5dc4a8543 Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.

Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.

Finally, fixes executable bits.
2013-12-03 11:57:22 -08:00

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// "surface group"
// {
// "property" "value"
// ...
// }
//
// thickness: If this value is present, the material is not volumetrically solid
// it means that the volume should be computed as the surface area times this
// thickness (for automatic mass). The inside space beneath the thickness value is air.
//
// physics parameters are:
// density: this is the material density in kg / m^3 (water is 1000)
// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
//
// !!! Do not edit the physics properties (especially density) without the proper references !!!
//`
// Sounds
//
// stepleft: footstep sound for left foot
// stepright: footstep sound for right foot
// impactsoft: Physical impact sound when hitting soft surfaces
// impacthard: Physical impact sound when hitting hard surfaces
// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
// scraperough: Looping physics friction sound (when scraping rough surfaces)
// bulletimpact: bullet impact sound
// gamematerial: game material index (can be a single letter or a number)
//
// NOTE: The properties of "default" will get copied into EVERY material who does not
// override them!!!
//
// "base" means to use the parameters from that material as a base.
// "base" must appear as the first key in a material
//
"cavern_rock"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "CavernRock.ImpactHard"
"scraperough" "Rock.ImpactHard"
"scrapesmooth" "Rock.ImpactSoft"
"impacthard" "CavernRock.ImpactHard"
"impactsoft" "CavernRock.ImpactSoft"
"gamematerial" "O"
}
"advisor_shield"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "NPC_Advisor.shieldblock"
"scraperough" "NPC_Advisor.shieldblock"
"scrapesmooth" "NPC_Advisor.shieldblock"
"impacthard" "NPC_Advisor.shieldblock"
"impactsoft" "NPC_Advisor.shieldblock"
"gamematerial" "Z" // <--- Whatever you make the character index in decals.h
}
"antlion_eggshell"
{
"base" "flesh"
"bulletimpact" "Flesh.ImpactHard"
"impacthard" "Flesh.ImpactHard"
"impactsoft" "Flesh.ImpactHard"
"gamematerial" "E"
}
"hunter"
{
"base" "flesh"
"gamematerial" "F"
}
"jalopytire"
{
"base" "jeeptire"
"elasticity" "0.1"
}
"slidingrubbertire_jalopyfront"
{
"base" "jalopytire"
"friction" "0.15"
}
"slidingrubbertire_jalopyrear"
{
"base" "jalopytire"
"friction" "0.15"
}
"water"
{
"density" "1000"
"elasticity" "0.1"
"friction" "0.8"
"stepleft" "Water.StepLeft"
"stepright" "Water.StepRight"
"bulletimpact" "Water.BulletImpact"
"impacthard" "Water.ImpactHard"
"impactsoft" "Water.ImpactSoft"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"audiohardnessfactor" "0.0"
"gamematerial" "S"
}
"jalopy"
{
"base" "metal"
"impacthard" "ATV_impact_medium"
"impactsoft" "ATV_impact_medium"
}