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