// "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 // "snow_noslide" { "base" "dirt" "density" "800" "audiohardnessfactor" "0.25" } "ice_noslide" { "density" "917" "elasticity" "0.1" "audioroughnessfactor" "0.1" } "ammo_pickup" { "base" "solidmetal" "thickness" "0.1" "stepleft" "Metal_Box.StepLeft" "stepright" "Metal_Box.StepRight" "scraperough" "Metal_Box.ScrapeRough" "scrapesmooth" "Metal_Box.ScrapeSmooth" "impacthard" "Computer.ImpactHard" "impactsoft" "Computer.ImpactSoft" "bulletimpact" "weapon.BulletImpact" "break" "Metal_Box.Break" // "strain" "Metal_Box.Strain" } "stim_prop" { "base" "pottery" // stops glass breaking sounds from playing when stims are kicked around/shot "break" "Pottery.ImpactSoft" "bulletimpact" "Pottery.ImpactSoft" } "steam_pipe" { "base" "metal" "gamematerial" "11" }