// "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 // //Just a stand in and a direct copy of MetalVehicle. Will need to tweak //everything once grenade launcher is better implemented. "grenade_shell" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.5" "friction" "0.6" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audioHardMinVelocity" "500" // 500 "impactHardThreshold" "0.5" "impacthard" "Weapon_glauncher.GrenadeHardBounce" "impactsoft" "Weapon_glauncher.GrenadeSoftBounce" "scraperough" "Weapon_glauncher.GrenadeSmoothScrape" "scrapesmooth" "Weapon_glauncher.GrenadeRoughScrape" "gamematerial" "M" } "knife_throwing" { "base" "metal" "thickness" "0.1" "density" "2000" "elasticity" "0.3" "friction" "0.4" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audioHardMinVelocity" "500" // 500 "impactHardThreshold" "0.5" "impacthard" "Weapon_knife.KnifeHardBounce" "impactsoft" "Weapon_knife.KnifeSoftBounce" "scraperough" "Weapon_knife.KnifeSmoothScrape" "scrapesmooth" "Weapon_knife.KnifeRoughScrape" "gamematerial" "M" } "bulletproof_glass" { "base" "glass" "gamematerial" "U" } "pencil" { "base" "wood" "impacthard" "Pencil.ImpactSoft" "impactsoft" "Pencil.ImpactSoft" "gamematerial" "W" } "slipnslide" { "base" "default" "density" "1000" "friction" "0.06" "dampening" "0.0" "stepleft" "Concrete.StepLeft" "stepright" "Concrete.StepRight" "scraperough" "Concrete.ScrapeRough" "scrapesmooth" "Concrete.ScrapeSmooth" "impacthard" "Concrete.ImpactHard" "impactsoft" "Concrete.ImpactSoft" "bulletimpact" "Concrete.BulletImpact" "gamematerial" "C" } "superslipnslide" { "base" "default" "density" "1000" "friction" "0.0" "dampening" "0.0" "stepleft" "Concrete.StepLeft" "stepright" "Concrete.StepRight" "scraperough" "Concrete.ScrapeRough" "scrapesmooth" "Concrete.ScrapeSmooth" "impacthard" "Concrete.ImpactHard" "impactsoft" "Concrete.ImpactSoft" "bulletimpact" "Concrete.BulletImpact" "gamematerial" "C" }