Material surface properties: Difference between revisions
(Complemented "in" and "not in" columns with csgo. Added remaining csgo materials from List of CS:GO Surface Types in a separate table for the moment.) |
(Renamed "In" column to "Only in" because that should cause less confusion when seeing an empty cell. Moved any $surfaceprop to a separate game-specific table if it appears only in one game. Used <code> for $surfaceprops. Removed irritating tabs in wikitext.) |
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{{toc-right}} | {{toc-right}} | ||
These are lists of physical surface types (<code>$surfaceprop</code>) that Source recognizes, as defined by the files referenced in <code>/scripts/surfaceproperties_manifest.txt</code>. | |||
Surface types define the physical properties of an object including friction | 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 [[gibs|gib]] type. | ||
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. | ||
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==Types== | ==Types== | ||
About the following first table: | |||
* Each row represents a surface property available in ''multiple'' games. (The game-specific ones are [[#Game-specific|below]].) | |||
* 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 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. | |||
{{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 [[ | {{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> | ||
If a surfaceprop happens to also be in a third party mod, it will also be listed as " | If a surfaceprop happens to also be in a third party mod, it will also be listed as "Only in" inside this first list.}} | ||
{{note|The following games have been checked for its surfaceprops: {{hl2series}}, {{l4ds}}, {{dods}}, {{asw}}, {{css}}, {{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}}.<br> | ||
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 | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Default</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. | |||
| | |||
| | |||
|- | |- | ||
| <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. | |||
| | |||
| | |||
|- | |- | ||
| <code>Item</code> | |||
| Small med kit, smaller tech items, battery. | |||
| | |||
| | |||
|- | |- | ||
| <code>Ladder</code> | |||
| Ladder is a fake material for walking on ladders. | |||
| | |||
| | |||
|- | |- | ||
| <code>Woodladder</code> | |||
| Same as Ladder, but with wooden climbing sounds. | |||
| {{l4d2}} {{csgo}} {{hl2series}} | |||
| {{dods}} {{infra}} {{bms}} | |||
|- | |- | ||
| <code>No_decal</code> | |||
| {{warning|Will still cause decals if used on world brushes. At least in {{l4d2}}}} | |||
| | |||
| | |||
|- | |- | ||
| <code>Player</code> | |||
| Special materials for player controller. | |||
| | |||
| | |||
|- | |- | ||
| <code>Player_control_clip</code> | |||
| Special materials for player controller. | |||
| | |||
| | |||
|- | |- | ||
! | |||
===Concrete/Rock=== | ===Concrete/Rock=== | ||
! Description | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Baserock</code> | |||
| ''Missing in most games. Why is it listed here?'' | |||
| | |||
| | |||
|- | |- | ||
| <code>Boulder</code> | |||
| Will cause material glitches if used in models | |||
| | |||
| | |||
|- | |- | ||
| <code>Brick</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Cavern_rock</code> | |||
| | |||
| {{hl2ep2}} {{gmod}} | |||
| | |||
|- | |- | ||
| <code>Concrete</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Concrete_block</code> | |||
| 9x12 prefabricated concrete cinder blocks. | |||
| | |||
| | |||
|- | |- | ||
| <code>Gravel</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Rock</code> | |||
| Solid rock (small sounds). | |||
| | |||
| | |||
|- | |- | ||
| <code>Sheetrock</code> | |||
| Plaster like walls, except without paper-like particles. Uses rocks instead. | |||
| {{l4d2}} {{csgo}} | |||
| | |||
|- | |- | ||
! | |||
===Metal=== | ===Metal=== | ||
! Description | |||
! Only 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> | |||
| Large oxygen tank, propane tank, welding tank. | |||
| | |||
| | |||
|- | |- | ||
| <code>Chain</code> | |||
| Metal chain. | |||
| | |||
| | |||
|- | |- | ||
| <code>Chainlink</code> | |||
| 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}} | |||
| | |||
|- | |- | ||
| <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> | |||
| Sounds like a small metal object when dropped, but sounds like dirt when stepped on. | |||
| | |||
| {{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}} | |||
| | |||
|- | |- | ||
| <code>Metal</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Metal_barrel</code> | |||
| Larger metal barrel, metal oil drum.<br>In CS:GO, a thickness of 1 unit already blocks all bullets. | |||
| | |||
| | |||
|- | |- | ||
| <code>Floating_metal_barrel</code> | |||
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}} | |||
| | |||
| | |||
|- | |- | ||
| <code>Metal_bouncy</code> | |||
| [[prop_physics]] and [[func_physbox]] with this surfaceprop will bounce around when dropped. | |||
| | |||
| | |||
|- | |- | ||
| <code>Metal_Box</code> | |||
| 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}} | |||
| | |||
|- | |- | ||
| <code>Metalgrate</code> | |||
| 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> | |||
| Thick solid steel panel - used for solid wall, floor, machine construction. | |||
| | |||
| | |||
|- | |- | ||
| <code>Metalvent</code> | |||
| ~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> | |||
| Smaller metal can | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Popcan</code> | |||
| Small aluminum can, full. | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Roller</code> | |||
| Combine Roller mine material. | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Slipperymetal</code> | |||
| Very low friction on which you slip and slide, just like ice. | |||
| | |||
| | |||
|- | |- | ||
| <code>Solidmetal</code> | |||
| Almost nothing is solid metal - so metal is sheet metal | |||
| | |||
| | |||
|- | |- | ||
| <code>Strider</code> | |||
| | |||
| | |||
| {{l4ds}} {{csgo}} | |||
|- | |- | ||
| <code>Weapon</code> | |||
| Sounds for when weapons drop. | |||
| | |||
| {{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 | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Wood</code> | |||
| Generic wood {{note|materials should use wood_box, wood_crate, wood_plank, wood_panel etc.}} | |||
| | |||
| | |||
|- | |- | ||
| <code>Wood_Box</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Wood_Crate</code> | |||
| Large crate, large wood furniture (bookcases, tables). | |||
| {{Portal2}} {{tf2}} {{l4ds}} {{csgo}} | |||
| | |||
|- | |- | ||
| <code>Wood_Furniture</code> | |||
| small wood furniture - chairs, small tables. | |||
| | |||
| | |||
|- | |- | ||
| <code>Wood_LowDensity</code> | |||
| Small crate. | |||
| {{Portal2}} {{l4ds}} {{tf2}} {{csgo}} | |||
| {{dods}} | |||
|- | |- | ||
| <code>Wood_Plank</code> | |||
| Wood board, floorboard, plank. | |||
| | |||
| | |||
|- | |- | ||
| <code>Wood_Panel</code> | |||
| Plywood panel, wood door panel. | |||
| | |||
| | |||
|- | |- | ||
| <code>Wood_Solid</code> | |||
| Solid 6x6 or greater block, post or tree. | |||
| | |||
| | |||
|- | |- | ||
! | |||
===Terrain=== | ===Terrain=== | ||
! Description | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Dirt</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Grass</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Gravel</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Mud</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Quicksand</code> | |||
| Does not let you sink like in quicksand. | |||
| | |||
| | |||
|- | |- | ||
| <code>Sand</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Slipperyslime</code> | |||
| 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}} | |||
| | |||
|- | |- | ||
| <code>Sugarcane</code> | |||
| Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density. | |||
| {{l4d2}} {{csgo}} | |||
| | |||
|- | |- | ||
! | |||
===Liquid=== | ===Liquid=== | ||
! Description | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Slime</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. | |||
| | |||
| | |||
|- | |- | ||
| <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. | |||
| | |||
| | |||
|- | |- | ||
| <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 | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Ice</code> | |||
| Very low friction on which you slip and slide. | |||
| | |||
| | |||
|- | |- | ||
| <code>Snow</code> | |||
| {{bug|tested={{l4d2}}|Missing sound files for footsteps}} | |||
| | |||
| | |||
|- | |- | ||
! | |||
===Organic=== | ===Organic=== | ||
! Description | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Alienflesh</code> | |||
| | |||
| | |||
| {{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}} | |||
| | |||
|- | |- | ||
| <code>Antlion_eggshell</code> | |||
| | |||
| {{hl2ep2}} | |||
| | |||
|- | |- | ||
| <code>Armorflesh</code> | |||
| Flesh for physics, metal for bullet fx. | |||
| | |||
| | |||
|- | |- | ||
| <code>Bloodyflesh</code> | |||
| Does not spawn bloody bullet decals in {{l4d2}} | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Flesh</code> | |||
| Medium-sized body. | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Foliage</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Hay</code> | |||
| | |||
| {{css}} {{gmod}} | |||
| | |||
|- | |- | ||
| <code>Hunter</code> | |||
| | |||
| {{hl2ep2}} {{gmod}} | |||
| | |||
|- | |- | ||
| <code>Watermelon</code> | |||
| | |||
| | |||
| {{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 | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Advisor_shield</code> | |||
| | |||
| {{hl2ep2}} | |||
| | |||
|- | |- | ||
| <code>Asphalt</code> | |||
| | |||
| {{l4ds}}{{csgo}} | |||
| | |||
|- | |- | ||
| <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. | |||
| | |||
| | |||
|- | |- | ||
| <code>Glassbottle</code> | |||
| 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}} | |||
| | |||
|- | |- | ||
| <code>Tile</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Paper</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Papercup</code> | |||
| | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Cardboard</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Plaster</code> | |||
| Drywall, office wall material, sheetrock. | |||
| | |||
| | |||
|- | |- | ||
| <code>Plastic_barrel</code> | |||
| Larger plastic barrel, hollow, soft plastic. | |||
| | |||
| | |||
|- | |- | ||
| <code>Plastic_barrel_buoyant</code> | |||
| Surfaceprop alone does not define whether item can float. At least in {{L4D2}} | |||
| | |||
| {{dods}} | |||
|- | |- | ||
| <code>Plastic_Box</code> | |||
| Small - Medium plastic box, hard plastic. | |||
| | |||
| | |||
|- | |- | ||
| <code>Plastic</code> | |||
| Smaller generic hard plastic. | |||
| | |||
| | |||
|- | |- | ||
| <code>Rubber</code> | |||
| Solid rubber floor mat, solid rubber tire. | |||
| | |||
| | |||
|- | |- | ||
| <code>Rubbertire</code> | |||
| Hollow rubber tire | |||
| | |||
| | |||
|- | |- | ||
| <code>Slidingrubbertire</code> | |||
| Special material for monitoring vehicle handling per wheel. | |||
| | |||
| | |||
|- | |- | ||
| <code>Slidingrubbertire_front</code> | |||
| Special material for monitoring vehicle handling per axle. | |||
| | |||
| | |||
|- | |- | ||
| <code>Slidingrubbertire_rear</code> | |||
| Special material for monitoring vehicle handling per axle. | |||
| | |||
| | |||
|- | |- | ||
| <code>Jeeptire</code> | |||
| Tired for the drivable vehicles. | |||
| | |||
| {{dods}} | |||
|- | |- | ||
| <code>Brakingrubbertire</code> | |||
| 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> | |||
| Tubs, urinals, sinks, ect. | |||
| | |||
| | |||
|- | |- | ||
| <code>Upholstery</code> | |||
| For Couches, sofas, car seats, ect. | |||
| {{l4d2}} {{csgo}} | |||
| | |||
|- | |- | ||
! | |||
===Miscellaneous=== | ===Miscellaneous=== | ||
! Description | |||
! Only in | |||
! Not in | |||
|- | |- | ||
| <code>Carpet</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code>Ceiling_tile</code> | |||
| Acoustic ceiling tiles, sound baffles, crumbly plaster. | |||
| | |||
| {{infra}} | |||
|- | |- | ||
| <code>Computer</code> | |||
| 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> | |||
| Ceramic pots. | |||
| | |||
| | |||
|} | |||
== Game-specific == | |||
The following surface types are only available in one game. | |||
=== {{asw|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{asw|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{asw|col}}"| Description | |||
|- | |- | ||
| <code>Ammo_pickup</code> | |||
| Ammo supply boxes | |||
|- | |- | ||
| <code>Ice_noslide</code> | |||
| Ice, but without the ability to slide. | |||
|- | |- | ||
| <code>Snow_noslide</code> | |||
| Snow, but without the ability to slide. | |||
|- | |- | ||
| <code>Steam_pipe</code> | |||
| | |||
|- | |- | ||
| <code>stim_prop</code> | |||
| Stops glass breaking sounds from playing when stims are kicked around/shot | |||
|} | |} | ||
== | === {{csgo|4}} === | ||
{{main|List of CS:GO Surface Types}} | |||
{| class=standard-table | {| class=standard-table | ||
!style="background-color:{{csgo|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{csgo|col}}"| Description | |||
! Description | |- | ||
| <code>Blockbullets</code> | |||
| Blocks bullets entirely, because the <code>Tools/ToolsBlockBullets</code> doesn't really block bullets. | |||
|- | |- | ||
| <code>dufflebag_survivalCase</code> | | <code>dufflebag_survivalCase</code> | ||
| Used for {{ent|prop_money_crate}}. | | Used for {{ent|prop_money_crate}}. | ||
|- | |||
| <code>Glassfloor</code> | |||
| Like Glass, but with a normal friction value. | |||
|- | |- | ||
| <code>metal_barrel_explodingSurvival</code> | | <code>metal_barrel_explodingSurvival</code> | ||
Line 829: | Line 707: | ||
| <code>metal_barrelSoundOverride</code> | | <code>metal_barrelSoundOverride</code> | ||
| | | | ||
|- | |||
| <code>Metal_sand_barrel</code> | |||
| Barrel of sand. A thickness of 1 unit already blocks all bullets. | |||
|- | |||
| <code>Metal_shield</code> | |||
| Uses weapon sounds for {{ent|weapon_shield}}. | |||
|- | |- | ||
| <code>metal_survivalCase</code> | | <code>metal_survivalCase</code> | ||
Line 865: | Line 749: | ||
| <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 step sounds. | ||
|- | |||
| <code>Wood_Dense</code> | |||
| Allows much less bullet penetration. | |||
|} | |||
=== {{l4d2|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{l4d2|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{l4d2|col}}"| Description | |||
|- | |||
| <code>Bat</code><br><code>Blade</code><br><code>Chainsaw</code><br><code>Cricketbat</code><br><code>Crowbar</code><br><code>Fireaxe</code><br><code>Fryingpan</code><br><code>Golfclub</code><br><code>Guitar</code><br><code>Pitchfork</code><br><code>Shovel</code><br><code>Sword</code> | |||
| Like "Weapon" but used for the melee weapons to give specific sounds when they are dropped. | |||
|- | |||
| <code>Foliage_leaf</code> | |||
| Same as Foliage, but uses Foliage sounds, instead of Dirt sounds. | |||
|} | |} | ||
== | === {{portal|4}} === | ||
The | |||
{|class= | {| class=standard-table | ||
!style="background-color:{{portal|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{portal|col}}"| Description | |||
|- | |||
| <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>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 | |||
|- | |||
| <code>Sphere2</code> | |||
| Portal2's spehere is made of metal and isn't quite as bouncey | |||
|} | |||
=== {{portal2|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{portal2|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{portal2|col}}"| Description | |||
|- | |||
| <code>brokenglass</code> | |||
| | |||
|- | |||
| <code>hard_light_bridge</code> | |||
| | |||
|- | |||
| <code>PaintBomb</code> | |||
| Based on metal. Unsure what this really is used for. | |||
|- | |- | ||
| <code>painted_surface</code> | |||
| Has paint step sounds, but no other functions. | |||
|- | |- | ||
| <code>Reflective</code> | |||
| Unsre what this is. But its listed in the portal surfaceprop file, based on "metalpanel".<br>Same description as "Energyball" in Portal 1 had. "The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".<br> | |||
|- | |- | ||
| <code>Turret_Gib</code> | |||
| Gib models of turrets use this. | |||
|- | |- | ||
| <code>Underground_Cube</code> | |||
| | |||
|- | |- | ||
| <code>WeightedCube_Bounce</code> | |||
| Extremely bouncy storage cube. | |||
|} | |||
=== {{tf2|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{tf2|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{tf2|col}}"| Description | |||
|- | |- | ||
| <code>ball_bouncy</code> | |||
| Rubber bouncy ball | |||
|- | |- | ||
| <code>demoman_grenade</code> | |||
| | |||
|- | |- | ||
| <code>grenade_napalm</code> | |||
| pyro napalm grenade. | |||
|- | |- | ||
| <code>passtime_ball</code> | |||
| Rubber Pass time ball from Tf2 | |||
|- | |- | ||
| <code>scout_baseball</code> | |||
| Rubber baseball Projectile. | |||
|- | |- | ||
| <code>scout_ornament</code> | |||
| Glass christmas tree ornament Projectile. | |||
|- | |- | ||
| <code>wasabiball</code> | |||
| Based on "Rubber. | |||
|- | |- | ||
| <code>Wrecking_ball</code> | |||
| | |||
|} | |||
== Third Party Games/mods == | |||
The following surfaceprops are added in popular non-Valve games, which can't be found in any official valve titles.<br> | |||
=== {{bms|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{bms|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{bms|col}}"| Description | |||
|- | |- | ||
| <code>Concretegrit</code> | |||
| | |||
|- | |- | ||
| <code>Conveyor_off</code><br><code>Conveyor_on</code> | |||
| Special properties for the conveyor belts. | |||
|- | |- | ||
| <code>Floating_metal_barrel_bms</code> | |||
| Special version just for {{bms|1}} | |||
|- | |- | ||
| <code>floating_plastic_barrel_bms</code> | |||
| | |||
|- | |- | ||
| <code>friction_metal_00</code><br><code>friction_metal_10</code><br><code>friction_metal_15</code><br><code>friction_metal_25</code><br><code>friction_metal_35</code><br><code>friction_metal_45</code> | |||
| Metals with various friction settings. | |||
|- | |- | ||
| <code>hornet_bouncy</code> | |||
| | |||
|- | |- | ||
| <code>Inttower</code> | |||
| Flesh walk sound used in the interloper tower interior | |||
|- | |- | ||
| <code>Leaves</code> | |||
| {{bms|1}}'s version of "Foliage_leaf" | |||
|- | |- | ||
| <code>Metalpipe</code> | |||
| | |||
|- | |- | ||
| <code>Satchel</code> | |||
| Dufflebag material, or backpack. | |||
|- | |- | ||
| <code>Xen_Root</code> | |||
=== | | Fleshy tentacle roots in Xen. | ||
|} | |||
=== {{gmod|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{gmod|col}}"| <tt>$surfaceprop</tt> | |||
!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> | |||
| Material with default sounds, but with various friction settings. | |||
|- | |- | ||
| <code>gmod_bouncy</code> | |||
| | |||
|- | |- | ||
| <code>gmod_ice</code> | |||
| Very low friction on which you slip and slide. | |||
|- | |- | ||
| <code>gmod_silent</code> | |||
| | |||
|- | |- | ||
| <code>gm_ps_egg</code> | |||
| | |||
|- | |- | ||
| <code>gm_ps_metaltire</code> | |||
| | |||
|- | |- | ||
| <code>gm_ps_soccerball</code> | |||
| | |||
|- | |- | ||
| <code>gm_ps_woodentire</code> | |||
| | |||
|- | |- | ||
| <code>gm_torpedo</code> | |||
| | |||
|- | |- | ||
| <code>phx_explosiveball</code> | |||
| | |||
|- | |- | ||
| <code>phx_flakshell</code> | |||
| | |||
|- | |- | ||
| <code>phx_rubbertire</code> | |||
| | |||
|- | |- | ||
| <code>phx_rubbertire2</code> | |||
| | |||
|- | |- | ||
| <code>phx_tire_normal</code> | |||
| | |||
|- | |- | ||
| <code>phx_ww2bomb</code> | |||
| | |||
|- | |- | ||
| <code>plastic_barrel_verybuoyant</code> | |||
| Even more buoyant barrel. | |||
|} | |||
=== {{infra|4}} === | |||
{| class=standard-table | |||
!style="background-color:{{infra|col}}"| <tt>$surfaceprop</tt> | |||
!style="background-color:{{infra|col}}"| Description | |||
|- | |- | ||
| <code>Alttile</code> | |||
| Only has different step sounds | |||
|- | |- | ||
| <code>Bag</code> | |||
| Dufflebag material, or backpack. | |||
|- | |- | ||
| <code>Balloon</code> | |||
| Based on plastic, but has a balloon popping sound when broken. | |||
|- | |- | ||
| <code>Crpt</code> | |||
| Same as Carpet in every way. | |||
|} | |} | ||
Revision as of 12:56, 10 January 2025
These are lists of physical surface types ($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.


sounds/materials.txt
. This file usually has documentation at the top dictating which surface types are available in the given mod.Types
About the following first table:
- Each row represents a surface property available in multiple games. (The game-specific ones are below.)
- 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
Zombieflesh
which was shipped with Half-Life 2 but is ironically not in the Left 4 Dead series anymore. - If a surface property is available in some game, one can expect that it is also available in mods of it, like Portal: Revolution being a mod of Portal 2.
Most of the following surface properties are shipped in scripts/surfaceproperties.txt
, which almost every game has.
Some HL2-specific surface properties are shipped in scripts/surfaceproperties_hl2.txt
. Those are only for the HL2 series, such as Strider
, but some games ship that file as well.

If a surfaceprop happens to also be in a third party mod, it will also be listed as "Only in" inside this first list.

















Special |
Description | Only in | 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. | ||
Woodladder
|
Same as Ladder, but with wooden climbing sounds. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
No_decal
|
|||
Player
|
Special materials for player controller. | ||
Player_control_clip
|
Special materials for player controller. | ||
Concrete/Rock |
Description | Only in | Not in |
Baserock
|
Missing in most games. Why is it listed here? | ||
Boulder
|
Will cause material glitches if used in models | ||
Brick
|
|||
Cavern_rock
|
![]() ![]() |
||
Concrete
|
|||
Concrete_block
|
9x12 prefabricated concrete cinder blocks. | ||
Gravel
|
|||
Rock
|
Solid rock (small sounds). | ||
Sheetrock
|
Plaster like walls, except without paper-like particles. Uses rocks instead. | ![]() ![]() |
|
Metal |
Description | Only in | Not in |
brass_bell_large brass_bell_medium brass_bell_small brass_bell_smallest
|
Various bells, playing different notes when shot. | ![]() ![]() |
|
Canister
|
Large oxygen tank, propane tank, welding tank. | ||
Chain
|
Metal chain. | ||
Chainlink
|
Chainlink fencing material. | ||
Combine_metal
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Crowbar
|
Sounds for specifically the crowbar. Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Grenade
|
Sounds like a small metal object when dropped, but sounds like dirt when stepped on. | ![]() | |
Gunship
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
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 ![]() |
||
Metal_bouncy
|
prop_physics and func_physbox with this surfaceprop will bounce around when dropped. | ||
Metal_Box
|
Smaller metal box (< 2' width/height/depth) | ||
Metal_seafloorcar
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Metalgrate
|
Metal grating, used for decking | ||
Grate
|
Uses "Metalgrate" as base and has no properties of its own. Probably a leftover. | ![]() ![]() |
|
Metalpanel
|
Thick solid steel panel - used for solid wall, floor, machine construction. | ||
Metalvent
|
~1mm thick metal | ||
Metalvehicle
|
Part of scripts/surfaceproperties_hl2.txt . Theoretically native to Half-Life 2 series only, but many other games also use it.Its easier listing which game doesn't have this. |
![]() ![]() ![]() ![]() | |
Paintcan
|
Smaller metal can | ![]() | |
Popcan
|
Small aluminum can, full. | ![]() | |
Roller
|
Combine Roller mine material. | ![]() | |
Slipperymetal
|
Very low friction on which you slip and slide, just like ice. | ||
Solidmetal
|
Almost nothing is solid metal - so metal is sheet metal | ||
Strider
|
![]() ![]() ![]() | ||
Weapon
|
Sounds for when weapons drop. | ![]() | |
Strongman_bell
|
Sounds like a boxing ring bell when hit. | ![]() ![]() |
|
Slipperyslide
|
Like SlipperyMetal, but uses SolidMetal sounds. | ![]() ![]() |
|
Wood |
Description | Only in | Not in |
Wood
|
Generic wood ![]() |
||
Wood_Box
|
|||
Wood_Crate
|
Large crate, large wood furniture (bookcases, tables). | ![]() ![]() ![]() ![]() ![]() |
|
Wood_Furniture
|
small wood furniture - chairs, small tables. | ||
Wood_LowDensity
|
Small crate. | ![]() ![]() ![]() ![]() ![]() |
![]() |
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 | Only in | Not in |
Dirt
|
|||
Grass
|
|||
Gravel
|
|||
Mud
|
|||
Quicksand
|
Does not let you sink like in quicksand. | ||
Sand
|
|||
Slipperyslime
|
Very low friction on which you slip and slide, just like ice. | ||
Antlionsand
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Sugarcane
|
Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density. | ![]() ![]() |
|
Liquid |
Description | Only in | 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. |
||
Puddle
|
When shot, spawns refracting water splash particles | ![]() ![]() ![]() ![]() |
|
Wet
|
Doesn't actually do anything. | ![]() ![]() ![]() |
|
Frozen |
Description | Only in | Not in |
Ice
|
Very low friction on which you slip and slide. | ||
Snow
|
|||
Organic |
Description | Only in | Not in |
Alienflesh
|
![]() | ||
Antlion
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Antlion_eggshell
|
![]() |
||
Armorflesh
|
Flesh for physics, metal for bullet fx. | ||
Bloodyflesh
|
Does not spawn bloody bullet decals in ![]() |
![]() | |
Flesh
|
Medium-sized body. | ![]() | |
Foliage
|
|||
Hay
|
![]() ![]() |
||
Hunter
|
![]() ![]() |
||
Watermelon
|
![]() ![]() ![]() | ||
Zombieflesh
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() |
Manufactured |
Description | Only in | Not in |
Advisor_shield
|
![]() |
||
Asphalt
|
![]() ![]() ![]() |
||
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... | ||
Combine_glass
|
Part of scripts/surfaceproperties_hl2.txt . Native to HL2, and the games shipping with this script.
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Tile
|
|||
Paper
|
|||
Papercup
|
![]() | ||
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 ![]() |
![]() | |
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. | ![]() | |
Brakingrubbertire
|
Special material for monitoring vehicle handling per axle. | ||
Jalopy
|
![]() ![]() ![]() |
||
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. | ![]() ![]() ![]() |
|
Clay
|
Ceramic jug, mug. | ![]() ![]() |
|
Porcelain
|
Tubs, urinals, sinks, ect. | ||
Upholstery
|
For Couches, sofas, car seats, ect. | ![]() ![]() |
|
Miscellaneous |
Description | Only in | Not in |
Carpet
|
|||
Ceiling_tile
|
Acoustic ceiling tiles, sound baffles, crumbly plaster. | ![]() | |
Computer
|
Technical equipment. Glass and plastic impact noises, but plastic bullet decals. | ||
Helmet
|
special sounds when a helmet is shot. | ![]() |
|
Pottery
|
Ceramic pots. |
Game-specific
The following surface types are only available in one game.
Alien Swarm
$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 |
Counter-Strike: Global Offensive
$surfaceprop | Description |
---|---|
Blockbullets
|
Blocks bullets entirely, because the Tools/ToolsBlockBullets doesn't really block bullets.
|
dufflebag_survivalCase
|
Used for prop_money_crate. |
Glassfloor
|
Like Glass, but with a normal friction value. |
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. |
plastic_survivalCase
|
Used for the yellow prop_loot_crate. |
slowgrass
|
Used for the tall grass material seen on ![]() hidetargetid 1 .
|
soccerball
|
Used by the soccer ball prop seen on ![]() |
stucco
|
|
tile_survivalCase
|
Used by the blue and red prop_loot_crate, and prop_paradrop_crate. |
tile_survivalCase_GIB
|
|
weapon_magazine
|
|
Wood_Basket
|
Like Wood_Box but with different step sounds.
|
Wood_Dense
|
Allows much less bullet penetration. |
Left 4 Dead 2
$surfaceprop | Description |
---|---|
Bat Blade Chainsaw Cricketbat Crowbar Fireaxe Fryingpan Golfclub Guitar Pitchfork Shovel Sword
|
Like "Weapon" but used for the melee weapons to give specific sounds when they are dropped. |
Foliage_leaf
|
Same as Foliage, but uses Foliage sounds, instead of Dirt sounds. |
Portal
$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
|
Unsre what this is. But its listed in the portal surfaceprop file, based on "Metal". The sphere needs to have elasticity and dampening set to create a more realistic bounce |
Sphere2
|
Portal2's spehere is made of metal and isn't quite as bouncey |
Portal 2
$surfaceprop | Description |
---|---|
brokenglass
|
|
hard_light_bridge
|
|
PaintBomb
|
Based on metal. Unsure what this really is used for. |
painted_surface
|
Has paint step sounds, but no other functions. |
Reflective
|
Unsre what this is. But its listed in the portal surfaceprop file, based on "metalpanel". Same description as "Energyball" in Portal 1 had. "The portal energy ball needs perfectly reflective collisions, reguardless of what it hits". |
Turret_Gib
|
Gib models of turrets use this. |
Underground_Cube
|
|
WeightedCube_Bounce
|
Extremely bouncy storage cube. |
Team Fortress 2
$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
|
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
$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. |
Xen_Root
|
Fleshy tentacle roots in Xen. |
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
|
|
phx_explosiveball
|
|
phx_flakshell
|
|
phx_rubbertire
|
|
phx_rubbertire2
|
|
phx_tire_normal
|
|
phx_ww2bomb
|
|
plastic_barrel_verybuoyant
|
Even more buoyant barrel. |
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. |