Material surface properties
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:For
Note:For  GoldSrc, use
 GoldSrc, use 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 Zombiefleshwhich 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.
 Note: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 below.
Note: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 below.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:
Note:The following games have been checked for its surfaceprops: 



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.| 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_largebrass_bell_mediumbrass_bell_smallbrass_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  Note: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. |          |   | 
| 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
 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
 Counter-Strike: Global Offensive
| $surfaceprop | Description | 
|---|---|
| Blockbullets | Blocks bullets entirely, because the Tools/ToolsBlockBulletsdoesn'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  dz_blacksite. It's the only material that has the property hidetargetid 1. | 
| soccerball | Used by the soccer ball prop seen on  de_dust2. | 
| 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_Boxbut with different step sounds. | 
| Wood_Dense | Allows much less bullet penetration. | 
 Left 4 Dead 2
 Left 4 Dead 2
| $surfaceprop | Description | 
|---|---|
| BatBladeChainsawCricketbatCrowbarFireaxeFryingpanGolfclubGuitarPitchforkShovelSword | 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
 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
 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
 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
 Black Mesa
| $surfaceprop | Description | 
|---|---|
| Concretegrit | |
| Conveyor_offConveyor_on | Special properties for the conveyor belts. | 
| Floating_metal_barrel_bms | Special version just for Black Mesa | 
| floating_plastic_barrel_bms | |
| friction_metal_00friction_metal_10friction_metal_15friction_metal_25friction_metal_35friction_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
 Garry's Mod
| $surfaceprop | Description | 
|---|---|
| frictionM_00frictionM_10frictionM_25friction_00friction_10friction_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
 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. | 



























