Talk:Material surface properties

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Is it possible to add one's own $surfaceprop to the game? My coder and I have been looking but with little succes. We wanted to add some more types of metal to our mod. Any suggestions? --18px-ri.png-Jimius 12:12, 4 Jul 2005 (PDT)

just add an entry to surfaceproperties.txt. Sorted! MLSTRM 14:45, 21 September 2009 (UTC)

Portal 2 custom textures

I was trying to put in custom textures in portal 2 and when I used a snow $surfaceprop hammer stopped working (portal 2 hammer doesn't have error reports; IT SHOULD; but I think that the code used to read $surfaceprop in portal 2 is different from the orange box so when you use an "invalid" $sufaceprop it stops working when loading the resources at startup, because as soon as I took out the texture in question of the materials folder it worked fine) so is there a way to import the "invalid" $surfaceprops from the orange box or should I compile a list of "valid" $surfaceprops and stick to it


Can't find surfaceprop asphalt for material MARK/BLENDROADCONCRETE001A, using default

Need I say more?--Markboydude 18:47, 20 August 2011 (PDT)

Test Map

I created a test map for a Garry's Mod racing game a while back that contains almost all surface properties available for HL2 in the form of world geometry. I'm wondering if the map would be good to post on the wiki's surface property page so people can see the interactions?

Here's the map on dropbox: gmr_test_surfaceproperty.bsp I also made some of my own documentation. Its on GoogleDrive

The map was never put on the server and thus never used to test the racing game mode like I had planned. It took me a while to make all the .vmf files and put them in the map. I would like it to be public so other people can make use of it. --Bamboy360 12:17, 28 February 2014 (PST)


Is there a way to edit the "jumpfactor" of a material in Counter-Strike: Source or Counter-Strike: Global Offensive and have it working upon packing the map? The only way I've gotten this working is through the surfaceproperties_manifest by adding your own per-map surfaceproperties_mapname file. These are placed in the "Custom" folder (Cstrike directory) and once packed, don't seem like they override the game's surfaceproperties_manifest.