Material surface properties

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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 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.
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.
Woodladder Same as Ladder, but with wooden climbing sounds.
Day of Defeat: Source INFRA Black Mesa Alien Swarm
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.

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 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 Unsure 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.
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 Based on metal. Unsure what this really is used for.
painted_surface Has paint step sounds, but no other functions.
Reflective Unsure 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, regardless of what it hits".
Sphere Unsure 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
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.

See also