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