Subido por benicio.wiilaims.2007

surfaceproperties

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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
//
// -----------------------------
// world materials
// -----------------------------
// NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
"default"
{
"density""2000"
"elasticity""0.25"
"friction""0.8"
"dampening""0.0"
"stepleft""Default.StepLeft"
"stepright""Default.StepRight"
"bulletimpact""Default.BulletImpact"
"scraperough""Default.ScrapeRough"
"scrapesmooth""Default.ScrapeSmooth"
"impacthard""Default.ImpactHard"
"impactsoft""Default.ImpactSoft"
"audioreflectivity" "0.66"
"audiohardnessfactor" "1.0"
"audioroughnessfactor" "1.0"
"scrapeRoughThreshold" "0.5"
"impactHardThreshold" "0.5"
"gamematerial""I"
"jumpfactor" "1.0"
"maxspeedfactor" "1.0"
"climbable""0"
}
// NOTE: Almost nothing is solid metal - so "metal" is sheet metal
"solidmetal"
{
"density""2700"
"elasticity""0.1"
"audioreflectivity" "0.83"
"friction""0.8"
"stepleft""SolidMetal.StepLeft"
"stepright""SolidMetal.StepRight"
"impacthard""SolidMetal.ImpactHard"
"impactsoft""SolidMetal.ImpactSoft"
"scraperough""SolidMetal.ScrapeRough"
"scrapesmooth""SolidMetal.ScrapeSmooth"
"bulletimpact""SolidMetal.BulletImpact"
// "strain""SolidMetal.Strain"
"gamematerial""I"
}
// metal box - smaller metal box (< 2' width/height/depth)
"Metal_Box"
{
"base""solidmetal"
"thickness""0.1"
"stepleft""Metal_Box.StepLeft"
"stepright""Metal_Box.StepRight"
"bulletimpact""Metal_Box.BulletImpact"
"scraperough""Metal_Box.ScrapeRough"
"scrapesmooth""Metal_Box.ScrapeSmooth"
"impacthard""Metal_Box.ImpactHard"
"impactsoft""Metal_Box.ImpactSoft"
"break""Metal_Box.Break"
// "strain""Metal_Box.Strain"
}
// Assume that everything we are building
// is large enough to be constructed out of a thin sheet of metal
// only flag a few things as "solidmetal" (I-Beams, anvils, etc)
"metal"
{
"base""solidmetal"
"elasticity""0.25"
"thickness""0.1"
}
"metal_bouncy"
{
"base""solidmetal"
"elasticity""1000"
"friction""0"
"density""10000"
}
// Airboat pontoons have very low friction
// TODO: make the pontoon material separate from the rest of the airboat?
"slipperymetal"
{
"base""metal"
"friction""0.1"
"elasticity" "0.15"
"audioreflectivity" "0.83"
"audioroughnessfactor" "0.1"
}
// metal grating, used for decking
"metalgrate"
{
"thickness""0.5"
"density""1600"
"elasticity""0.25"
"friction""0.8"
"stepleft""MetalGrate.StepLeft"
"stepright""MetalGrate.StepRight"
"impacthard""MetalGrate.ImpactHard"
"impactsoft""MetalGrate.ImpactSoft"
"scraperough""MetalGrate.ScrapeRough"
"scrapeSmooth""MetalGrate.ScrapeSmooth"
"bulletimpact""MetalGrate.BulletImpact"
"audioreflectivity" "0.83"
// "strain""Metal_Box.Strain"
"gamematerial""I"
}
// ~1mm thick metal
"metalvent"
{
"base""metal_box"
"thickness""0.04"
"density""2700"
"elasticity""0.1"
"friction""0.8"
"stepleft""MetalVent.StepLeft"
"stepright""MetalVent.StepRight"
"impacthard""MetalVent.ImpactHard"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"gamematerial""I"
}
// thick solid steel panel - used for solid wall, floor, machine construction
"metalpanel"
{
"base""metal"
"thickness""0.1"
"density""2700"
"elasticity""0.2"
"friction""0.8"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"gamematerial""I"
}
"dirt"
{
"density""1600"
"elasticity""0.01"
"friction""0.8"
"stepleft""Dirt.StepLeft"
"stepright""Dirt.StepRight"
"impacthard""Dirt.Impact"
"scraperough""Dirt.Scrape"
"bulletimpact""Dirt.BulletImpact"
"audioreflectivity" "0.03"
"audiohardnessfactor" "0.25"
"gamematerial""I"
}
"mud"
{
"base" "dirt"
"friction" "0.6"
"dampening" "6.0"
"stepleft" "Mud.StepLeft"
"stepright" "Mud.StepRight"
"audiohardnessfactor" "0.0"
"audioroughnessfactor" "0.1"
}
"slipperyslime"
{
"base""dirt"
"friction" "0.1"
"jumpfactor" "0.7"
"stepleft" "SlipperySlime.StepLeft"
"stepright" "SlipperySlime.StepRight"
"audiohardnessfactor" "0.0"
"audioroughnessfactor" "0.1"
}
"grass"
{
"base""dirt"
"stepleft""Grass.StepLeft"
"stepright""Grass.StepRight"
}
"tile"
{
"thickness""0.5"
"density""2700"
"elasticity""0.3"
"friction""0.8"
"stepleft""Tile.StepLeft"
"stepright""Tile.StepRight"
"audioreflectivity" "0.99"
"audioroughnessfactor" "0.1"
"bulletimpact""Tile.BulletImpact"
"gamematerial""I"
}
// generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
"Wood"
{
"density""700"
"elasticity""0.1"
"friction""0.8"
"stepleft""Wood.StepLeft"
"stepright""Wood.StepRight"
"bulletimpact""Wood.BulletImpact"
"scraperough""Wood.ScrapeRough"
"scrapesmooth""Wood.ScrapeSmooth"
"impacthard""Wood.ImpactHard"
"impactsoft""Wood.ImpactSoft"
//"strain""Wood.Strain"
"break""Wood.Break"
"audioreflectivity" "0.33"
"audiohardnessfactor" "0.25"
"gamematerial""I"
}
"Wood_lowdensity"
{
"base""wood"
"density""300"
}
// small crate
"Wood_Box"
{
"base""Wood"
"stepleft""Wood_Box.StepLeft"
"stepright""Wood_Box.StepRight"
"bulletimpact""Wood_Box.BulletImpact"
"scraperough""Wood_Box.ScrapeRough"
"scrapesmooth""Wood_Box.ScrapeSmooth"
"impacthard""Wood_Box.ImpactHard"
"impactsoft""Wood_Box.ImpactSoft"
//"strain""Wood_Box.Strain"
"break""Wood_Box.Break"
}
// large crate, large wood furniture (bookcases, tables)
"Wood_Crate"
{
"base""Wood"
"stepleft""Wood_Crate.StepLeft"
"stepright""Wood_Crate.StepRight"
"scraperough""Wood_Crate.ScrapeRough"
"scrapesmooth""Wood_Crate.ScrapeSmooth"
"impacthard""Wood_Crate.ImpactHard"
"impactsoft""Wood_Crate.ImpactSoft"
//"strain""Wood_Crate.Strain"
"break""Wood_Crate.Break"
}
// wood board, floorboard, plank
"Wood_Plank"
{
"base""Wood_Box"
"bulletimpact""Wood_Plank.BulletImpact"
"scraperough""Wood_Plank.ScrapeRough"
"scrapesmooth""Wood_Plank.ScrapeSmooth"
"impacthard""Wood_Plank.ImpactHard"
"impactsoft""Wood_Plank.ImpactSoft"
//"strain""Wood_Plank.Strain"
"break""Wood_Plank.Break"
}
// solid 6x6 or greater block, post or tree
"Wood_Solid"
{
"base""Wood"
"bulletimpact""Wood_Solid.BulletImpact"
"scraperough""Wood_Solid.ScrapeRough"
"scrapesmooth""Wood_Solid.ScrapeSmooth"
"impacthard""Wood_Solid.ImpactHard"
"impactsoft""Wood_Solid.ImpactSoft"
//"strain""Wood_Solid.Strain"
"break""Wood_Solid.Break"
}
// small wood furniture - chairs, small tables
"Wood_Furniture"
{
"base""Wood_Box"
"impactsoft""Wood_Furniture.ImpactSoft"
//"strain""Wood_Furniture.Strain"
"break""Wood_Furniture.Break"
}
// wood panel - plywood panel, wood door panel
"Wood_Panel"
{
"base""Wood_Crate"
"thickness""1.0"
"stepleft""Wood_Panel.StepLeft"
"stepright""Wood_Panel.StepRight"
"bulletimpact""Wood_Panel.BulletImpact"
"scraperough""Wood_Panel.ScrapeRough"
"scrapesmooth""Wood_Panel.ScrapeSmooth"
"impacthard""Wood_Panel.ImpactHard"
"impactsoft""Wood_Panel.ImpactSoft"
//"strain""Wood_Panel.Strain"
"break""Wood_Panel.Break"
}
"water"
{
"density""1000"
"elasticity""0.1"
"friction""0.8"
"stepleft""Water.StepLeft"
"stepright""Water.StepRight"
"bulletimpact""Water.BulletImpact"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"audiohardnessfactor" "0.0"
"gamematerial""I"
}
"slime"
{
"density""2000"
"elasticity" "0.1"
"friction""0.9"
"dampening" "200.0"
"stepleft""Mud.StepLeft"
"stepright""Mud.StepRight"
"bulletimpact""Water.BulletImpact"
"gamematerial""I"
"audioreflectivity" "0.33"
"audiohardnessfactor" "0.0"
"audioroughnessfactor" "0.1"
}
"quicksand"
{
"density""600"
"elasticity""2.0"
"audioreflectivity" "0.33"
"audiohardnessfactor" "0.0"
"audioroughnessfactor" "1.0"
}
// wade is a water material for walking in/on water at knee height
"wade"
{
"base""water"
"stepleft""Wade.StepLeft"
"stepright""Wade.StepRight"
"audioreflectivity" "0.33"
"gamematerial" "X"
}
// ladder is a fake material for walking on ladders
"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""I"
}
// computer case, tech equipment case
"computer"
{
"base""metal_box"
"bulletimpact""Computer.BulletImpact"
"impacthard""Computer.ImpactHard"
"impactsoft""Computer.ImpactSoft"
"gamematerial""I"
}
"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""I"
}
// 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""I"
}
// metal chain
"chain"
{
"base""chainlink"
"impacthard""ChainLink.ImpactHard"
"impactsoft""ChainLink.ImpactSoft"
"scraperough""ChainLink.ScrapeRough"
"scrapesmooth""ChainLink.ScrapeSmooth"
"bulletimpact""ChainLink.BulletImpact"
"gamematerial""I"
}
// 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""I"
}
// gibs
"bloodyflesh"
{
"base""flesh"
"impacthard""Flesh_Bloody.ImpactHard"
"gamematerial""I"
}
"alienflesh"
{
"base""flesh"
"gamematerial""I"
}
// Flesh for physics, metal for bullet fx
"armorflesh"
{
"base""flesh"
"bulletimpact""ArmorFlesh.BulletImpact"
"audiohardnessfactor" "1.0"
"audioroughnessfactor" "0.1"
"gamematerial""I"
}
"watermelon"
{
"density""900"
"bulletimpact""Watermelon.BulletImpact"
"impacthard""Watermelon.Impact"
"scraperough""Watermelon.Scrape"
"audiohardnessfactor" "0.25"
"audioroughnessfactor" "0.1"
"gamematerial""I"
}
"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""I"
}
// 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""I"
}
// 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""I"
}
// 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""I"
}
"foliage"
{
"base""Wood_Solid"
"density""700"
"elasticity""0.1"
"friction""0.8"
"gamematerial""I"
}
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