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Text File  |  2005-05-08  |  23KB  |  1,156 lines

  1. // "surface group" 
  2. // { 
  3. // "property"     "value"
  4. // ...
  5. // }
  6. //
  7. // thickness: If this value is present, the material is not volumetrically solid
  8. // it means that the volume should be computed as the surface area times this
  9. // thickness (for automatic mass).  The inside space beneath the thickness value is air.
  10. //
  11. // physics parameters are:
  12. // density: this is the material density in kg / m^3 (water is 1000)
  13. // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
  14. // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
  15. // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
  16. //
  17. // !!! Do not edit the physics properties (especially density) without the proper references !!!
  18. //
  19. // Sounds
  20. // 
  21. // stepleft: footstep sound for left foot
  22. // stepright: footstep sound for right foot
  23. // impactsoft: Physical impact sound when hitting soft surfaces
  24. // impacthard: Physical impact sound when hitting hard surfaces
  25. // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
  26. // scraperough: Looping physics friction sound (when scraping rough surfaces)
  27. // bulletimpact: bullet impact sound
  28. // gamematerial: game material index (can be a single letter or a number)
  29. // 
  30.  
  31. // NOTE: The properties of "default" will get copied into EVERY material who does not
  32. //      override them!!!
  33. //
  34. // "base" means to use the parameters from that material as a base.
  35. // "base" must appear as the first key in a material
  36. //
  37.  
  38. // -----------------------------
  39. // world materials
  40. // -----------------------------
  41.  
  42. // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
  43. "default"
  44. {
  45.     "density"    "2000"
  46.     "elasticity"    "0.25"
  47.     "friction"    "0.8"
  48.     "dampening"    "0.0"
  49.  
  50.     "stepleft"    "Default.StepLeft"
  51.     "stepright"    "Default.StepRight"
  52.     "bulletimpact"    "Default.BulletImpact"
  53.     "scraperough"    "Default.ScrapeRough"
  54.     "scrapesmooth"    "Default.ScrapeSmooth"
  55.     "impacthard"    "Default.ImpactHard"
  56.     "impactsoft"    "Default.ImpactSoft"
  57.  
  58.     "audioreflectivity" "0.66"
  59.     "audiohardnessfactor" "1.0"
  60.     "audioroughnessfactor" "1.0"
  61.  
  62.     "scrapeRoughThreshold" "0.5"
  63.     "impactHardThreshold" "0.5"
  64.  
  65.     "gamematerial"    "C"
  66.     "jumpfactor" "1.0"
  67.     "maxspeedfactor" "1.0"
  68.     "climbable"    "0"
  69. }
  70.  
  71. // NOTE: Almost nothing is solid metal - so "metal" is sheet metal
  72. "solidmetal"
  73. {
  74.     "density"    "2700"
  75.     "elasticity"    "0.1"
  76.     "audioreflectivity" "0.83"
  77.     "friction"    "0.8"
  78.     "stepleft"    "SolidMetal.StepLeft"
  79.     "stepright"    "SolidMetal.StepRight"
  80.     "impacthard"    "SolidMetal.ImpactHard"
  81.     "impactsoft"    "SolidMetal.ImpactSoft"
  82.     "scraperough"    "SolidMetal.ScrapeRough"
  83.     "scrapesmooth"    "SolidMetal.ScrapeSmooth"
  84.     "bulletimpact"    "SolidMetal.BulletImpact"
  85.  
  86.     // "strain"        "SolidMetal.Strain"
  87.  
  88.     "gamematerial"    "M"
  89. }
  90.  
  91. // metal box - smaller metal box (< 2' width/height/depth)
  92.  
  93. "Metal_Box"
  94. {
  95.     "base"    "solidmetal"
  96.     "thickness"    "0.1"
  97.  
  98.     "stepleft"    "Metal_Box.StepLeft"
  99.     "stepright"    "Metal_Box.StepRight"
  100.     "bulletimpact"    "Metal_Box.BulletImpact"
  101.     "scraperough"    "Metal_Box.ScrapeRough"
  102.     "scrapesmooth"    "Metal_Box.ScrapeSmooth"
  103.     "impacthard"    "Metal_Box.ImpactHard"
  104.     "impactsoft"    "Metal_Box.ImpactSoft"
  105.  
  106.     "break"        "Metal_Box.Break"
  107.     // "strain"        "Metal_Box.Strain"
  108. }
  109.  
  110. // Assume that everything we are building
  111. // is large enough to be constructed out of a thin sheet of metal
  112. // only flag a few things as "solidmetal" (I-Beams, anvils, etc)
  113. "metal"
  114. {
  115.     "base"        "solidmetal"
  116.     "elasticity"    "0.25"
  117.     "thickness"    "0.1"
  118. }
  119.  
  120. "metal_bouncy"
  121. {
  122.     "base"        "solidmetal"
  123.     "elasticity"    "1000"
  124.     "friction"    "0"
  125.     "density"    "10000"
  126. }
  127.  
  128. // Airboat pontoons have very low friction
  129. // TODO: make the pontoon material separate from the rest of the airboat?
  130. "slipperymetal"
  131. {
  132.     "base"        "metal"
  133.     "friction"    "0.1"
  134.     "elasticity" "0.15"
  135.  
  136.     "audioreflectivity" "0.83"
  137.     "audioroughnessfactor" "0.1"
  138. }
  139.  
  140. // metal grating, used for decking
  141.  
  142. "metalgrate"
  143. {
  144.     "thickness"    "0.5"
  145.     "density"    "1600"
  146.     "elasticity"    "0.25"
  147.     "friction"    "0.8"
  148.  
  149.     "stepleft"    "MetalGrate.StepLeft"
  150.     "stepright"    "MetalGrate.StepRight"
  151.     "impacthard"    "MetalGrate.ImpactHard"
  152.     "impactsoft"    "MetalGrate.ImpactSoft"
  153.     "scraperough"    "MetalGrate.ScrapeRough"
  154.     "scrapeSmooth"    "MetalGrate.ScrapeSmooth"
  155.     "bulletimpact"    "MetalGrate.BulletImpact"
  156.  
  157.     "audioreflectivity" "0.83"
  158.  
  159.     // "strain"        "Metal_Box.Strain"
  160.  
  161.     "gamematerial"    "G"
  162. }
  163.  
  164. // ~1mm thick metal
  165.  
  166. "metalvent"
  167. {
  168.     "base"        "metal_box"
  169.     "thickness"    "0.04"
  170.     "density"    "2700"
  171.     "elasticity"    "0.1"
  172.     "friction"    "0.8"
  173.  
  174.     "stepleft"    "MetalVent.StepLeft"
  175.     "stepright"    "MetalVent.StepRight"
  176.     "impacthard"    "MetalVent.ImpactHard"
  177.     
  178.     "audioreflectivity" "0.33"
  179.     "audioroughnessfactor" "0.1"
  180.  
  181.     "gamematerial"    "V"
  182. }
  183.  
  184. // thick solid steel panel - used for solid wall, floor, machine construction
  185.  
  186. "metalpanel"
  187. {
  188.     "base"        "metal"
  189.     "thickness"    "0.1"
  190.     "density"    "2700"
  191.     "elasticity"    "0.2"
  192.     "friction"    "0.8"
  193.  
  194.     "audioreflectivity" "0.33"
  195.     "audioroughnessfactor" "0.1"
  196.  
  197.     "gamematerial"    "M"
  198. }
  199.  
  200. "dirt"
  201. {
  202.     "density"    "1600"
  203.     "elasticity"    "0.01"
  204.     "friction"    "0.8"
  205.  
  206.     "stepleft"    "Dirt.StepLeft"
  207.     "stepright"    "Dirt.StepRight"
  208.     "impacthard"    "Dirt.Impact"
  209.     "scraperough"    "Dirt.Scrape"
  210.     "bulletimpact"    "Dirt.BulletImpact"
  211.  
  212.     "audioreflectivity" "0.03"
  213.     "audiohardnessfactor" "0.25"
  214.  
  215.     "gamematerial"    "D"
  216. }
  217.  
  218. "mud"
  219. {
  220.     "base"         "dirt"
  221.     "friction"     "0.6"
  222.     "dampening"     "6.0"
  223.  
  224.     "stepleft"     "Mud.StepLeft"
  225.     "stepright"     "Mud.StepRight"
  226.     
  227.     "audiohardnessfactor" "0.0"
  228.     "audioroughnessfactor" "0.1"
  229. }
  230.  
  231. "slipperyslime"
  232. {
  233.     "base"        "dirt"
  234.     "friction"     "0.1"
  235.     "jumpfactor" "0.7"
  236.  
  237.     "stepleft"     "SlipperySlime.StepLeft"
  238.     "stepright"     "SlipperySlime.StepRight"
  239.  
  240.     "audiohardnessfactor" "0.0"
  241.     "audioroughnessfactor" "0.1"
  242. }
  243.  
  244. "grass"
  245. {
  246.     "base"        "dirt"
  247.     "stepleft"    "Grass.StepLeft"
  248.     "stepright"    "Grass.StepRight"
  249. }
  250.  
  251. "tile"
  252. {
  253.     "thickness"    "0.5"
  254.     "density"    "2700"
  255.     "elasticity"    "0.3"
  256.     "friction"    "0.8"
  257.  
  258.     "stepleft"    "Tile.StepLeft"
  259.     "stepright"    "Tile.StepRight"
  260.  
  261.     "audioreflectivity" "0.99"
  262.     "audioroughnessfactor" "0.1"
  263.  
  264.     "bulletimpact"    "Tile.BulletImpact"
  265.     "gamematerial"    "T"
  266. }
  267.  
  268. // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
  269.  
  270. "Wood"    
  271. {
  272.     "density"    "700"
  273.     "elasticity"    "0.1"
  274.     "friction"    "0.8"
  275.  
  276.     "stepleft"        "Wood.StepLeft"
  277.     "stepright"        "Wood.StepRight"
  278.     "bulletimpact"    "Wood.BulletImpact"
  279.     "scraperough"    "Wood.ScrapeRough"
  280.     "scrapesmooth"    "Wood.ScrapeSmooth"
  281.     "impacthard"    "Wood.ImpactHard"
  282.     "impactsoft"    "Wood.ImpactSoft"
  283.  
  284. //    "strain"        "Wood.Strain"
  285.     "break"            "Wood.Break"
  286.  
  287.     "audioreflectivity" "0.33"
  288.     "audiohardnessfactor" "0.25"
  289.  
  290.     "gamematerial"    "W"
  291. }
  292.  
  293. "Wood_lowdensity"
  294. {
  295.     "base"        "wood"
  296.     "density"    "300"
  297. }
  298.  
  299. // small crate
  300.  
  301. "Wood_Box"
  302. {
  303.     "base"    "Wood"
  304.  
  305.     "stepleft"        "Wood_Box.StepLeft"
  306.     "stepright"        "Wood_Box.StepRight"
  307.     "bulletimpact"    "Wood_Box.BulletImpact"
  308.     "scraperough"    "Wood_Box.ScrapeRough"
  309.     "scrapesmooth"    "Wood_Box.ScrapeSmooth"
  310.     "impacthard"    "Wood_Box.ImpactHard"
  311.     "impactsoft"    "Wood_Box.ImpactSoft"
  312.  
  313. //    "strain"        "Wood_Box.Strain"
  314.     "break"            "Wood_Box.Break"
  315.  
  316. }
  317.  
  318. // large crate, large wood furniture (bookcases, tables)
  319.  
  320. "Wood_Crate"
  321. {
  322.     "base"    "Wood"
  323.  
  324.     "stepleft"        "Wood_Crate.StepLeft"
  325.     "stepright"        "Wood_Crate.StepRight"
  326.     "scraperough"    "Wood_Crate.ScrapeRough"
  327.     "scrapesmooth"    "Wood_Crate.ScrapeSmooth"
  328.     "impacthard"    "Wood_Crate.ImpactHard"
  329.     "impactsoft"    "Wood_Crate.ImpactSoft"
  330.  
  331. //    "strain"        "Wood_Crate.Strain"
  332.     "break"            "Wood_Crate.Break"
  333.  
  334. }
  335.  
  336. // wood board, floorboard, plank
  337.  
  338. "Wood_Plank"
  339. {
  340.     "base"    "Wood_Box"
  341.  
  342.     "bulletimpact"    "Wood_Plank.BulletImpact"
  343.     "scraperough"    "Wood_Plank.ScrapeRough"
  344.     "scrapesmooth"    "Wood_Plank.ScrapeSmooth"
  345.     "impacthard"    "Wood_Plank.ImpactHard"
  346.     "impactsoft"    "Wood_Plank.ImpactSoft"
  347.  
  348. //    "strain"        "Wood_Plank.Strain"
  349.     "break"            "Wood_Plank.Break"
  350.  
  351. }
  352.  
  353. // solid 6x6 or greater block, post or tree
  354.  
  355. "Wood_Solid"
  356. {
  357.     "base"    "Wood"
  358.  
  359.     "bulletimpact"    "Wood_Solid.BulletImpact"
  360.     "scraperough"    "Wood_Solid.ScrapeRough"
  361.     "scrapesmooth"    "Wood_Solid.ScrapeSmooth"
  362.     "impacthard"    "Wood_Solid.ImpactHard"
  363.     "impactsoft"    "Wood_Solid.ImpactSoft"
  364.  
  365. //    "strain"        "Wood_Solid.Strain"
  366.     "break"            "Wood_Solid.Break"
  367.  
  368. }
  369.  
  370. // small wood furniture - chairs, small tables
  371.  
  372. "Wood_Furniture"
  373. {
  374.     "base"    "Wood_Box"
  375.  
  376.     "impactsoft"    "Wood_Furniture.ImpactSoft"
  377.  
  378. //    "strain"        "Wood_Furniture.Strain"
  379.     "break"            "Wood_Furniture.Break"
  380.  
  381. }
  382.  
  383. // wood panel - plywood panel, wood door panel
  384.  
  385. "Wood_Panel"
  386. {
  387.     "base"    "Wood_Crate"
  388.     "thickness"        "1.0"
  389.  
  390.     "stepleft"        "Wood_Panel.StepLeft"
  391.     "stepright"        "Wood_Panel.StepRight"
  392.     "bulletimpact"    "Wood_Panel.BulletImpact"
  393.     "scraperough"    "Wood_Panel.ScrapeRough"
  394.     "scrapesmooth"    "Wood_Panel.ScrapeSmooth"
  395.     "impacthard"    "Wood_Panel.ImpactHard"
  396.     "impactsoft"    "Wood_Panel.ImpactSoft"
  397.  
  398. //    "strain"        "Wood_Panel.Strain"
  399.     "break"            "Wood_Panel.Break"
  400.  
  401. }
  402.  
  403.  
  404. "water"
  405. {
  406.     "density"    "1000"
  407.     "elasticity"    "0.1"
  408.     "friction"    "0.8"
  409.  
  410.     "stepleft"    "Water.StepLeft"
  411.     "stepright"    "Water.StepRight"
  412.     "bulletimpact"    "Water.BulletImpact"
  413.  
  414.     "audioreflectivity" "0.33"
  415.     "audioroughnessfactor" "0.1"
  416.     "audiohardnessfactor" "0.0"
  417.  
  418.     "gamematerial"    "S"
  419. }
  420.  
  421. "slime"
  422. {
  423.     "density"    "2000"
  424.     "elasticity" "0.1"
  425.     "friction"    "0.9"
  426.     "dampening"     "200.0"
  427.  
  428.     "stepleft"    "Mud.StepLeft"
  429.     "stepright"    "Mud.StepRight"
  430.     "bulletimpact"    "Water.BulletImpact"
  431.  
  432.     "gamematerial"    "S"
  433.  
  434.     "audioreflectivity" "0.33"
  435.     "audiohardnessfactor" "0.0"
  436.     "audioroughnessfactor" "0.1"
  437. }
  438.  
  439. "quicksand"
  440. {
  441.     "density"    "600"
  442.     "elasticity"    "2.0"
  443.  
  444.     "audioreflectivity" "0.33"
  445.     "audiohardnessfactor" "0.0"
  446.     "audioroughnessfactor" "1.0"
  447. }
  448.  
  449. // wade is a water material for walking in/on water at knee height
  450. "wade"
  451. {
  452.     "base"        "water"
  453.     "stepleft"    "Wade.StepLeft"
  454.     "stepright"    "Wade.StepRight"
  455.  
  456.     "audioreflectivity" "0.33"
  457.  
  458.     "gamematerial" "X"
  459. }
  460.  
  461. // ladder is a fake material for walking on ladders
  462. "ladder"
  463. {
  464.     "base"        "metal"
  465.     "climbable"    "1.0"
  466.     "stepleft"    "Ladder.StepLeft"
  467.     "stepright"    "Ladder.StepRight"
  468.  
  469.     "audioreflectivity" "0.33"
  470.  
  471.     "gamematerial" "X"
  472. }
  473.  
  474. // pane of glass, computer screen, window, glass door
  475.  
  476. "glass"
  477. {
  478.     "thickness"    "0.5"
  479.     "density"    "2700"
  480.     "elasticity"    "0.2"
  481.     "friction"    "0.5"
  482.  
  483.     "stepleft"        "Glass.StepLeft"
  484.     "stepright"        "Glass.StepRight"
  485.     "scraperough"    "Glass.ScrapeRough"
  486.     "scrapesmooth"    "Glass.ScrapeSmooth"
  487.     "impacthard"    "Glass.ImpactHard"
  488.     "impactsoft"    "Glass.ImpactSoft"
  489.         
  490.     "bulletimpact"    "Glass.BulletImpact"
  491.     
  492.     // "strain"        "Glass.Strain"
  493.     "break"            "Glass.Break"
  494.  
  495.     "audioreflectivity" "0.66"
  496.     "audiohardnessfactor" "1.0"
  497.  
  498.     "audioroughnessfactor" "0.0"
  499.     "gamematerial"    "Y"
  500. }
  501.  
  502. // computer case, tech equipment case
  503.  
  504. "computer"
  505. {
  506.     "base"        "metal_box"
  507.  
  508.     "bulletimpact"    "Computer.BulletImpact"
  509.     "impacthard"    "Computer.ImpactHard"
  510.     "impactsoft"    "Computer.ImpactSoft"
  511.  
  512.     "gamematerial"    "P"
  513. }
  514.  
  515. "concrete"
  516. {
  517.     "density"    "2400"
  518.     "elasticity"    "0.2"
  519.     "friction"    "0.8"
  520.  
  521.     "stepleft"        "Concrete.StepLeft"
  522.     "stepright"        "Concrete.StepRight"
  523.     "scraperough"    "Concrete.ScrapeRough"
  524.     "scrapesmooth"    "Concrete.ScrapeSmooth"
  525.     "impacthard"    "Concrete.ImpactHard"
  526.     "impactsoft"    "Concrete.ImpactSoft"
  527.     "bulletimpact"    "Concrete.BulletImpact"
  528.  
  529.     "audioreflectivity" "0.66"
  530.  
  531.     "gamematerial"    "C"
  532. }
  533.  
  534. // Solid rock (small sounds)
  535. "rock"
  536. {
  537.     "base"        "concrete"
  538.     "impacthard"    "Rock.ImpactHard"
  539.     "impactsoft"    "Rock.ImpactSoft"
  540.     "scraperough"    "Rock.ImpactHard"
  541.     "scrapesmooth"    "Rock.ImpactSoft"
  542.  
  543. }
  544.  
  545. // tubs, urinals, sinks
  546.  
  547. "porcelain"
  548. {
  549.     "base"        "rock"
  550. }
  551.  
  552. // Large solid rock (large sounds)
  553. "boulder"
  554. {
  555.     "base"        "rock"
  556.     "scraperough"    "Boulder.ScrapeRough"
  557.     "scrapesmooth"    "Boulder.ScrapeSmooth"
  558.     "impacthard"    "Boulder.ImpactHard"
  559.     "impactsoft"    "Boulder.ImpactSoft"
  560. }
  561.  
  562. "gravel"
  563. {
  564.     "base"        "rock"
  565.     "friction"    "0.4"
  566.     "stepleft"    "Gravel.StepLeft"
  567.     "stepright""Gravel.StepRight"
  568. }
  569.  
  570. "brick"
  571. {
  572.     "base"        "rock"
  573. }
  574.  
  575. // 9x12 prefabricated concrete cinder blocks
  576.  
  577. "concrete_block"
  578. {
  579.     
  580.     "base"        "concrete"
  581.     "impacthard"    "Concrete_Block.ImpactHard"
  582. }
  583.  
  584. // chainlink fencing material
  585.  
  586. "chainlink"
  587. {
  588.     "thickness"    "0.5"
  589.     "density"    "1600"
  590.     "elasticity"    "0.25"
  591.     "friction"    "0.8"
  592.     "stepleft"    "ChainLink.StepLeft"
  593.     "stepright"    "ChainLink.StepRight"
  594.     "impacthard"    "ChainLink.ImpactHard"
  595.     "impactsoft"    "ChainLink.ImpactSoft"
  596.     "scraperough"    "ChainLink.ScrapeRough"
  597.     "scrapesmooth"    "ChainLink.ScrapeSmooth"
  598.     "bulletimpact"    "ChainLink.BulletImpact"
  599.     "gamematerial"    "G"
  600. }
  601.  
  602. // metal chain
  603.  
  604. "chain"
  605. {
  606.     "base"        "chainlink"
  607.     "impacthard"    "ChainLink.ImpactHard"
  608.     "impactsoft"    "ChainLink.ImpactSoft"
  609.     "scraperough"    "ChainLink.ScrapeRough"
  610.     "scrapesmooth"    "ChainLink.ScrapeSmooth"
  611.     "bulletimpact"    "ChainLink.BulletImpact"
  612.     "gamematerial"    "G"
  613. }
  614.  
  615. // medium sized body
  616.  
  617. "flesh"
  618. {
  619.     "density"    "900"
  620.  
  621.     "stepleft"    "Flesh.StepLeft"
  622.     "stepright"    "Flesh.StepRight"
  623.     "bulletimpact"    "Flesh.BulletImpact"
  624.     "impacthard"    "Flesh.ImpactHard"
  625.     "impactsoft"    "Flesh.ImpactSoft"
  626.     "scraperough"    "Flesh.ScrapeRough"
  627.     "scrapesmooth"    "Flesh.ScrapeSmooth"
  628.  
  629. //    "strain"        "Flesh.Strain"
  630.     "break"            "Flesh.Break"
  631.  
  632.     "audiohardnessfactor" "0.25"
  633.     "audioHardMinVelocity" "500"
  634.     "audioroughnessfactor" "0.1"
  635.  
  636.     "gamematerial"    "F"
  637. }
  638.  
  639. // gibs
  640.  
  641. "bloodyflesh"
  642. {
  643.     "base"            "flesh"
  644.  
  645.     "impacthard"    "Flesh_Bloody.ImpactHard"
  646.  
  647.     "gamematerial"    "B"
  648. }
  649.  
  650. "alienflesh"
  651. {
  652.     "base"            "flesh"
  653.  
  654.     "gamematerial"    "H"
  655. }
  656.  
  657.  
  658. // Flesh for physics, metal for bullet fx
  659. "armorflesh"
  660. {
  661.     "base"        "flesh"
  662.     "bulletimpact"    "ArmorFlesh.BulletImpact"
  663.  
  664.     "audiohardnessfactor" "1.0"
  665.     "audioroughnessfactor" "0.1"
  666.  
  667.     "gamematerial"    "M"
  668. }
  669.  
  670. "watermelon"
  671. {
  672.     "density"    "900"
  673.     "bulletimpact"    "Watermelon.BulletImpact"
  674.     "impacthard"    "Watermelon.Impact"
  675.     "scraperough"    "Watermelon.Scrape"
  676.  
  677.     "audiohardnessfactor" "0.25"
  678.     "audioroughnessfactor" "0.1"
  679.  
  680.     "gamematerial"    "W"
  681. }
  682.  
  683. "snow"
  684. {
  685.     "base"        "dirt"
  686.     "density"    "800"
  687.     "friction"    "0.35"
  688.  
  689.     "audiohardnessfactor" "0.25"
  690. }
  691.  
  692. "ice"
  693. {
  694.     "density"    "917"
  695.     "friction"    "0.1"
  696.     "elasticity"    "0.1"
  697.  
  698.     "audioroughnessfactor" "0.1"
  699. }
  700.  
  701.  
  702. // UNDONE: Do proper values for these - I made them up so I would have good
  703. // initial values for all VMTs
  704. "carpet"
  705. {
  706.     "base"        "dirt"
  707.     "density"    "500"
  708.     "thickness"    "0.1"
  709.     "elasticity"    "0.01"
  710.     "friction"    "0.8"
  711.     
  712.     "impacthard"    "Carpet.Impact"
  713.     "bulletimpact"    "Carpet.BulletImpact"
  714.     "scraperough"    "Carpet.Scrape"
  715.  
  716.     "audioreflectivity" "0.03"
  717.     "audiohardnessfactor" "0.25"
  718.     "audioroughnessfactor" "0.1"
  719. }
  720.  
  721. // drywall, office wall material, sheetrock
  722.  
  723. "plaster"
  724. {
  725.     "base"        "dirt"
  726.     "audiohardnessfactor" "0.5"
  727.     "audioroughnessfactor" "0.1"
  728.  
  729.     "stepleft"        "drywall.StepLeft"
  730.     "stepright"        "drywall.StepRight"
  731.     "bulletimpact"    "drywall.ImpactHard"
  732.     "scraperough"    "ceiling_tile.ScrapeRough"
  733.     "scrapesmooth"    "ceiling_tile.ScrapeSmooth"
  734.     "impacthard"    "drywall.ImpactHard"
  735.     "impactsoft"    "drywall.ImpactSoft"
  736.  
  737. //    "strain"        "Cardboard.Strain"
  738.     "break"            "Cardboard.Break"
  739.  
  740. }
  741.  
  742. // carboard box
  743.  
  744. "cardboard"
  745. {
  746.     "base"        "dirt"
  747.     "density"    "500"
  748.     "thickness"    "0.25"
  749.  
  750.     "audiohardnessfactor" "0.25"
  751.     "audioroughnessfactor" "0.25"
  752.  
  753.     "stepleft"        "Cardboard.StepLeft"
  754.     "stepright"        "Cardboard.StepRight"
  755.     "bulletimpact"    "Cardboard.BulletImpact"
  756.     "scraperough"    "Cardboard.ScrapeRough"
  757.     "scrapesmooth"    "Cardboard.ScrapeSmooth"
  758.     "impacthard"    "Cardboard.ImpactHard"
  759.     "impactsoft"    "Cardboard.ImpactSoft"
  760.  
  761. //    "shake"            "Cardboard.Shake"
  762. //    "strain"        "Cardboard.Strain"
  763.     "break"            "Cardboard.Break"
  764.  
  765. }
  766.  
  767. // larger plastic barrel, hollow, soft plastic
  768.  
  769. "plastic_barrel"
  770. {
  771.     "density"    "500"
  772.     "thickness"    "0.25"
  773.     "elasticity"    "0.01"
  774.     "friction"    "0.8"
  775.  
  776.     "audiohardnessfactor" "0.25"
  777.     "audioroughnessfactor" "0.25"
  778.  
  779.     "stepleft"        "Plastic_Barrel.StepLeft"
  780.     "stepright"        "Plastic_Barrel.StepRight"
  781.     "bulletimpact"    "Plastic_Barrel.BulletImpact"
  782.     "scraperough"    "Plastic_Barrel.ScrapeRough"
  783.     "scrapesmooth"    "Plastic_Barrel.ScrapeSmooth"
  784.     "impacthard"    "Plastic_Barrel.ImpactHard"
  785.     "impactsoft"    "Plastic_Barrel.ImpactSoft"
  786.  
  787. //    "shake"            "Plastic_Barrel.Shake"
  788. //    "strain"        "Plastic_Barrel.Strain"
  789.     "break"            "Plastic_Barrel.Break"
  790. //    "roll"            "Plastic_Barrel.Roll"
  791.  
  792.     "gamematerial"    "L"
  793. }
  794.  
  795. // small - medium plastic box, hard plastic
  796.  
  797. "Plastic_Box"
  798. {
  799.     "density"    "500"
  800.     "elasticity"    "0.01"
  801.     "friction"    "0.8"
  802.     "thickness"    "0.25"
  803.  
  804.     "audiohardnessfactor" "0.25"
  805.     "audioroughnessfactor" "0.25"
  806.  
  807.     "stepleft"        "Plastic_Box.StepLeft"
  808.     "stepright"        "Plastic_Box.StepRight"
  809.     "bulletimpact"    "Plastic_Box.BulletImpact"
  810.     "scraperough"    "Plastic_Box.ScrapeRough"
  811.     "scrapesmooth"    "Plastic_Box.ScrapeSmooth"
  812.     "impacthard"    "Plastic_Box.ImpactHard"
  813.     "impactsoft"    "Plastic_Box.ImpactSoft"
  814.  
  815. //    "strain"        "Plastic_Box.Strain"
  816.     "break"            "Plastic_Box.Break"
  817.  
  818.     "gamematerial"    "L"
  819. }
  820.  
  821. // smaller generic hard plastic
  822.  
  823. "plastic"
  824. {
  825.      "base"        "Plastic_Box"
  826.     "audioroughnessfactor" "0.1"
  827.  
  828.     "bulletimpact"    "Plastic_Box.ImpactHard"
  829. }
  830.  
  831. // small med kit, smaller tech items, battery
  832.  
  833. "item"
  834. {
  835.     "base"        "Plastic_Box"
  836.     "density"    "600"
  837.  
  838.     "bulletimpact"    "Plastic_Box.ImpactHard"
  839. }
  840.  
  841.  
  842. // This one is used for puzzles where we want something that floats
  843. // but the player can stand on without it sinking beneath the water
  844. "floatingstandable"
  845. {
  846.     "base"        "dirt"
  847.     "density"    "800"
  848. }
  849.  
  850.  
  851. "sand"
  852. {
  853.     "base"        "dirt"
  854.     "stepleft"    "Sand.StepLeft"
  855.     "stepright"    "Sand.StepRight"
  856.     "bulletimpact"    "Sand.BulletImpact"
  857.  
  858.     "audioreflectivity" "0.03"
  859. }
  860.  
  861. // solid rubber floor mat, solid rubber tire
  862.  
  863. "rubber"
  864. {
  865.     "base"            "dirt"
  866.     "elasticity"    "0.2"
  867.     "friction"        "0.8"
  868.  
  869.     "stepleft"        "Rubber.StepLeft"
  870.     "stepright"        "Rubber.StepRight"
  871.     "impacthard"    "Rubber.ImpactHard"
  872.     "impactsoft"    "Rubber.ImpactSoft"
  873.     "bulletimpact"    "Rubber.BulletImpact"
  874.  
  875.     "audioroughnessfactor" "0.1"
  876.     "audiohardnessfactor" "0.2"
  877.  
  878. }
  879.  
  880. // hollow rubber tire
  881.  
  882. "rubbertire"
  883. {
  884.     "base"            "rubber"
  885.  
  886.     "bulletimpact"    "Rubber_Tire.BulletImpact"
  887.     "impacthard"    "Rubber_Tire.ImpactHard"
  888.     "impactsoft"    "Rubber_Tire.ImpactSoft"
  889.  
  890. //    "strain"        "Rubber_Tire.Strain"
  891.  
  892.     "friction"        "1.0"
  893. }
  894.  
  895. "jeeptire"
  896. {
  897.     "base"            "rubber"
  898.  
  899.     "bulletimpact"    "Rubber_Tire.BulletImpact"
  900.     "impacthard"    "Rubber_Tire.ImpactHard"
  901.     "impactsoft"    "Rubber_Tire.ImpactSoft"
  902.  
  903. //    "strain"        "Rubber_Tire.Strain"
  904.  
  905.     "friction"        "1.337"
  906. }
  907.  
  908. "slidingrubbertire"
  909. {
  910.     "base"            "rubber"
  911.     "friction"        "0.2"
  912. }
  913.  
  914. "brakingrubbertire"
  915. {
  916.     "base"            "rubber"
  917.     "friction"        "0.6"
  918. }
  919.  
  920. "slidingrubbertire_front"
  921. {
  922.     "base"            "rubber"
  923.     "friction"        "0.2"
  924. }
  925.  
  926. "slidingrubbertire_rear"
  927. {
  928.     "base"            "rubber"
  929.     "friction"        "0.2"
  930. }
  931.  
  932. // -----------------------------
  933. // objects
  934. // -----------------------------
  935.  
  936.  
  937. // glass soda bottle, cup, plate, jar
  938.  
  939. "glassbottle"
  940. {
  941.     "base"        "glass"
  942.     "friction"    "0.4"
  943.     "elasticity"    "0.3"
  944.  
  945.     "stepleft"        "GlassBottle.StepLeft"
  946.     "stepright"        "GlassBottle.StepRight"
  947.     "impacthard"    "GlassBottle.ImpactHard"
  948.     "impactsoft"    "GlassBottle.ImpactSoft"
  949.     "scraperough"    "GlassBottle.ScrapeRough"
  950.     "scrapesmooth"    "GlassBottle.ScrapeSmooth"
  951.     "bulletimpact"    "GlassBottle.BulletImpact"
  952.  
  953.     "break"            "GlassBottle.Break"
  954. }
  955.  
  956. // ceramic jug, mug
  957.  
  958. "pottery"
  959. {
  960.     "base"        "glassbottle"
  961.     "friction"    "0.4"
  962.     "elasticity"    "0.3"
  963.  
  964.     "impacthard"    "Pottery.ImpactHard"
  965.     "impactsoft"    "Pottery.ImpactSoft"
  966.     "bulletimpact"    "Pottery.BulletImpact"
  967.  
  968.     "break"            "Pottery.Break"
  969. }
  970.  
  971. // solid hand grenade
  972.  
  973. "grenade"
  974. {
  975.     "base"        "metalpanel"
  976.     "friction"    "0.9"
  977.     "elasticity"    "0.01"
  978.  
  979.  
  980.     "audiohardnessfactor" "1.0"
  981.     "audioroughnessfactor" "0.4"
  982.  
  983.     "stepleft"        "Grenade.StepLeft"
  984.     "stepright"        "Grenade.StepRight"
  985.     "bulletimpact"    "Grenade.ImpactHard"
  986.     "scraperough"    "Grenade.ScrapeRough"
  987.     "scrapesmooth"    "Grenade.ScrapeSmooth"
  988.     "impacthard"    "Grenade.ImpactHard"
  989.     "impactsoft"    "Grenade.ImpactSoft"
  990.     // "roll"        "Grenade.Roll"
  991. }
  992.  
  993.  
  994. // large oxygen tank, propane tank, welding tank
  995.  
  996. "canister"
  997. {
  998.     "base"        "metalpanel"
  999.     "impacthard"    "Canister.ImpactHard"
  1000.     "impactsoft"    "Canister.ImpactSoft"
  1001.     "scraperough"    "Canister.ScrapeRough"
  1002.     "scrapesmooth"    "Canister.ScrapeSmooth"
  1003.     // "roll"        "Canister.Roll"
  1004. }
  1005.  
  1006. // larger metal barrel, metal oil drum
  1007.  
  1008. "metal_barrel"
  1009. {
  1010.     "base"        "metal_box"
  1011.     "impacthard"    "Metal_Barrel.ImpactHard"
  1012.     "impactsoft"    "Metal_Barrel.ImpactSoft"
  1013.     "bulletimpact"    "Metal_Barrel.BulletImpact"
  1014.     // "roll"        "Metal_Barrel.Roll"
  1015. }
  1016.  
  1017. "floating_metal_barrel"
  1018. {
  1019.     "base"        "metal_barrel"
  1020.     "density"    "500"
  1021. }
  1022.  
  1023. "plastic_barrel_buoyant"
  1024. {
  1025.     "base"        "plastic_barrel"
  1026.     "density"    "150"
  1027. }
  1028.  
  1029. // ROLLER NPC
  1030.  
  1031. "roller"
  1032. {
  1033.     "base"        "metalpanel"
  1034.     "friction"    "0.7"
  1035.     "elasticity"    "0.3"
  1036.     "impacthard"    "Roller.Impact"
  1037. }
  1038.  
  1039. // small aluminum can, full
  1040.  
  1041. "popcan"
  1042. {
  1043.     "base"        "metal_box"
  1044.     "friction"    "0.3"
  1045.     "elasticity"    "0.99"
  1046.     "impacthard"    "Popcan.ImpactHard"
  1047.     "impactsoft"    "Popcan.ImpactSoft"
  1048.     "scraperough"    "Popcan.ScrapeRough"
  1049.     "scrapesmooth"    "Popcan.ScrapeSmooth"
  1050.     "bulletimpact"    "Popcan.BulletImpact"
  1051.     // strain        // none
  1052.     // break        // none
  1053. }
  1054.  
  1055. // paint can, smaller metal can
  1056.  
  1057. "paintcan"
  1058. {
  1059.     "base"        "popcan"
  1060.     "friction"    "0.3"
  1061.     "elasticity"    "0.99"
  1062.     "impacthard"    "Paintcan.ImpactHard"
  1063.     "impactsoft"    "Paintcan.ImpactSoft"
  1064.  
  1065.     //"roll"        "Paintcan.Roll"
  1066.     // strain        // none
  1067.     // break        // none
  1068. }
  1069.  
  1070. "paper"
  1071. {
  1072.     "base"        "cardboard"
  1073. }
  1074.  
  1075.  
  1076. "papercup"
  1077. {
  1078.     "base"        "paper"
  1079.     "friction"    "0.8"
  1080.     "elasticity"    "0.1"
  1081.     "impacthard"    "Papercup.Impact"
  1082.     "scraperough"    "Popcan.ScrapeRough"
  1083. }
  1084.  
  1085. // accoustic ceiling tiles, sound baffles, crumbly plaster
  1086. "ceiling_tile"
  1087. {
  1088.     "base"        "cardboard"
  1089.  
  1090.     "stepleft"        "ceiling_tile.StepLeft"
  1091.     "stepright"        "ceiling_tile.StepRight"
  1092.     "bulletimpact"    "ceiling_tile.BulletImpact"
  1093.     "scraperough"    "ceiling_tile.ScrapeRough"
  1094.     "scrapesmooth"    "ceiling_tile.ScrapeSmooth"
  1095.     "impacthard"    "ceiling_tile.ImpactHard"
  1096.     "impactsoft"    "ceiling_tile.ImpactSoft"
  1097.  
  1098.     "break"            "ceiling_tile.Break"
  1099. }
  1100.  
  1101.  
  1102. // weapon models - sounds for when weapons drop
  1103. // Maybe we'll want specific materials for each weapon?
  1104. "weapon"
  1105. {
  1106.     "base"        "metal"
  1107.     "stepleft"        "weapon.StepLeft"
  1108.     "stepright"        "weapon.StepRight"
  1109.     "bulletimpact"    "weapon.BulletImpact"
  1110.     "scraperough"    "weapon.ScrapeRough"
  1111.     "scrapesmooth"    "weapon.ScrapeSmooth"
  1112.     "impacthard"    "weapon.ImpactHard"
  1113.     "impactsoft"    "weapon.ImpactSoft"
  1114. }
  1115.  
  1116. // for invisible collision materials (like sky)
  1117. "default_silent"
  1118. {
  1119.     "gamematerial"    "X"
  1120. }
  1121.  
  1122. // special materials for player controller
  1123. "player"
  1124. {
  1125.     "density"    "1000"
  1126.     "friction"    "0.5"
  1127.     "elasticity"    "0.001"
  1128.  
  1129.     // player is soft & smooth for sound selection
  1130.     "audiohardnessfactor" "0.0"
  1131.     "audioroughnessfactor" "0.0"
  1132. }
  1133.  
  1134. "player_control_clip"
  1135. {
  1136.     "gamematerial"    "I"
  1137. }
  1138.  
  1139. "no_decal"
  1140. {
  1141.     "density"    "900"
  1142.     "gamematerial" "-"
  1143. }
  1144.  
  1145. "foliage"
  1146. {
  1147.     "base"        "Wood_Solid"
  1148.  
  1149.     "density"    "700"
  1150.     "elasticity"    "0.1"
  1151.     "friction"    "0.8"
  1152.  
  1153.     "gamematerial"    "O"
  1154. }
  1155.  
  1156.