Material surface properties: Difference between revisions

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(→‎Types: reworded into a little, updated woodladder, added DODs to "Only In" where it applies. (Ships with hl2 surfaceprop file but deleted some data, like crowbar and zombieflesh.))
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Both [[material]]s and [[model]]s define their surfaces with the [[$surfaceprop]] command.
Both [[material]]s and [[model]]s define their surfaces with the [[$surfaceprop]] command.


{{note|For {{Gldsrc|4}}, use <code>sounds/[[materials.txt]]</code>. This file usually has documentation at the top dictating which surface types are available in the given mod.}}
{{note|For {{Gldsrc|4}}, use <code>sound/[[materials.txt]]</code>. This file usually has documentation at the top dictating which surface types are available in the given mod.}}


==Types==
==Types==
About the following first table:
This table represents <code>scripts/surfaceproperties.txt</code>. Every game is shipped with this file and therefore every game has all these surface properties, with some exceptions.<br>
* Each row represents a surface property available in ''multiple'' games. (The game-specific ones are [[#Game-specific|below]].)
Games listed in the "Not in" column had the surface property deleted for one reason or another.
* Games listed in the "Only in" column are the only ones that have that surfaceprop. If empty, the surfaceprop should be available in all games.
* Games listed in the "Not in" column had that surfaceprop removed. Such as <code>Zombieflesh</code> which was shipped with {{hl2|1}} but is ironically not in the {{l4ds|1}} anymore.
* If a surface property is available in some game, one can expect that it is also available in mods of it, like {{portalrev|1}} being a mod of {{portal2|1}}.


Most of the following surface properties are shipped in <code>scripts/surfaceproperties.txt</code>, which almost every game has.<br>
Some games introcude their own surface properties, which can be seen [[#Game-specific|below]].
Some HL2-specific surface properties are shipped in <code>scripts/surfaceproperties_hl2.txt</code>. Those are only for the HL2 series, such as <code>Strider</code>, but some games ship that file as well. Some games even ship this file but delete some surfaceprops from it.


{{note|This list only contains surfaceprops from official valve games. Surface properties that were introduced in third party mods/games such as {{gmod|1}} and {{bms|1}} can be found [[#Third_Party_Games/mods|below]].<br>
{{note|This list only contains surfaceprops from official valve games. Surface properties that were introduced in third party mods/games such as {{gmod|1}} and {{bms|1}} can be found [[#Third_Party_Games/mods|further below]].<br>
If a surfaceprop happens to also be in a third party mod, it will also be listed as "Only in" inside this first list. Or appear in the "Not in" list if that mod happened to remove it from the base list.}}
If a surfaceprop happens to be missing in a third party mod, it will still be listed in the "Not in" column.}}
{{note|The following games have been checked for its surfaceprops: {{hl2series}}, {{l4ds}}, {{dods}}, {{asw}}, {{css}}, {{csgo}}, {{portalseries}}, {{tf2}}, {{infra}}, {{bms}}, {{gmod}}.<br>
{{note|The following games have been checked for its surfaceprops: {{hl2series}}, {{l4ds}}, {{dods}}, {{asw}}, {{css}}, {{csgo}}, {{portalseries}}, {{tf2}}, {{infra}}, {{bms}}, {{gmod}}, {{titanfall}}, {{titanfall2}}, {{p3}}.<br>
{{todo|Check other games and add them to the list of checked games.}}
{{todo|Check other games and add them to the list of checked games.}}
}}
}}
{|class="standard-table"
{|class="standard-table"
!  
!  
===Special===
===Special===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Default</code>
| <code>Default</code>
|
|  
|  
|  
|  
Line 41: Line 35:
| <code>Default_silent</code>
| <code>Default_silent</code>
| For invisible collision materials, like sky. Bullet impacts are neither visible nor audible, giving the illusion that there is no impact.
| For invisible collision materials, like sky. Bullet impacts are neither visible nor audible, giving the illusion that there is no impact.
|
|  
|  
|-
|-
| <code>Floatingstandable</code>
| <code>Floatingstandable</code>
| This one is used for puzzles where we want something that floats but the player can stand on without it sinking beneath the water.
| This one is used for puzzles where we want something that floats but the player can stand on without it sinking beneath the water.
|
|  
|  
|-
|-
| <code>Item</code>
| <code>Item</code>
| Small med kit, smaller tech items, battery.
| Small med kit, smaller tech items, battery.
|
|  
|  
|-
|-
| <code>Ladder</code>
| <code>Ladder</code>
| Ladder is a fake material for walking on ladders.
| Ladder is a fake material for walking on ladders.
|  
| {{titanfall}} {{titanfall2}}
|
|-
|-
| <code>Woodladder</code>
| <code>Woodladder</code>
| Same as Ladder, but with wooden climbing sounds.<br>
| Same as Ladder, but with wooden climbing sounds.<br>
|
| {{dods}} {{infra}} {{bms}} {{asw}} {{titanfall}} {{titanfall2}}
| {{dods}} {{infra}} {{bms}} {{asw}}
|-
|-
| <code>No_decal</code>
| <code>No_decal</code>
| {{warning|Will still cause decals if used on world brushes. At least in {{l4d2}}}}
| {{warning|Will still cause decals if used on world brushes. At least in {{l4d2}}}}
|
|  
|  
|-
|-
| <code>Player</code>
| <code>Player</code>
| Special materials for player controller.
| Special materials for player controller.
|
|  
|  
|-
|-
| <code>Player_control_clip</code>
| <code>Player_control_clip</code>
| Special materials for player controller.
| Special materials for player controller.
|
|  
|  
|-
|-
Line 82: Line 68:
===Concrete/Rock===
===Concrete/Rock===
! Description
! Description
! Only in
! Not in
! Not in
|-
| <code>Baserock</code>
| ''Missing in most games. Why is it listed here?''
|
|
|-
|-
| <code>Boulder</code>
| <code>Boulder</code>
| Will cause material glitches if used in models
| Will cause material glitches if used in models
|
|  
|  
|-
|-
| <code>Brick</code>
| <code>Brick</code>
|
|  
|  
|
|-
| <code>Cavern_rock</code>
|
| {{hl2ep2}} {{gmod}}
|  
|  
|-
|-
| <code>Concrete</code>
| <code>Concrete</code>
|
|  
|  
|  
|  
Line 112: Line 84:
| <code>Concrete_block</code>
| <code>Concrete_block</code>
| 9x12 prefabricated concrete cinder blocks.
| 9x12 prefabricated concrete cinder blocks.
|
|  
|  
|-
|-
| <code>Gravel</code>
| <code>Gravel</code>
|
|  
|  
|  
|  
Line 122: Line 92:
| <code>Rock</code>
| <code>Rock</code>
| Solid rock (small sounds).
| Solid rock (small sounds).
|
|
|-
| <code>Sheetrock</code>
| Plaster like walls, except without paper-like particles. Uses rocks instead.
| {{l4d2}} {{csgo}}
|  
|  
|-
|-
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===Metal===
===Metal===
! Description
! Description
! Only in
! Not in
! Not in
|-
| <code>brass_bell_large</code><br><code>brass_bell_medium</code><br><code>brass_bell_small</code><br><code>brass_bell_smallest</code>
| Various bells, playing different notes when shot.
| {{css}}{{csgo}}
|
|-
|-
| <code>Canister</code>
| <code>Canister</code>
| Large oxygen tank, propane tank, welding tank.
| Large oxygen tank, propane tank, welding tank.
|
|  
|  
|-
|-
| <code>Chain</code>
| <code>Chain</code>
| Metal chain.
| Metal chain.
|
|  
|  
|-
|-
Line 154: Line 110:
| Chainlink fencing material.
| Chainlink fencing material.
|  
|  
|
|-
| <code>Combine_metal</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}} {{css}} {{tf2}} {{dods}}
|
|-
| <code>Crowbar</code>
| Sounds for specifically the crowbar.<br>Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}}  {{css}} {{tf2}} {{l4d2}}
| {{l4d}}
|-
|-
| <code>Grenade</code>
| <code>Grenade</code>
| Sounds like a small metal object when dropped, but sounds like dirt when stepped on.
| Sounds like a small metal object when dropped, but sounds like dirt when stepped on.
|
| {{infra}}
| {{infra}}
|-
| <code>Gunship</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}} {{css}} {{tf2}} {{dods}}
|
|-
|-
| <code>Metal</code>
| <code>Metal</code>
|
|  
|  
|  
|  
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| <code>Metal_barrel</code>
| <code>Metal_barrel</code>
| Larger metal barrel, metal oil drum.<br>In CS:GO, a thickness of 1 unit already blocks all bullets.
| Larger metal barrel, metal oil drum.<br>In CS:GO, a thickness of 1 unit already blocks all bullets.
|
|  
|  
|-
|-
| <code>Floating_metal_barrel</code>
| <code>Floating_metal_barrel</code>
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}}
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}}
|
|  
|  
|-
|-
| <code>Metal_bouncy</code>
| <code>Metal_bouncy</code>
| [[prop_physics]] and [[func_physbox]] with this surfaceprop will bounce around when dropped.
| [[prop_physics]] and [[func_physbox]] with this surfaceprop will bounce around when dropped.
|
|  
|  
|-
|-
| <code>Metal_Box</code>
| <code>Metal_Box</code>
| Smaller metal box (< 2' width/height/depth)
| Smaller metal box (< 2' width/height/depth)
|
|
|-
| <code>Metal_seafloorcar</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}}  {{css}} {{tf2}} {{dods}}
|  
|  
|-
|-
| <code>Metalgrate</code>
| <code>Metalgrate</code>
| Metal grating, used for decking
| Metal grating, used for decking
|
|
|-
| <code>Grate</code>
| Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
| {{l4d2}}{{csgo}}
|  
|  
|-
|-
| <code>Metalpanel</code>
| <code>Metalpanel</code>
| Thick solid steel panel - used for solid wall, floor, machine construction.
| Thick solid steel panel - used for solid wall, floor, machine construction.
|
|  
|  
|-
|-
| <code>Metalvent</code>
| <code>Metalvent</code>
| ~1mm thick metal
| ~1mm thick metal
|
|  
|  
|-
| <code>Metalvehicle</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Theoretically native to {{hl2series|1}} only, but many other games also use it.<br>Its easier listing which game doesn't have this.
|
| {{asw}} {{dods}} {{infra}} {{bms}}
|-
|-
| <code>Paintcan</code>
| <code>Paintcan</code>
| Smaller metal can
| Smaller metal can
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Popcan</code>
| <code>Popcan</code>
| Small aluminum can, full.
| Small aluminum can, full.
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Roller</code>
| <code>Roller</code>
| Combine Roller mine material.
| Combine Roller mine material.
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Slipperymetal</code>
| <code>Slipperymetal</code>
| Very low friction on which you slip and slide, just like ice.
| Very low friction on which you slip and slide, just like ice.
|
|  
|  
|-
|-
Line 254: Line 166:
| Almost nothing is solid metal - so metal is sheet metal
| Almost nothing is solid metal - so metal is sheet metal
|  
|  
|
|-
| <code>Strider</code>
|
|
| {{l4ds}} {{csgo}}
|-
|-
| <code>Weapon</code>
| <code>Weapon</code>
| Sounds for when weapons drop.
| Sounds for when weapons drop.
|
| {{infra}}
| {{infra}}
|-
| <code>Strongman_bell</code>
| Sounds like a boxing ring bell when hit.
| {{l4d2}} {{csgo}}
|
|-
| <code>Slipperyslide</code>
| Like SlipperyMetal, but uses SolidMetal sounds.
| {{l4d2}} {{csgo}}
|
|-
|-
!  
!  
===Wood===
===Wood===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Wood</code>
| <code>Wood</code>
| Generic wood {{note|materials should use wood_box, wood_crate, wood_plank, wood_panel etc.}}
| Generic wood {{note|materials should use wood_box, wood_crate, wood_plank, wood_panel etc.}}
|
|  
|  
|-
|-
| <code>Wood_Box</code>
| <code>Wood_Box</code>
|
|  
|  
|  
|  
Line 294: Line 186:
| <code>Wood_Crate</code>
| <code>Wood_Crate</code>
| Large crate, large wood furniture (bookcases, tables).
| Large crate, large wood furniture (bookcases, tables).
| {{Portal2}} {{tf2}} {{l4ds}} {{csgo}}
|  
|  
|-
|-
| <code>Wood_Furniture</code>
| <code>Wood_Furniture</code>
| small wood furniture - chairs, small tables.
| small wood furniture - chairs, small tables.
|
|  
|  
|-
|-
| <code>Wood_LowDensity</code>
| <code>Wood_LowDensity</code>
| Small crate.
| Small crate.
| {{Portal2}} {{l4ds}} {{tf2}} {{csgo}}
| {{dods}}
| {{dods}}
|-
|-
| <code>Wood_Plank</code>
| <code>Wood_Plank</code>
| Wood board, floorboard, plank.
| Wood board, floorboard, plank.
|
|  
|  
|-
|-
| <code>Wood_Panel</code>
| <code>Wood_Panel</code>
| Plywood panel, wood door panel.
| Plywood panel, wood door panel.
|
|  
|  
|-
|-
| <code>Wood_Solid</code>
| <code>Wood_Solid</code>
| Solid 6x6 or greater block, post or tree.
| Solid 6x6 or greater block, post or tree.
|
|  
|  
|-
|-
Line 325: Line 211:
===Terrain===
===Terrain===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Dirt</code>
| <code>Dirt</code>
|
|  
|  
|  
|  
|-
|-
| <code>Grass</code>
| <code>Grass</code>
|
|
|
|-
| <code>Gravel</code>
|
|  
|  
|  
|  
|-
|-
| <code>Mud</code>
| <code>Mud</code>
|
|  
|  
|  
|  
Line 350: Line 227:
| <code>Quicksand</code>
| <code>Quicksand</code>
| Does not let you sink like in quicksand.
| Does not let you sink like in quicksand.
|
|  
|  
|-
|-
| <code>Sand</code>
| <code>Sand</code>
|
|  
|  
|  
|  
Line 360: Line 235:
| <code>Slipperyslime</code>
| <code>Slipperyslime</code>
| Very low friction on which you slip and slide, just like ice.
| Very low friction on which you slip and slide, just like ice.
|
|
|-
| <code>Antlionsand</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}}  {{css}} {{tf2}} {{dods}}
|
|-
| <code>Sugarcane</code>
| Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
| {{l4d2}} {{csgo}}
|  
|  
|-
|-
Line 376: Line 240:
===Liquid===
===Liquid===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Slime</code>
| <code>Slime</code>
|
|  
|  
|  
|  
Line 386: Line 248:
| <code>Water</code>
| <code>Water</code>
| If applied to brushes/models that are not using %compilewater, it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
| If applied to brushes/models that are not using %compilewater, it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
|
|  
|  
|-
|-
| <code>Wade</code>
| <code>Wade</code>
| Wade is a water material for walking in/on water at knee height.<br>If applied to brushes/models it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
| Wade is a water material for walking in/on water at knee height.<br>If applied to brushes/models it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
|
| {{titanfall}} {{titanfall2}}
|
|-
| <code>Puddle</code>
| When shot, spawns refracting water splash particles
| {{l4ds}} {{infra}} {{csgo}}
|
|-
| <code>Wet</code>
| Doesn't actually do anything.
| {{l4d2}} {{csgo}} {{bms}}
|
|-
|-
!  
!  
===Frozen===
===Frozen===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Ice</code>
| <code>Ice</code>
| Very low friction on which you slip and slide.
| Very low friction on which you slip and slide.
|
|  
|  
|-
|-
| <code>Snow</code>
| <code>Snow</code>
| {{bug|tested={{l4d2}}|Missing sound files for footsteps}}
| {{bug|tested={{l4d2}}|Missing sound files for footsteps}}
|
|  
|  
|-
|-
Line 423: Line 270:
===Organic===
===Organic===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Alienflesh</code>
| <code>Alienflesh</code>
|
|  
|  
| {{infra}}
| {{infra}}
|-
| <code>Antlion</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}}  {{css}} {{tf2}} {{dods}}
|
|-
| <code>Antlion_eggshell</code>
|
| {{hl2ep2}}
|
|-
|-
| <code>Armorflesh</code>
| <code>Armorflesh</code>
| Flesh for physics, metal for bullet fx.
| Flesh for physics, metal for bullet fx.
|
|  
|  
|-
|-
| <code>Bloodyflesh</code>
| <code>Bloodyflesh</code>
| Does not spawn bloody bullet decals in {{l4d2}}
| Does not spawn bloody bullet decals in {{l4d2}}
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Flesh</code>
| <code>Flesh</code>
| Medium-sized body.
| Medium-sized body.
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Foliage</code>
| <code>Foliage</code>
|
|  
|  
|
|-
| <code>Hay</code>
|
| {{css}} {{gmod}}
|
|-
| <code>Hunter</code>
|
| {{hl2ep2}} {{gmod}}
|  
|  
|-
|-
| <code>Watermelon</code>
| <code>Watermelon</code>
|
|  
|  
| {{l4ds}} {{infra}}
| {{l4ds}} {{infra}}
|-
| <code>Zombieflesh</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}} {{css}} {{tf2}}
| {{infra}} {{bms}}
|-
|-
!  
!  
===Manufactured===
===Manufactured===
! Description
! Description
! Only in
! Not in
! Not in
|-
| <code>Advisor_shield</code>
|
| {{hl2ep2}}
|
|-
| <code>Asphalt</code>
|
| {{l4ds}}{{csgo}}
|
|-
|-
| <code>Glass</code>
| <code>Glass</code>
| Pane of glass, computer screen, window, glass door...<br>Use Glassfloor in CS:GO if a glass floor shouldn't be more slippery than usual.
| Pane of glass, computer screen, window, glass door...<br>Use Glassfloor in CS:GO if a glass floor shouldn't be more slippery than usual.
|
|  
|  
|-
|-
| <code>Glassbottle</code>
| <code>Glassbottle</code>
| Glass soda bottle, cup, plate, jar...
| Glass soda bottle, cup, plate, jar...
|
|
|-
| <code>Combine_glass</code>
| Part of <code>scripts/surfaceproperties_hl2.txt</code>. Native to HL2, and the games shipping with this script.
| {{hl2series}}  {{css}} {{tf2}} {{dods}}
|  
|  
|-
|-
| <code>Tile</code>
| <code>Tile</code>
|
|  
|  
|  
|  
|-
|-
| <code>Paper</code>
| <code>Paper</code>
|
|  
|  
|  
|  
|-
|-
| <code>Papercup</code>
| <code>Papercup</code>
|
|  
|  
| {{infra}}
| {{infra}}
|-
|-
| <code>Cardboard</code>
| <code>Cardboard</code>
|
|  
|  
|  
|  
Line 534: Line 327:
| <code>Plaster</code>
| <code>Plaster</code>
| Drywall, office wall material, sheetrock.
| Drywall, office wall material, sheetrock.
|
|  
|  
|-
|-
| <code>Plastic_barrel</code>
| <code>Plastic_barrel</code>
| Larger plastic barrel, hollow, soft plastic.
| Larger plastic barrel, hollow, soft plastic.
|
|  
|  
|-
|-
| <code>Plastic_barrel_buoyant</code>
| <code>Plastic_barrel_buoyant</code>
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}}
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}}
|
| {{dods}}
| {{dods}}
|-
|-
| <code>Plastic_Box</code>
| <code>Plastic_Box</code>
| Small - Medium plastic box, hard plastic.
| Small - Medium plastic box, hard plastic.
|
|  
|  
|-
|-
| <code>Plastic</code>
| <code>Plastic</code>
| Smaller generic hard plastic.
| Smaller generic hard plastic.
|
|  
|  
|-
|-
| <code>Rubber</code>
| <code>Rubber</code>
| Solid rubber floor mat, solid rubber tire.
| Solid rubber floor mat, solid rubber tire.
|
|  
|  
|-
|-
| <code>Rubbertire</code>
| <code>Rubbertire</code>
| Hollow rubber tire
| Hollow rubber tire
|
|  
|  
|-
|-
| <code>Slidingrubbertire</code>
| <code>Slidingrubbertire</code>
| Special material for monitoring vehicle handling per wheel.
| Special material for monitoring vehicle handling per wheel.
|
|  
|  
|-
|-
| <code>Slidingrubbertire_front</code>
| <code>Slidingrubbertire_front</code>
| Special material for monitoring vehicle handling per axle.
| Special material for monitoring vehicle handling per axle.
|
|  
|  
|-
|-
| <code>Slidingrubbertire_rear</code>
| <code>Slidingrubbertire_rear</code>
| Special material for monitoring vehicle handling per axle.
| Special material for monitoring vehicle handling per axle.
|
|  
|  
|-
|-
| <code>Jeeptire</code>
| <code>Jeeptire</code>
| Tired for the drivable vehicles.
| Tired for the drivable vehicles.
|
| {{dods}}
| {{dods}}
|-
|-
| <code>Brakingrubbertire</code>
| <code>Brakingrubbertire</code>
| Special material for monitoring vehicle handling per axle.
| Special material for monitoring vehicle handling per axle.
|
|
|-
| <code>Jalopy</code>
|
| {{hl2ep2}} {{gmod}} {{csgo}}
|
|-
| <code>Jalopytire</code>
| Special material for monitoring vehicle handling per axle.
| {{hl2ep2}} {{gmod}} {{csgo}}
|
|-
| <code>Slidingrubbertire_jalopyfront</code>
| Special material for monitoring vehicle handling per axle.
| {{hl2ep2}} {{gmod}} {{csgo}}
|
|-
| <code>Slidingrubbertire_jalopyrear</code>
| Special material for monitoring vehicle handling per axle.
| {{hl2ep2}} {{gmod}} {{csgo}}
|
|-
| <code>Clay</code>
| Ceramic jug, mug.
| {{l4d2}}{{csgo}}
|  
|  
|-
|-
| <code>Porcelain</code>
| <code>Porcelain</code>
| Tubs, urinals, sinks, ect.
| Tubs, urinals, sinks, ect.
|
|
|-
| <code>Upholstery</code>
| For Couches, sofas, car seats, ect.
| {{l4d2}} {{csgo}}
|  
|  
|-
|-
Line 630: Line 380:
===Miscellaneous===
===Miscellaneous===
! Description
! Description
! Only in
! Not in
! Not in
|-
|-
| <code>Carpet</code>
| <code>Carpet</code>
|
|  
|  
|  
|  
Line 640: Line 388:
| <code>Ceiling_tile</code>
| <code>Ceiling_tile</code>
| Acoustic ceiling tiles, sound baffles, crumbly plaster.
| Acoustic ceiling tiles, sound baffles, crumbly plaster.
|
| {{infra}}
| {{infra}}
|-
|-
| <code>Computer</code>
| <code>Computer</code>
| Technical equipment. Glass and plastic impact noises, but plastic bullet decals.
| Technical equipment. Glass and plastic impact noises, but plastic bullet decals.
|
|
|-
| <code>Helmet</code>
| special sounds when a helmet is shot.
| {{dods}}
|  
|  
|-
|-
| <code>Pottery</code>
| <code>Pottery</code>
| Ceramic pots.
| Ceramic pots.
|
|  
|  
|}
|}
Line 661: Line 401:
== Game-specific ==
== Game-specific ==


The following surface types are only available in one game.
The following surface properties are not part of the base <code>scripts/surfaceproperties.txt</code> and therefore not available in every game.<br>
These lists only show the surfaceproperties that were added for that game. They still contain all the surfaceproperties in the above list, unless otherwise specified.
 
{{note|Various games are shipped with the <code>scripts/surfaceproperties_hl2.txt</code> from {{hl2|1}}. Some game's <code>scripts/surfaceproperties_manifest.txt</code> do not actually use these files though.<br>
These tables are set up to only show the surfaceproperties that are used according to their manifests.}}
 
=== {{hl2|4}} ===
These surfaceprops were introduced specifically for {{hl2|1}} and its episodes, but this file was shipped alongside numerous games.<br>
 
{| class=standard-table
!style="background-color:{{hl2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{hl2|col}}"| Description
|-
|<Code>[[Antlion]]</Code>
|
|-
|<Code>Antlionsand</Code>
|
|-
|<Code>Combine_Glass</Code>
|
|-
|<Code>Combine_Metal</Code>
|
|-
|<Code>[[Weapon_crowbar|Crowbar]]</Code>
|
|-
|<Code>[[Npc_combinegunship|Gunship]]</Code>
|
|-
|<Code>Metalvehicle</Code>
|
|-
|<Code>Metal_Seafloorcar</Code>
| Probably used for the [https://vcc.wiki/wiki/E3_Seafloor_(WC) E3 Seafloor map]
|-
|<Code>[[Strider]]</Code>
|
|-
|<Code>Zombieflesh</Code>
|
|}
 
=== {{hl2ep2|4}} ===
These surfaceprops were introduced for {{hl2ep2|1}}. These are not available in {{hl2|1}} and {{hl2ep1|1}} due to this surfaceproperties sript only being loaded when EP2 is active.
{{workaround|Manually edit the <code>scripts/surfaceproperties_hl2.txt</code> in the base game to add the EP2 specific surfaceprops.<br>
Alternatively, add the EP2 script file with its manifest as a mod.vpk to the base HL2.}}
{| class=standard-table
!style="background-color:{{hl2ep2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{hl2ep2|col}}"| Description
|-
| <code>Advisor_shield</code>
|
|-
| <code>Antlion_eggshell</code>
|
|-
| <code>Cavern_rock</code>
|
|-
| <code>[[Npc_hunter|Hunter]]</code>
|
|-
| <code>Jalopy</code>
| Specifically for the EP2 vehicle.
|-
| <code>Jalopytire</code>
| Special material for monitoring vehicle handling per axle.
|-
| <code>Slidingrubbertire_jalopyfront</code>
| Special material for monitoring vehicle handling per axle.
|-
| <code>Slidingrubbertire_jalopyrear</code>
| Special material for monitoring vehicle handling per axle.
|}


=== {{asw|4}} ===
=== {{asw|4}} ===
 
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, which is still used.
{| class=standard-table
{| class=standard-table
!style="background-color:{{asw|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{asw|col}}"| <tt>$surfaceprop</tt>
Line 683: Line 498:
| <code>stim_prop</code>
| <code>stim_prop</code>
| Stops glass breaking sounds from playing when stims are kicked around/shot
| Stops glass breaking sounds from playing when stims are kicked around/shot
|-
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| {{hl2|1}} leftover. See the [[#Half-Life_2|Half-Life 2 List]].
|}
=== {{css|4}} ===
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, but is unused according to its manifest.
{| class=standard-table
!style="background-color:{{css|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{css|col}}"| Description
|-
| <Code>Brass_Bell_Large</Code><Br><Code>Brass_Bell_Medium</Code><Br><Code>Brass_Bell_Small</Code><Br><Code>Brass_Bell_Smallest</Code>
| Various bells, playing different notes when shot.
|-
| <code>Hay</code>
|
|-
| <code>Metalvehicle</code>
|
|}
|}


Line 692: Line 526:
!style="background-color:{{csgo|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{csgo|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{csgo|col}}"| Description
!style="background-color:{{csgo|col}}"| Description
|-
| <code>Asphalt</code>
|
|-
| <Code>Brass_Bell_Large</Code><Br><Code>Brass_Bell_Medium</Code><Br><Code>Brass_Bell_Small</Code><Br><Code>Brass_Bell_Smallest</Code>
| Various bells, playing different notes when shot.
|-
|-
| <code>Blockbullets</code>
| <code>Blockbullets</code>
| Blocks bullets entirely, because the <code>Tools/ToolsBlockBullets</code> doesn't really block bullets.
| Blocks bullets entirely, because the <code>Tools/ToolsBlockBullets</code> doesn't really block bullets.
|-
|-
| <code>dufflebag_survivalCase</code>
| <code>Clay</code>
| Ceramic jug, mug.
|-
| <code>Dufflebag_SurvivalCase</code>
| Used for {{ent|prop_money_crate}}.
| Used for {{ent|prop_money_crate}}.
|-
|-
Line 702: Line 545:
| Like Glass, but with a normal friction value.
| Like Glass, but with a normal friction value.
|-
|-
| <code>metal_barrel_explodingSurvival</code>
| <code>Grate</code>
| Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
|-
| <code>Metal_Barrel_ExplodingSurvival</code>
| Used for {{ent|prop_exploding_barrel}}.
| Used for {{ent|prop_exploding_barrel}}.
|-
|-
| <code>metal_barrelSoundOverride</code>
| <code>Metal_BarrelSoundOverride</code>
|
|
|-
|-
| <code>Metal_sand_barrel</code>
| <code>Metal_Sand_Barrel</code>
| Barrel of sand. A thickness of 1 unit already blocks all bullets.
| Barrel of sand. A thickness of 1 unit already blocks all bullets.
|-
|-
| <code>Metal_shield</code>
| <code>Metal_Shield</code>
| Uses weapon sounds for {{ent|weapon_shield}}.
| Uses weapon sounds for {{ent|weapon_shield}}.
|-
|-
| <code>metal_survivalCase</code>
| <code>Metal_SurvivalCase</code>
| Base for <code>metal_survivalCase_unpunchable</code>.
| Base for <code>metal_survivalCase_unpunchable</code>.
|-
|-
| <code>metal_survivalCase_unpunchable</code>
| <code>Metal_SurvivalCase_Unpunchable</code>
| Used for {{ent|prop_metal_crate}}.
| Used for {{ent|prop_metal_crate}}.
|-
|-
| <code>metal_vehicleSoundOverride</code>
| <code>Metal_VehicleSoundOverride</code>
|
|
|-
|-
| <code>metaldogtags</code>
| <code>Metaldogtags</code>
| Used for {{ent|item_dogtags}}.
| Used for {{ent|item_dogtags}}.
|-
|-
| <code>plastic_survivalCase</code>
|<Code>Metalvehicle</Code>
|
|-
| <code>Puddle</code>
| When shot, spawns refracting water splash particles
|-
| <code>Plastic_SurvivalCase</code>
| Used for the yellow {{ent|prop_loot_crate}}.
| Used for the yellow {{ent|prop_loot_crate}}.
|-
|-
| <code>slowgrass</code>
| <code>Sheetrock</code>
| Plaster like walls, except uses stone particles for bullet impacts.
|-
| <code>Slowgrass</code>
| Used for the tall grass material seen on {{csgo map|dz_blacksite}}. It's the only material that has the property <code>hidetargetid 1</code>.
| Used for the tall grass material seen on {{csgo map|dz_blacksite}}. It's the only material that has the property <code>hidetargetid 1</code>.
|-
|-
| <code>soccerball</code>
| <code>Soccerball</code>
| Used by the soccer ball prop seen on {{csgo map|de_dust2}}.
| Used by the soccer ball prop seen on {{csgo map|de_dust2}}.
|-
|-
| <code>stucco</code>
| <code>Slipperyslide</code>
| Like SlipperyMetal, but uses SolidMetal sounds.
|-
| <code>Strongman_Bell</code>
| Sounds like a boxing ring bell when hit.
|-
| <code>Stucco</code>
|
|
|-
|-
| <code>tile_survivalCase</code>
| <code>Sugarcane</code>
| Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
|-
| <code>Tile_SurvivalCase</code>
| Used by the blue and red {{ent|prop_loot_crate}}, and {{ent|prop_paradrop_crate}}.
| Used by the blue and red {{ent|prop_loot_crate}}, and {{ent|prop_paradrop_crate}}.
|-
|-
| <code>tile_survivalCase_GIB</code>
| <code>Tile_SurvivalCase_GIB</code>
|
|
|-
|-
| <code>weapon_magazine</code>
| <code>Upholstery</code>
| For Couches, sofas, car seats, ect.
|-
| <code>Weapon_Magazine</code>
|
|
|-
| <code>Wet</code>
| Doesn't actually do anything.
|-
|-
| <code>Wood_Basket</code>
| <code>Wood_Basket</code>
| Like <code>Wood_Box</code> but with different step sounds.
| Like <code>Wood_Box</code> but with different footstep sounds.
|-
|-
| <code>Wood_Dense</code>
| <code>Wood_Dense</code>
| Allows much less bullet penetration.
| Allows much less bullet penetration.
|-
| <code>Jalopy</code><br><code>Jalopytire</code><br><code>Slidingrubbertire_jalopyfront</code><br><code>Slidingrubbertire_jalopyrear</code>
| Originally from {{hl2ep2|1}}. See the [[#hl2ep2|Episode Two List]].
|}
=== {{dods|4}} ===
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, but is unused according to its manifest.<br>
However, for some reason all those surface properties got added to its base surfaceproperties script.
{| class=standard-table
!style="background-color:{{dods|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{dods|col}}"| Description
|-
| <code>Helmet</code>
| special sounds when a helmet is shot.
|-
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| {{hl2|1}} leftover. See the [[#Half-Life_2|Half-Life 2 List]].
|}
=== {{l4d|4}} ===
{| class=standard-table
!style="background-color:{{l4d|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{l4d|col}}"| Description
|-
| <code>Asphalt</code>
|
|-
| <code>Clay</code>
| Ceramic jug, mug.
|-
| <code>Metalvehicle</code>
|
|-
| <code>Puddle</code>
| When shot, spawns refracting water splash particles
|-
| <code>Sheetrock</code>
| Plaster like walls, except uses stone particles for bullet impacts.
|-
| <code>Upholstery</code>
| For Couches, sofas, car seats, ect.
|-
| <code>Wet</code>
| Doesn't actually do anything.
|}
|}


Line 759: Line 674:
!style="background-color:{{l4d2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{l4d2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{l4d2|col}}"| Description
!style="background-color:{{l4d2|col}}"| Description
|-
| <code>Asphalt</code>
|
|-
| <code>Clay</code>
| Ceramic jug, mug.
|-
| <code>Foliage_Leaf</code>
| Same as Foliage, except is uses leaf sounds when stepped on. "Foliage" uses dirt sounds when walked on.
|-
| <code>Grate</code>
| Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
|-
| <code>Metalvehicle</code>
|
|-
| <code>Puddle</code>
| When shot, spawns refracting water splash particles
|-
| <code>Sheetrock</code>
| Plaster like walls, except uses stone particles for bullet impacts.
|-
| <code>Slipperyslide</code>
| Like SlipperyMetal, but uses SolidMetal sounds.
|-
| <code>Strongman_Bell</code>
| Sounds like a boxing ring bell when hit.
|-
| <code>Sugarcane</code>
| Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
|-
| <code>Upholstery</code>
| For Couches, sofas, car seats, ect.
|-
| <code>Wet</code>
| Doesn't actually do anything.
|-
|-
| <code>Bat</code><br><code>Blade</code><br><code>Chainsaw</code><br><code>Cricketbat</code><br><code>Crowbar</code><br><code>Fireaxe</code><br><code>Fryingpan</code><br><code>Golfclub</code><br><code>Guitar</code><br><code>Pitchfork</code><br><code>Shovel</code><br><code>Sword</code>
| <code>Bat</code><br><code>Blade</code><br><code>Chainsaw</code><br><code>Cricketbat</code><br><code>Crowbar</code><br><code>Fireaxe</code><br><code>Fryingpan</code><br><code>Golfclub</code><br><code>Guitar</code><br><code>Pitchfork</code><br><code>Shovel</code><br><code>Sword</code>
| Like "Weapon" but used for the melee weapons to give specific sounds when they are dropped.
| Like "Weapon" but used for the melee weapons, giving them unique sounds when dropped.
|-
| <code>Foliage_leaf</code>
| Same as Foliage, but uses Foliage sounds, instead of Dirt sounds.
|}
|}


=== {{portal|4}} ===
=== {{portal|4}} ===
 
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, which is still used.
{| class=standard-table
{| class=standard-table
!style="background-color:{{portal|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{portal|col}}"| <tt>$surfaceprop</tt>
Line 777: Line 725:
|-
|-
| <code>Sphere</code>
| <code>Sphere</code>
| Unsre what this is. But its listed in the portal surfaceprop file, based on "Metal".<br>The sphere needs to have elasticity and dampening set to create a more realistic bounce
| The surfaceprop used for the ball in Advanced Chamber 17, based on "Metal".<br>The sphere needs to have elasticity and dampening set to create a more realistic bounce.
|-
|-
| <code>Sphere2</code>
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| Portal2's spehere is made of metal and isn't quite as bouncey
| {{hl2|1}} leftover. See the [[#Half-Life_2|Half-Life 2 List]].
|}
|}


Line 789: Line 737:
!style="background-color:{{portal2|col}}"| Description
!style="background-color:{{portal2|col}}"| Description
|-
|-
| <code>brokenglass</code>
| <code>Brokenglass</code>
|
|
|-
|-
| <code>hard_light_bridge</code>
| <code>Energyball</code>
| Unsure what this is. But its listed in the portal surfaceprop file, based on "Glass".<br>"The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".
|-
| <code>Hard_light_bridge</code>
|
|
|-
|-
| <code>PaintBomb</code>
| <code>PaintBomb</code>
| Based on metal. Unsure what this really is used for.
| Used to remove physics sounds from gel bombs.
|-
|-
| <code>painted_surface</code>
| <code>painted_surface</code>
Line 802: Line 753:
|-
|-
| <code>Reflective</code>
| <code>Reflective</code>
| Unsre what this is. But its listed in the portal surfaceprop file, based on "metalpanel".<br>Same description as "Energyball" in Portal 1 had. "The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".<br>
| The surfaceprop for the Discouragement Redirection Cube, based on "MetalPanel" instead of "Metal_Box" (which makes it less bouncy).<br>Same description as "Energyball" in Portal: "The portal energy ball needs perfectly reflective collisions, regardless of what it hits".
|-
| <code>Sphere</code>
| The surfaceprop for the ball in original Portal, based on "Metal".<br>The sphere needs to have elasticity and dampening set to create a more realistic bounce.
|-
| <code>Sphere2</code>
| The surfaceprop for the Edgeless Safety Cube.<br>Portal2's spehere is made of metal and isn't quite as bouncey [sic]
|-
|-
| <code>Turret_Gib</code>
| <code>Turret_Gib</code>
Line 815: Line 772:


=== {{tf2|4}} ===
=== {{tf2|4}} ===
 
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, which is still used.
{| class=standard-table
{| class=standard-table
!style="background-color:{{tf2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{tf2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{tf2|col}}"| Description
!style="background-color:{{tf2|col}}"| Description
|-
|-
| <code>ball_bouncy</code>
| <code>Ball_Bouncy</code>
| Rubber bouncy ball
| Rubber bouncy ball.
|-
|-
| <code>demoman_grenade</code>
| <code>Demoman_Grenade</code>
|
|  
|-
|-
| <code>grenade_napalm</code>
| <code>Grenade_Napalm</code>
| pyro napalm grenade.
| pyro napalm grenade.
|-
|-
| <code>passtime_ball</code>
| <code>Passtime_Ball</code>
| Rubber Pass time ball from Tf2
| Rubber Pass time ball from Tf2
|-
|-
| <code>scout_baseball</code>
| <code>Scout_Baseball</code>
| Rubber baseball Projectile.
| Rubber baseball projectile.
|-
|-
| <code>scout_ornament</code>
| <code>Scout_Ornament</code>
| Glass christmas tree ornament Projectile.
| Glass christmas tree ornament projectile.
|-
|-
| <code>wasabiball</code>
| <code>Wasabiball</code>
| Based on "Rubber.
| Based on "Rubber".
|-
|-
| <code>Wrecking_ball</code>
| <code>Wrecking_ball</code>
|
|
|-
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| {{hl2|1}} leftover. See the [[#Half-Life_2|Half-Life 2 List]].
|}
|}


Line 850: Line 810:


=== {{bms|4}} ===
=== {{bms|4}} ===
Shipped with <code>scripts/surfaceproperties_hl2.txt</code>, which is still used.


{| class=standard-table
{| class=standard-table
Line 858: Line 819:
|
|
|-
|-
| <code>Conveyor_off</code><br><code>Conveyor_on</code>
| <Code>Conveyor_Off</Code><Br><Code>Conveyor_On</Code>
| Special properties for the conveyor belts.
| Special properties for the conveyor belts.
|-
|-
| <code>Floating_metal_barrel_bms</code>
| <code>Floating_Metal_Barrel_Bms</code>
| Special version just for {{bms|1}}
| Special version just for {{bms|1}}
|-
|-
| <code>floating_plastic_barrel_bms</code>
| <code>Floating_Plastic_Barrel_Bms</code>
|
|
|-
|-
| <code>friction_metal_00</code><br><code>friction_metal_10</code><br><code>friction_metal_15</code><br><code>friction_metal_25</code><br><code>friction_metal_35</code><br><code>friction_metal_45</code>
| <Code>Friction_Metal_00</Code><Br><Code>Friction_Metal_10</Code><Br><Code>Friction_Metal_15</Code><Br><Code>Friction_Metal_25</Code><Br><Code>Friction_Metal_35</Code><Br><Code>Friction_Metal_45</Code>
| Metals with various friction settings.
| Metals with various friction settings.
|-
|-
| <code>hornet_bouncy</code>
| <code>Hornet_Bouncy</code>
|
|
|-
|-
Line 884: Line 845:
| <code>Satchel</code>
| <code>Satchel</code>
| Dufflebag material, or backpack.
| Dufflebag material, or backpack.
|-
| <code>Wet</code>
| Doesn't actually do anything.
|-
|-
| <code>Xen_Root</code>
| <code>Xen_Root</code>
| Fleshy tentacle roots in Xen.
| Fleshy tentacle roots in Xen.
|-
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| {{hl2|1}} leftover. See the [[#Half-Life_2|Half-Life 2 List]].
|}
|}


Line 895: Line 862:
!style="background-color:{{gmod|col}}"| Description
!style="background-color:{{gmod|col}}"| Description
|-
|-
| <code>frictionM_00</code><br><code>frictionM_10</code><br><code>frictionM_25</code><br><code>friction_00</code><br><code>friction_10</code><br><code>friction_25</code>
| <Code>FrictionM_00</Code><Br><Code>FrictionM_10</Code><Br><Code>FrictionM_25</Code><Br><Code>Friction_00</Code><Br><Code>Friction_10</Code><Br><Code>Friction_25</Code>
| Material with default sounds, but with various friction settings.
| Material with default sounds, but with various friction settings.
|-
|-
| <code>gmod_bouncy</code>
| <code>Gmod_Bouncy</code>
|
|
|-
|-
| <code>gmod_ice</code>
| <code>Gmod_Ice</code>
| Very low friction on which you slip and slide.
| Very low friction on which you slip and slide.
|-
|-
| <code>gmod_silent</code>
| <Code>Gmod_Silent</Code>
|
|
|-
|-
| <code>gm_ps_egg</code>
| <Code>Gm_Ps_Egg</Code>
|
|
|-
|-
| <code>gm_ps_metaltire</code>
| <Code>Gm_Ps_Metaltire</Code>
|
|
|-
|-
| <code>gm_ps_soccerball</code>
| <Code>Gm_Ps_Soccerball</Code>
|
|
|-
|-
| <code>gm_ps_woodentire</code>
| <Code>Gm_Ps_Woodentire</Code>
|
|
|-
|-
| <code>gm_torpedo</code>
| <Code>Gm_Torpedo</Code>
|
|
|-
|-
| <code>phx_explosiveball</code>
| <Code>Hay</Code>
|
|
|-
|-
| <code>phx_flakshell</code>
| <Code>Phx_Explosiveball</Code>
|
|
|-
|-
| <code>phx_rubbertire</code>
| <Code>Phx_Flakshell</Code>
|
|
|-
|-
| <code>phx_rubbertire2</code>
| <Code>Phx_Rubbertire</Code>
|
|
|-
|-
| <code>phx_tire_normal</code>
| <Code>Phx_Rubbertire2</Code>
|
|
|-
|-
| <code>phx_ww2bomb</code>
| <Code>Phx_Tire_Normal</Code>
|
|
|-
|-
| <code>plastic_barrel_verybuoyant</code>
| <Code>Phx_Ww2bomb</Code>
|
|-
| <Code>Plastic_Barrel_Verybuoyant</Code>
| Even more buoyant barrel.
| Even more buoyant barrel.
|-
| <code>[[Npc_hunter|Hunter]]</code><br><code>Jalopy</code><br><code>Jalopytire</code><br><code>Slidingrubbertire_jalopyfront</code><br><code>Slidingrubbertire_jalopyrear</code>
| Originally from {{hl2ep2|1}}. See the [[#Half-Life_2:_Episode_Two|Episode Two List]].
|}
|}


Line 961: Line 934:
| <code>Crpt</code>
| <code>Crpt</code>
| Same as Carpet in every way.
| Same as Carpet in every way.
|-
| <code>Puddle</code>
| When shot, spawns refracting water splash particles.<br>Except that Infra does not have weapons.
|}
=== {{p3|4}} ===
Shipped with <code>scripts/surfaceproperties_hl2.txt</code> and <code>scripts/surfaceproperties_ep2.txt</code>, which are still used.
{| class=standard-table
!style="background-color:{{p3|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{p3|col}}"| Description
|-
| <code>match</code>
| Used for the matches.
|-
| <code>drocha</code>
| Used for the cum tissues in Pornworld.
|-
| <code>ground</code>
| Same as Concrete in every way.
|-
| <Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>
| {{hl2|1}} leftovers. See the [[#Half-Life_2|Half-Life 2 List]].
|-
| <code>Advisor_shield</code><br><code>Antlion_eggshell</code><br><code>Cavern_rock</code><br><code>[[Npc_hunter|Hunter]]</code><br><code>Jalopy</code><br><code>Jalopytire</code><br><code>Slidingrubbertire_jalopyfront</code><br><code>Slidingrubbertire_jalopyrear</code>
| {{hl2ep2|1}} leftovers. See the [[#Half-Life_2:_Episode_Two|Episode Two List]].
|}
=== {{titanfall|4}} ===
{| class=standard-table
!style="background-color:{{titanfall|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{titanfall|col}}"| Description
|-
| <code>Arc_Grenade</code>
|
|-
| <code>Asphalt</code>
|
|-
| <code>Bouncygrenade</code>
|
|-
| <code>Glass_Breakable</code>
|
|-
| <code>Grenade_Triple_Threat</code>
|
|-
| <code>Metal_Spectre</code>
|
|-
| <code>Metal_Titan</code>
|
|-
| <code>Shellcasing_Large</code>
|
|-
| <code>Shellcasing_Small</code>
|
|-
| <code>XO_Shield</code>
|
|-
| <code>Brokenglass</code><br><code>PaintBomb</code><br><code>Reflective</code><br><code>Sphere2</code><br><code>Turret_Gib</code><br><code>Underground_Cube</code><br><code>WeightedCube_Bounce</code>
| {{portal2|1}} leftovers. See the [[#Portal_2|Portal 2 List]].
|}
=== {{titanfall2|4}} ===
Almost completely identical to [[#Titanfall|Titanfall]], but with most <code>scraperough</code>, <code>scrapesmooth</code>, <code>impacthard</code> and <code>impactsoft</code> settings being commented out.
{| class=standard-table
!style="background-color:{{titanfall2|col}}"| <tt>$surfaceprop</tt>
!style="background-color:{{titanfall2|col}}"| Description
|-
| <code>Flyerflesh</code>
|
|-
| <code>unused_slot_to_prevent_renumbering</code>
| {{note|Likely not intented as an actual surface property.}}
|}
|}



Latest revision as of 21:05, 6 August 2025

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These are lists of physical surface types ($surfaceprop) that Source recognizes, as defined by the files referenced in /scripts/surfaceproperties_manifest.txt.

Surface types define the physical properties of an object including friction, density, collision/footstep sounds, the effect of bullet impacts and, if the object is destructible, health and gib type.

Both materials and models define their surfaces with the $surfaceprop command.

Note.pngNote:For GoldSrc GoldSrc, use sound/materials.txt. This file usually has documentation at the top dictating which surface types are available in the given mod.

Types

This table represents scripts/surfaceproperties.txt. Every game is shipped with this file and therefore every game has all these surface properties, with some exceptions.
Games listed in the "Not in" column had the surface property deleted for one reason or another.

Some games introcude their own surface properties, which can be seen below.

Note.pngNote:This list only contains surfaceprops from official valve games. Surface properties that were introduced in third party mods/games such as Garry's Mod and Black Mesa can be found further below.
If a surfaceprop happens to be missing in a third party mod, it will still be listed in the "Not in" column.
Note.pngNote:The following games have been checked for its surfaceprops: Half-Life 2Half-Life 2: DeathmatchHalf-Life 2: Lost CoastHalf-Life 2: Episode OneHalf-Life 2: Episode Two, Left 4 Dead seriesLeft 4 Dead series, Day of Defeat: Source, Alien Swarm, Counter-Strike: Source, Counter-Strike: Global Offensive, Portal series, Team Fortress 2, INFRA, Black Mesa, Garry's Mod, Titanfall, Titanfall 2, Postal III.
Todo: Check other games and add them to the list of checked games.

Special

Description Not in
Default
Default_silent For invisible collision materials, like sky. Bullet impacts are neither visible nor audible, giving the illusion that there is no impact.
Floatingstandable This one is used for puzzles where we want something that floats but the player can stand on without it sinking beneath the water.
Item Small med kit, smaller tech items, battery.
Ladder Ladder is a fake material for walking on ladders. Titanfall Titanfall 2
Woodladder Same as Ladder, but with wooden climbing sounds.
Day of Defeat: Source INFRA Black Mesa Alien Swarm Titanfall Titanfall 2
No_decal
Warning.pngWarning:Will still cause decals if used on world brushes. At least in Left 4 Dead 2
Player Special materials for player controller.
Player_control_clip Special materials for player controller.

Concrete/Rock

Description Not in
Boulder Will cause material glitches if used in models
Brick
Concrete
Concrete_block 9x12 prefabricated concrete cinder blocks.
Gravel
Rock Solid rock (small sounds).

Metal

Description Not in
Canister Large oxygen tank, propane tank, welding tank.
Chain Metal chain.
Chainlink Chainlink fencing material.
Grenade Sounds like a small metal object when dropped, but sounds like dirt when stepped on. INFRA
Metal
Metal_barrel Larger metal barrel, metal oil drum.
In CS:GO, a thickness of 1 unit already blocks all bullets.
Floating_metal_barrel Surfaceprop alone does not define whether item can float. At least in Left 4 Dead 2
Metal_bouncy prop_physics and func_physbox with this surfaceprop will bounce around when dropped.
Metal_Box Smaller metal box (< 2' width/height/depth)
Metalgrate Metal grating, used for decking
Metalpanel Thick solid steel panel - used for solid wall, floor, machine construction.
Metalvent ~1mm thick metal
Paintcan Smaller metal can INFRA
Popcan Small aluminum can, full. INFRA
Roller Combine Roller mine material. INFRA
Slipperymetal Very low friction on which you slip and slide, just like ice.
Solidmetal Almost nothing is solid metal - so metal is sheet metal
Weapon Sounds for when weapons drop. INFRA

Wood

Description Not in
Wood Generic wood
Note.pngNote:materials should use wood_box, wood_crate, wood_plank, wood_panel etc.
Wood_Box
Wood_Crate Large crate, large wood furniture (bookcases, tables).
Wood_Furniture small wood furniture - chairs, small tables.
Wood_LowDensity Small crate. Day of Defeat: Source
Wood_Plank Wood board, floorboard, plank.
Wood_Panel Plywood panel, wood door panel.
Wood_Solid Solid 6x6 or greater block, post or tree.

Terrain

Description Not in
Dirt
Grass
Mud
Quicksand Does not let you sink like in quicksand.
Sand
Slipperyslime Very low friction on which you slip and slide, just like ice.

Liquid

Description Not in
Slime
Water If applied to brushes/models that are not using %compilewater, it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
Wade Wade is a water material for walking in/on water at knee height.
If applied to brushes/models it will sound like water and spawn water particles when shot. But it will also draw bullet decals.
Titanfall Titanfall 2

Frozen

Description Not in
Ice Very low friction on which you slip and slide.
Snow
Icon-Bug.pngBug:Missing sound files for footsteps  (tested in: Left 4 Dead 2)

Organic

Description Not in
Alienflesh INFRA
Armorflesh Flesh for physics, metal for bullet fx.
Bloodyflesh Does not spawn bloody bullet decals in Left 4 Dead 2 INFRA
Flesh Medium-sized body. INFRA
Foliage
Watermelon Left 4 Dead seriesLeft 4 Dead series INFRA

Manufactured

Description Not in
Glass Pane of glass, computer screen, window, glass door...
Use Glassfloor in CS:GO if a glass floor shouldn't be more slippery than usual.
Glassbottle Glass soda bottle, cup, plate, jar...
Tile
Paper
Papercup INFRA
Cardboard
Plaster Drywall, office wall material, sheetrock.
Plastic_barrel Larger plastic barrel, hollow, soft plastic.
Plastic_barrel_buoyant Surfaceprop alone does not define whether item can float. At least in Left 4 Dead 2 Day of Defeat: Source
Plastic_Box Small - Medium plastic box, hard plastic.
Plastic Smaller generic hard plastic.
Rubber Solid rubber floor mat, solid rubber tire.
Rubbertire Hollow rubber tire
Slidingrubbertire Special material for monitoring vehicle handling per wheel.
Slidingrubbertire_front Special material for monitoring vehicle handling per axle.
Slidingrubbertire_rear Special material for monitoring vehicle handling per axle.
Jeeptire Tired for the drivable vehicles. Day of Defeat: Source
Brakingrubbertire Special material for monitoring vehicle handling per axle.
Porcelain Tubs, urinals, sinks, ect.

Miscellaneous

Description Not in
Carpet
Ceiling_tile Acoustic ceiling tiles, sound baffles, crumbly plaster. INFRA
Computer Technical equipment. Glass and plastic impact noises, but plastic bullet decals.
Pottery Ceramic pots.

Game-specific

The following surface properties are not part of the base scripts/surfaceproperties.txt and therefore not available in every game.
These lists only show the surfaceproperties that were added for that game. They still contain all the surfaceproperties in the above list, unless otherwise specified.

Note.pngNote:Various games are shipped with the scripts/surfaceproperties_hl2.txt from Half-Life 2. Some game's scripts/surfaceproperties_manifest.txt do not actually use these files though.
These tables are set up to only show the surfaceproperties that are used according to their manifests.

Half-Life 2 Half-Life 2

These surfaceprops were introduced specifically for Half-Life 2 and its episodes, but this file was shipped alongside numerous games.

$surfaceprop Description
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar Probably used for the E3 Seafloor map
Strider
Zombieflesh

Half-Life 2: Episode Two Half-Life 2: Episode Two

These surfaceprops were introduced for Half-Life 2: Episode Two. These are not available in Half-Life 2 and Half-Life 2: Episode One due to this surfaceproperties sript only being loaded when EP2 is active.

PlacementTip.pngWorkaround:Manually edit the scripts/surfaceproperties_hl2.txt in the base game to add the EP2 specific surfaceprops.
Alternatively, add the EP2 script file with its manifest as a mod.vpk to the base HL2.
$surfaceprop Description
Advisor_shield
Antlion_eggshell
Cavern_rock
Hunter
Jalopy Specifically for the EP2 vehicle.
Jalopytire Special material for monitoring vehicle handling per axle.
Slidingrubbertire_jalopyfront Special material for monitoring vehicle handling per axle.
Slidingrubbertire_jalopyrear Special material for monitoring vehicle handling per axle.

Alien Swarm Alien Swarm

Shipped with scripts/surfaceproperties_hl2.txt, which is still used.

$surfaceprop Description
Ammo_pickup Ammo supply boxes
Ice_noslide Ice, but without the ability to slide.
Snow_noslide Snow, but without the ability to slide.
Steam_pipe
stim_prop Stops glass breaking sounds from playing when stims are kicked around/shot
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftover. See the Half-Life 2 List.

Counter-Strike: Source Counter-Strike: Source

Shipped with scripts/surfaceproperties_hl2.txt, but is unused according to its manifest.

$surfaceprop Description
Brass_Bell_Large
Brass_Bell_Medium
Brass_Bell_Small
Brass_Bell_Smallest
Various bells, playing different notes when shot.
Hay
Metalvehicle

Counter-Strike: Global Offensive Counter-Strike: Global Offensive

$surfaceprop Description
Asphalt
Brass_Bell_Large
Brass_Bell_Medium
Brass_Bell_Small
Brass_Bell_Smallest
Various bells, playing different notes when shot.
Blockbullets Blocks bullets entirely, because the Tools/ToolsBlockBullets doesn't really block bullets.
Clay Ceramic jug, mug.
Dufflebag_SurvivalCase Used for prop_money_crate.
Glassfloor Like Glass, but with a normal friction value.
Grate Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
Metal_Barrel_ExplodingSurvival Used for prop_exploding_barrel.
Metal_BarrelSoundOverride
Metal_Sand_Barrel Barrel of sand. A thickness of 1 unit already blocks all bullets.
Metal_Shield Uses weapon sounds for weapon_shield.
Metal_SurvivalCase Base for metal_survivalCase_unpunchable.
Metal_SurvivalCase_Unpunchable Used for prop_metal_crate.
Metal_VehicleSoundOverride
Metaldogtags Used for item_dogtags.
Metalvehicle
Puddle When shot, spawns refracting water splash particles
Plastic_SurvivalCase Used for the yellow prop_loot_crate.
Sheetrock Plaster like walls, except uses stone particles for bullet impacts.
Slowgrass Used for the tall grass material seen on dz_blacksite dz_blacksite. It's the only material that has the property hidetargetid 1.
Soccerball Used by the soccer ball prop seen on de_dust2 de_dust2.
Slipperyslide Like SlipperyMetal, but uses SolidMetal sounds.
Strongman_Bell Sounds like a boxing ring bell when hit.
Stucco
Sugarcane Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
Tile_SurvivalCase Used by the blue and red prop_loot_crate, and prop_paradrop_crate.
Tile_SurvivalCase_GIB
Upholstery For Couches, sofas, car seats, ect.
Weapon_Magazine
Wet Doesn't actually do anything.
Wood_Basket Like Wood_Box but with different footstep sounds.
Wood_Dense Allows much less bullet penetration.
Jalopy
Jalopytire
Slidingrubbertire_jalopyfront
Slidingrubbertire_jalopyrear
Originally from Half-Life 2: Episode Two. See the Episode Two List.

Day of Defeat: Source Day of Defeat: Source

Shipped with scripts/surfaceproperties_hl2.txt, but is unused according to its manifest.
However, for some reason all those surface properties got added to its base surfaceproperties script.

$surfaceprop Description
Helmet special sounds when a helmet is shot.
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftover. See the Half-Life 2 List.

Left 4 Dead Left 4 Dead

$surfaceprop Description
Asphalt
Clay Ceramic jug, mug.
Metalvehicle
Puddle When shot, spawns refracting water splash particles
Sheetrock Plaster like walls, except uses stone particles for bullet impacts.
Upholstery For Couches, sofas, car seats, ect.
Wet Doesn't actually do anything.

Left 4 Dead 2 Left 4 Dead 2

$surfaceprop Description
Asphalt
Clay Ceramic jug, mug.
Foliage_Leaf Same as Foliage, except is uses leaf sounds when stepped on. "Foliage" uses dirt sounds when walked on.
Grate Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
Metalvehicle
Puddle When shot, spawns refracting water splash particles
Sheetrock Plaster like walls, except uses stone particles for bullet impacts.
Slipperyslide Like SlipperyMetal, but uses SolidMetal sounds.
Strongman_Bell Sounds like a boxing ring bell when hit.
Sugarcane Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
Upholstery For Couches, sofas, car seats, ect.
Wet Doesn't actually do anything.
Bat
Blade
Chainsaw
Cricketbat
Crowbar
Fireaxe
Fryingpan
Golfclub
Guitar
Pitchfork
Shovel
Sword
Like "Weapon" but used for the melee weapons, giving them unique sounds when dropped.

Portal Portal

Shipped with scripts/surfaceproperties_hl2.txt, which is still used.

$surfaceprop Description
Energyball Unsure what this is. But its listed in the portal surfaceprop file, based on "Glass".
"The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".
Sphere The surfaceprop used for the ball in Advanced Chamber 17, based on "Metal".
The sphere needs to have elasticity and dampening set to create a more realistic bounce.
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftover. See the Half-Life 2 List.

Portal 2 Portal 2

$surfaceprop Description
Brokenglass
Energyball Unsure what this is. But its listed in the portal surfaceprop file, based on "Glass".
"The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".
Hard_light_bridge
PaintBomb Used to remove physics sounds from gel bombs.
painted_surface Has paint step sounds, but no other functions.
Reflective The surfaceprop for the Discouragement Redirection Cube, based on "MetalPanel" instead of "Metal_Box" (which makes it less bouncy).
Same description as "Energyball" in Portal: "The portal energy ball needs perfectly reflective collisions, regardless of what it hits".
Sphere The surfaceprop for the ball in original Portal, based on "Metal".
The sphere needs to have elasticity and dampening set to create a more realistic bounce.
Sphere2 The surfaceprop for the Edgeless Safety Cube.
Portal2's spehere is made of metal and isn't quite as bouncey [sic]
Turret_Gib Gib models of turrets use this.
Underground_Cube
WeightedCube_Bounce Extremely bouncy storage cube.

Team Fortress 2 Team Fortress 2

Shipped with scripts/surfaceproperties_hl2.txt, which is still used.

$surfaceprop Description
Ball_Bouncy Rubber bouncy ball.
Demoman_Grenade
Grenade_Napalm pyro napalm grenade.
Passtime_Ball Rubber Pass time ball from Tf2
Scout_Baseball Rubber baseball projectile.
Scout_Ornament Glass christmas tree ornament projectile.
Wasabiball Based on "Rubber".
Wrecking_ball
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftover. See the Half-Life 2 List.


Third Party Games/mods

The following surfaceprops are added in popular non-Valve games, which can't be found in any official valve titles.

Black Mesa Black Mesa

Shipped with scripts/surfaceproperties_hl2.txt, which is still used.

$surfaceprop Description
Concretegrit
Conveyor_Off
Conveyor_On
Special properties for the conveyor belts.
Floating_Metal_Barrel_Bms Special version just for Black Mesa
Floating_Plastic_Barrel_Bms
Friction_Metal_00
Friction_Metal_10
Friction_Metal_15
Friction_Metal_25
Friction_Metal_35
Friction_Metal_45
Metals with various friction settings.
Hornet_Bouncy
Inttower Flesh walk sound used in the interloper tower interior
Leaves Black Mesa's version of "Foliage_leaf"
Metalpipe
Satchel Dufflebag material, or backpack.
Wet Doesn't actually do anything.
Xen_Root Fleshy tentacle roots in Xen.
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftover. See the Half-Life 2 List.

Garry's Mod Garry's Mod

$surfaceprop Description
FrictionM_00
FrictionM_10
FrictionM_25
Friction_00
Friction_10
Friction_25
Material with default sounds, but with various friction settings.
Gmod_Bouncy
Gmod_Ice Very low friction on which you slip and slide.
Gmod_Silent
Gm_Ps_Egg
Gm_Ps_Metaltire
Gm_Ps_Soccerball
Gm_Ps_Woodentire
Gm_Torpedo
Hay
Phx_Explosiveball
Phx_Flakshell
Phx_Rubbertire
Phx_Rubbertire2
Phx_Tire_Normal
Phx_Ww2bomb
Plastic_Barrel_Verybuoyant Even more buoyant barrel.
Hunter
Jalopy
Jalopytire
Slidingrubbertire_jalopyfront
Slidingrubbertire_jalopyrear
Originally from Half-Life 2: Episode Two. See the Episode Two List.

INFRA INFRA

$surfaceprop Description
Alttile Only has different step sounds
Bag Dufflebag material, or backpack.
Balloon Based on plastic, but has a balloon popping sound when broken.
Crpt Same as Carpet in every way.
Puddle When shot, spawns refracting water splash particles.
Except that Infra does not have weapons.

Postal III Postal III

Shipped with scripts/surfaceproperties_hl2.txt and scripts/surfaceproperties_ep2.txt, which are still used.

$surfaceprop Description
match Used for the matches.
drocha Used for the cum tissues in Pornworld.
ground Same as Concrete in every way.
Antlion
Antlionsand
Combine_Glass
Combine_Metal
Crowbar
Gunship
Metalvehicle
Metal_Seafloorcar
Strider
Zombieflesh
Half-Life 2 leftovers. See the Half-Life 2 List.
Advisor_shield
Antlion_eggshell
Cavern_rock
Hunter
Jalopy
Jalopytire
Slidingrubbertire_jalopyfront
Slidingrubbertire_jalopyrear
Half-Life 2: Episode Two leftovers. See the Episode Two List.

Titanfall Titanfall

$surfaceprop Description
Arc_Grenade
Asphalt
Bouncygrenade
Glass_Breakable
Grenade_Triple_Threat
Metal_Spectre
Metal_Titan
Shellcasing_Large
Shellcasing_Small
XO_Shield
Brokenglass
PaintBomb
Reflective
Sphere2
Turret_Gib
Underground_Cube
WeightedCube_Bounce
Portal 2 leftovers. See the Portal 2 List.

Titanfall 2 Titanfall 2

Almost completely identical to Titanfall, but with most scraperough, scrapesmooth, impacthard and impactsoft settings being commented out.

$surfaceprop Description
Flyerflesh
unused_slot_to_prevent_renumbering
Note.pngNote:Likely not intented as an actual surface property.

See also