source-sdk-2013/sp/game/mod_episodic/scripts/surfaceproperties_ep2.txt
2013-06-26 15:22:04 -07:00

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Text

// "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"
}