1168 lines
23 KiB
Text
1168 lines
23 KiB
Text
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// "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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// -----------------------------
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// world materials
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// -----------------------------
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// NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
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"default"
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{
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"density" "2000"
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"elasticity" "0.25"
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"friction" "0.8"
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"dampening" "0.0"
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"stepleft" "Default.StepLeft"
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"stepright" "Default.StepRight"
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"bulletimpact" "Default.BulletImpact"
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"scraperough" "Default.ScrapeRough"
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"scrapesmooth" "Default.ScrapeSmooth"
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"impacthard" "Default.ImpactHard"
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"impactsoft" "Default.ImpactSoft"
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"audioreflectivity" "0.66"
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"audiohardnessfactor" "1.0"
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"audioroughnessfactor" "1.0"
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"scrapeRoughThreshold" "0.5"
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"impactHardThreshold" "0.5"
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"gamematerial" "C"
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"jumpfactor" "1.0"
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"maxspeedfactor" "1.0"
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"climbable" "0"
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}
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// NOTE: Almost nothing is solid metal - so "metal" is sheet metal
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"solidmetal"
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{
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"density" "2700"
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"elasticity" "0.1"
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"audioreflectivity" "0.83"
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"friction" "0.8"
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"stepleft" "SolidMetal.StepLeft"
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"stepright" "SolidMetal.StepRight"
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"impacthard" "SolidMetal.ImpactHard"
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"impactsoft" "SolidMetal.ImpactSoft"
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"scraperough" "SolidMetal.ScrapeRough"
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"scrapesmooth" "SolidMetal.ScrapeSmooth"
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"bulletimpact" "SolidMetal.BulletImpact"
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// "strain" "SolidMetal.Strain"
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"gamematerial" "M"
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}
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// metal box - smaller metal box (< 2' width/height/depth)
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"Metal_Box"
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{
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"base" "solidmetal"
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"thickness" "0.1"
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"stepleft" "Metal_Box.StepLeft"
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"stepright" "Metal_Box.StepRight"
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"bulletimpact" "Metal_Box.BulletImpact"
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"scraperough" "Metal_Box.ScrapeRough"
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"scrapesmooth" "Metal_Box.ScrapeSmooth"
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"impacthard" "Metal_Box.ImpactHard"
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"impactsoft" "Metal_Box.ImpactSoft"
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"break" "Metal_Box.Break"
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// "strain" "Metal_Box.Strain"
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}
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// Assume that everything we are building
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// is large enough to be constructed out of a thin sheet of metal
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// only flag a few things as "solidmetal" (I-Beams, anvils, etc)
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"metal"
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{
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"base" "solidmetal"
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"elasticity" "0.25"
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"thickness" "0.1"
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}
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"metal_bouncy"
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{
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"base" "solidmetal"
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"elasticity" "1000"
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"friction" "0"
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"density" "10000"
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}
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// Airboat pontoons have very low friction
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// TODO: make the pontoon material separate from the rest of the airboat?
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"slipperymetal"
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{
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"base" "metal"
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"friction" "0.1"
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"elasticity" "0.15"
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"audioreflectivity" "0.83"
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"audioroughnessfactor" "0.1"
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}
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// metal grating, used for decking
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"metalgrate"
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{
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"thickness" "0.5"
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"density" "1600"
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"elasticity" "0.25"
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"friction" "0.8"
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"stepleft" "MetalGrate.StepLeft"
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"stepright" "MetalGrate.StepRight"
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"impacthard" "MetalGrate.ImpactHard"
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"impactsoft" "MetalGrate.ImpactSoft"
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"scraperough" "MetalGrate.ScrapeRough"
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"scrapeSmooth" "MetalGrate.ScrapeSmooth"
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"bulletimpact" "MetalGrate.BulletImpact"
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"audioreflectivity" "0.83"
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// "strain" "Metal_Box.Strain"
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"gamematerial" "G"
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}
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// ~1mm thick metal
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"metalvent"
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{
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"base" "metal_box"
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"thickness" "0.04"
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"density" "2700"
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"elasticity" "0.1"
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"friction" "0.8"
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"stepleft" "MetalVent.StepLeft"
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"stepright" "MetalVent.StepRight"
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"impacthard" "MetalVent.ImpactHard"
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"audioreflectivity" "0.33"
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"audioroughnessfactor" "0.1"
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"gamematerial" "V"
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}
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// thick solid steel panel - used for solid wall, floor, machine construction
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"metalpanel"
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{
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"base" "metal"
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"thickness" "0.1"
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"density" "2700"
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"elasticity" "0.2"
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"friction" "0.8"
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"audioreflectivity" "0.33"
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"audioroughnessfactor" "0.1"
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"gamematerial" "M"
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}
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"dirt"
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{
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"density" "1600"
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"elasticity" "0.01"
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"friction" "0.8"
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"stepleft" "Dirt.StepLeft"
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"stepright" "Dirt.StepRight"
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"impacthard" "Dirt.Impact"
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"scraperough" "Dirt.Scrape"
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"bulletimpact" "Dirt.BulletImpact"
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"audioreflectivity" "0.03"
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"audiohardnessfactor" "0.25"
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"gamematerial" "D"
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}
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"mud"
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{
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"base" "dirt"
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"friction" "0.6"
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"dampening" "6.0"
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"stepleft" "Mud.StepLeft"
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"stepright" "Mud.StepRight"
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"audiohardnessfactor" "0.0"
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"audioroughnessfactor" "0.1"
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}
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"slipperyslime"
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{
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"base" "dirt"
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"friction" "0.1"
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"jumpfactor" "0.7"
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"stepleft" "SlipperySlime.StepLeft"
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"stepright" "SlipperySlime.StepRight"
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"audiohardnessfactor" "0.0"
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"audioroughnessfactor" "0.1"
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}
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"grass"
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{
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"base" "dirt"
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"stepleft" "Grass.StepLeft"
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"stepright" "Grass.StepRight"
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}
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"tile"
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{
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"thickness" "0.5"
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"density" "2700"
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"elasticity" "0.3"
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"friction" "0.8"
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"stepleft" "Tile.StepLeft"
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"stepright" "Tile.StepRight"
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"audioreflectivity" "0.99"
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"audioroughnessfactor" "0.1"
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"bulletimpact" "Tile.BulletImpact"
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"gamematerial" "T"
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}
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// generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
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"Wood"
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{
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"density" "700"
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"elasticity" "0.1"
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"friction" "0.8"
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"stepleft" "Wood.StepLeft"
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"stepright" "Wood.StepRight"
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"bulletimpact" "Wood.BulletImpact"
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"scraperough" "Wood.ScrapeRough"
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"scrapesmooth" "Wood.ScrapeSmooth"
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"impacthard" "Wood.ImpactHard"
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"impactsoft" "Wood.ImpactSoft"
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// "strain" "Wood.Strain"
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"break" "Wood.Break"
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"audioreflectivity" "0.33"
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"audiohardnessfactor" "0.25"
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"gamematerial" "W"
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}
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"Wood_lowdensity"
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{
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"base" "wood"
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"density" "300"
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}
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// small crate
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"Wood_Box"
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{
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"base" "Wood"
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"stepleft" "Wood_Box.StepLeft"
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"stepright" "Wood_Box.StepRight"
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"bulletimpact" "Wood_Box.BulletImpact"
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"scraperough" "Wood_Box.ScrapeRough"
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"scrapesmooth" "Wood_Box.ScrapeSmooth"
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"impacthard" "Wood_Box.ImpactHard"
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"impactsoft" "Wood_Box.ImpactSoft"
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// "strain" "Wood_Box.Strain"
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"break" "Wood_Box.Break"
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}
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// large crate, large wood furniture (bookcases, tables)
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"Wood_Crate"
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{
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"base" "Wood"
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"stepleft" "Wood_Crate.StepLeft"
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"stepright" "Wood_Crate.StepRight"
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"scraperough" "Wood_Crate.ScrapeRough"
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"scrapesmooth" "Wood_Crate.ScrapeSmooth"
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"impacthard" "Wood_Crate.ImpactHard"
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"impactsoft" "Wood_Crate.ImpactSoft"
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// "strain" "Wood_Crate.Strain"
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"break" "Wood_Crate.Break"
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}
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// wood board, floorboard, plank
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"Wood_Plank"
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{
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"base" "Wood_Box"
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"bulletimpact" "Wood_Plank.BulletImpact"
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"scraperough" "Wood_Plank.ScrapeRough"
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"scrapesmooth" "Wood_Plank.ScrapeSmooth"
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"impacthard" "Wood_Plank.ImpactHard"
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"impactsoft" "Wood_Plank.ImpactSoft"
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// "strain" "Wood_Plank.Strain"
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"break" "Wood_Plank.Break"
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}
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// solid 6x6 or greater block, post or tree
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"Wood_Solid"
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{
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"base" "Wood"
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"bulletimpact" "Wood_Solid.BulletImpact"
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"scraperough" "Wood_Solid.ScrapeRough"
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"scrapesmooth" "Wood_Solid.ScrapeSmooth"
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"impacthard" "Wood_Solid.ImpactHard"
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"impactsoft" "Wood_Solid.ImpactSoft"
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// "strain" "Wood_Solid.Strain"
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"break" "Wood_Solid.Break"
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}
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// small wood furniture - chairs, small tables
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"Wood_Furniture"
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{
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"base" "Wood_Box"
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"impactsoft" "Wood_Furniture.ImpactSoft"
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// "strain" "Wood_Furniture.Strain"
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"break" "Wood_Furniture.Break"
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}
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// wood panel - plywood panel, wood door panel
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"Wood_Panel"
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{
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"base" "Wood_Crate"
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"thickness" "1.0"
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"stepleft" "Wood_Panel.StepLeft"
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"stepright" "Wood_Panel.StepRight"
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"bulletimpact" "Wood_Panel.BulletImpact"
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"scraperough" "Wood_Panel.ScrapeRough"
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"scrapesmooth" "Wood_Panel.ScrapeSmooth"
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"impacthard" "Wood_Panel.ImpactHard"
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"impactsoft" "Wood_Panel.ImpactSoft"
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// "strain" "Wood_Panel.Strain"
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"break" "Wood_Panel.Break"
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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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"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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"slime"
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{
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"density" "2000"
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"elasticity" "0.1"
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"friction" "0.9"
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"dampening" "200.0"
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"stepleft" "Mud.StepLeft"
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"stepright" "Mud.StepRight"
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"bulletimpact" "Water.BulletImpact"
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"gamematerial" "S"
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"audioreflectivity" "0.33"
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"audiohardnessfactor" "0.0"
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"audioroughnessfactor" "0.1"
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}
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"quicksand"
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{
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"density" "600"
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"elasticity" "2.0"
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"audioreflectivity" "0.33"
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"audiohardnessfactor" "0.0"
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"audioroughnessfactor" "1.0"
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}
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// wade is a water material for walking in/on water at knee height
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"wade"
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{
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"base" "water"
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"stepleft" "Wade.StepLeft"
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"stepright" "Wade.StepRight"
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"audioreflectivity" "0.33"
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"gamematerial" "X"
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}
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// ladder is a fake material for walking on ladders
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|
"ladder"
|
||
|
{
|
||
|
"base" "metal"
|
||
|
"climbable" "1.0"
|
||
|
"stepleft" "Ladder.StepLeft"
|
||
|
"stepright" "Ladder.StepRight"
|
||
|
|
||
|
"audioreflectivity" "0.33"
|
||
|
|
||
|
"gamematerial" "X"
|
||
|
}
|
||
|
|
||
|
"woodladder"
|
||
|
{
|
||
|
"base" "wood"
|
||
|
"climbable" "1.0"
|
||
|
"stepleft" "Ladder.WoodStepLeft"
|
||
|
"stepright" "Ladder.WoodStepRight"
|
||
|
|
||
|
"audioreflectivity" "0.33"
|
||
|
|
||
|
"gamematerial" "X"
|
||
|
}
|
||
|
|
||
|
// pane of glass, computer screen, window, glass door
|
||
|
|
||
|
"glass"
|
||
|
{
|
||
|
"thickness" "0.5"
|
||
|
"density" "2700"
|
||
|
"elasticity" "0.2"
|
||
|
"friction" "0.5"
|
||
|
|
||
|
"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"
|
||
|
}
|
||
|
|
||
|
// computer case, tech equipment case
|
||
|
|
||
|
"computer"
|
||
|
{
|
||
|
"base" "metal_box"
|
||
|
|
||
|
"bulletimpact" "Computer.BulletImpact"
|
||
|
"impacthard" "Computer.ImpactHard"
|
||
|
"impactsoft" "Computer.ImpactSoft"
|
||
|
|
||
|
"gamematerial" "P"
|
||
|
}
|
||
|
|
||
|
"concrete"
|
||
|
{
|
||
|
"density" "2400"
|
||
|
"elasticity" "0.2"
|
||
|
"friction" "0.8"
|
||
|
|
||
|
"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"
|
||
|
}
|
||
|
|
||
|
// Solid rock (small sounds)
|
||
|
"rock"
|
||
|
{
|
||
|
"base" "concrete"
|
||
|
"impacthard" "Rock.ImpactHard"
|
||
|
"impactsoft" "Rock.ImpactSoft"
|
||
|
"scraperough" "Rock.ImpactHard"
|
||
|
"scrapesmooth" "Rock.ImpactSoft"
|
||
|
|
||
|
}
|
||
|
|
||
|
// tubs, urinals, sinks
|
||
|
|
||
|
"porcelain"
|
||
|
{
|
||
|
"base" "rock"
|
||
|
}
|
||
|
|
||
|
// Large solid rock (large sounds)
|
||
|
"boulder"
|
||
|
{
|
||
|
"base" "rock"
|
||
|
"scraperough" "Boulder.ScrapeRough"
|
||
|
"scrapesmooth" "Boulder.ScrapeSmooth"
|
||
|
"impacthard" "Boulder.ImpactHard"
|
||
|
"impactsoft" "Boulder.ImpactSoft"
|
||
|
}
|
||
|
|
||
|
"gravel"
|
||
|
{
|
||
|
"base" "rock"
|
||
|
"friction" "0.4"
|
||
|
"stepleft" "Gravel.StepLeft"
|
||
|
"stepright""Gravel.StepRight"
|
||
|
}
|
||
|
|
||
|
"brick"
|
||
|
{
|
||
|
"base" "rock"
|
||
|
}
|
||
|
|
||
|
// 9x12 prefabricated concrete cinder blocks
|
||
|
|
||
|
"concrete_block"
|
||
|
{
|
||
|
|
||
|
"base" "concrete"
|
||
|
"impacthard" "Concrete_Block.ImpactHard"
|
||
|
}
|
||
|
|
||
|
// chainlink fencing material
|
||
|
|
||
|
"chainlink"
|
||
|
{
|
||
|
"thickness" "0.5"
|
||
|
"density" "1600"
|
||
|
"elasticity" "0.25"
|
||
|
"friction" "0.8"
|
||
|
"stepleft" "ChainLink.StepLeft"
|
||
|
"stepright" "ChainLink.StepRight"
|
||
|
"impacthard" "ChainLink.ImpactHard"
|
||
|
"impactsoft" "ChainLink.ImpactSoft"
|
||
|
"scraperough" "ChainLink.ScrapeRough"
|
||
|
"scrapesmooth" "ChainLink.ScrapeSmooth"
|
||
|
"bulletimpact" "ChainLink.BulletImpact"
|
||
|
"gamematerial" "G"
|
||
|
}
|
||
|
|
||
|
// metal chain
|
||
|
|
||
|
"chain"
|
||
|
{
|
||
|
"base" "chainlink"
|
||
|
"impacthard" "ChainLink.ImpactHard"
|
||
|
"impactsoft" "ChainLink.ImpactSoft"
|
||
|
"scraperough" "ChainLink.ScrapeRough"
|
||
|
"scrapesmooth" "ChainLink.ScrapeSmooth"
|
||
|
"bulletimpact" "ChainLink.BulletImpact"
|
||
|
"gamematerial" "G"
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
"watermelon"
|
||
|
{
|
||
|
"density" "900"
|
||
|
"bulletimpact" "Watermelon.BulletImpact"
|
||
|
"impacthard" "Watermelon.Impact"
|
||
|
"scraperough" "Watermelon.Scrape"
|
||
|
|
||
|
"audiohardnessfactor" "0.25"
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
|
||
|
"gamematerial" "W"
|
||
|
}
|
||
|
|
||
|
"snow"
|
||
|
{
|
||
|
"base" "dirt"
|
||
|
"density" "800"
|
||
|
"friction" "0.35"
|
||
|
|
||
|
"audiohardnessfactor" "0.25"
|
||
|
}
|
||
|
|
||
|
"ice"
|
||
|
{
|
||
|
"density" "917"
|
||
|
"friction" "0.1"
|
||
|
"elasticity" "0.1"
|
||
|
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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"
|
||
|
|
||
|
"impacthard" "Carpet.Impact"
|
||
|
"bulletimpact" "Carpet.BulletImpact"
|
||
|
"scraperough" "Carpet.Scrape"
|
||
|
|
||
|
"audioreflectivity" "0.03"
|
||
|
"audiohardnessfactor" "0.25"
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
}
|
||
|
|
||
|
// drywall, office wall material, sheetrock
|
||
|
|
||
|
"plaster"
|
||
|
{
|
||
|
"base" "dirt"
|
||
|
"audiohardnessfactor" "0.5"
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
|
||
|
"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"
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
// smaller generic hard plastic
|
||
|
|
||
|
"plastic"
|
||
|
{
|
||
|
"base" "Plastic_Box"
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
|
||
|
"bulletimpact" "Plastic_Box.ImpactHard"
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
|
||
|
"sand"
|
||
|
{
|
||
|
"base" "dirt"
|
||
|
"stepleft" "Sand.StepLeft"
|
||
|
"stepright" "Sand.StepRight"
|
||
|
"bulletimpact" "Sand.BulletImpact"
|
||
|
|
||
|
"audioreflectivity" "0.03"
|
||
|
}
|
||
|
|
||
|
// solid rubber floor mat, solid rubber tire
|
||
|
|
||
|
"rubber"
|
||
|
{
|
||
|
"base" "dirt"
|
||
|
"elasticity" "0.2"
|
||
|
"friction" "0.8"
|
||
|
|
||
|
"stepleft" "Rubber.StepLeft"
|
||
|
"stepright" "Rubber.StepRight"
|
||
|
"impacthard" "Rubber.ImpactHard"
|
||
|
"impactsoft" "Rubber.ImpactSoft"
|
||
|
"bulletimpact" "Rubber.BulletImpact"
|
||
|
|
||
|
"audioroughnessfactor" "0.1"
|
||
|
"audiohardnessfactor" "0.2"
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
// ceramic jug, mug
|
||
|
|
||
|
"pottery"
|
||
|
{
|
||
|
"base" "glassbottle"
|
||
|
"friction" "0.4"
|
||
|
"elasticity" "0.3"
|
||
|
|
||
|
"impacthard" "Pottery.ImpactHard"
|
||
|
"impactsoft" "Pottery.ImpactSoft"
|
||
|
"bulletimpact" "Pottery.BulletImpact"
|
||
|
|
||
|
"break" "Pottery.Break"
|
||
|
}
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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"
|
||
|
|
||
|
"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"
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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"
|
||
|
}
|
||
|
|
||
|
"no_decal"
|
||
|
{
|
||
|
"density" "900"
|
||
|
"gamematerial" "-"
|
||
|
}
|
||
|
|
||
|
"foliage"
|
||
|
{
|
||
|
"base" "Wood_Solid"
|
||
|
|
||
|
"density" "700"
|
||
|
"elasticity" "0.1"
|
||
|
"friction" "0.8"
|
||
|
|
||
|
"gamematerial" "O"
|
||
|
}
|
||
|
|
||
|
|