Material surface properties: Difference between revisions
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[[Creating Materials]] | [[Creating Materials]] | ||
{{otherlang:en}} {{otherlang:en:jp|Material surface properties:jp}} |
Revision as of 06:27, 18 October 2005
This is the list of material types that VMTs can recognize. The material type's name should be placed in quotation marks after $surfaceprop. Each material setting has its own unique properties, which affect the gibs they produce (if breakable) and the sound of impacts or footsteps.
Models also use $surfaceprop to define what they will sound like and decal like.
The surface properties are defined in scripts/surfaceproperties.txt and scripts/surfaceproperties_hl2.txt and are referenced by scripts/surfaceproperties_manifest.txt
All materials and models that do not define their surfaceprop go to default.
CONCRETE/ROCK TYPES
- baserock
- boulder
- brick
- concrete
- concrete_block
- gravel
- rock
LIQUID TYPES
- slime
- water
- wade
METAL TYPES
- canister
- chain
- chainlink
- combine_metal
- crowbar
- floating_metal_barrel
- grenade
- gunship
- metal
- metal_barrel
- metal_bouncy
- Metal_Box
- metal_seafloorcar
- metalgrate
- metalpanel
- metalvent
- metalvehicle
- paintcan
- popcan
- roller
- slipperymetal
- solidmetal
- strider
- weapon
MISC TYPES
- brakingrubbertire
- cardboard
- carpet
- ceiling_tile
- combine_glass
- computer
- default
- default_silent
- floatingstandable
- glass
- glassbottle
- item
- jeeptire
- ladder
- no_decal
- paper
- papercup
- plaster
- plastic_barrel
- plastic_barrel_buoyant
- Plastic_Box
- plastic
- player
- player_control_clip
- pottery
- rubber
- rubbertire
- slidingrubbertire
- slidingrubbertire_front
- slidingrubbertire_rear
ORGANIC TYPES
- alienflesh
- antlion
- armorflesh
- bloodyflesh
- flesh
- foliage
- watermelon
- zombieflesh
SNOW TYPES
- ice
- snow
TERRAIN TYPES
- antlionsand
- dirt
- grass
- gravel
- mud
- quicksand
- sand
- slipperyslime
- tile
WOOD TYPES
- wood
- Wood_Box
- Wood_Crate
- Wood_Furniture
- Wood_lowdensity
- Wood_Plank
- Wood_Panel
- Wood_Solid
See also