Divergent/mods/Modded Executables/gamedata/materials/materials.ltx

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2024-03-17 20:18:03 -04:00
; !!!THIS IS A BASE FILE, DO NOT EDIT!!!
; This file allows to override existing material properties from gamemtl.xr
; Or add completely new materials to the game
; To add a material, make a new file with name `materials_mymaterial.ltx` for example
; And define new material like so:
;[new_material]
; friction = 1.0
; damping = 0.0
; spring = 0.1
; density_factor = 100.0
; flag_breakable = true
; flag_bounceable = true
; flag_skidmark = false
; flag_bloodmark = false
; flag_climable = false
; To override existing material, either make a new file `materials_mymodmaterial.ltx`
; with sections corresponding to existing materials OR
; Make a DLTX file `mod_materials_mymodmaterial.ltx` and define override with @ sign:
; @[creatures\actor]
; flag_bounceable = true
; Available fields and values:
; desc - Description, string
; flag_breakable ; Marks material as breakable, true or false, default false
; flag_bounceable ; Marks material as bounceable, true or false, default false
; flag_skidmark ; Marks material as skidmark, true or false, default false
; flag_bloodmark ; Marks material as bloodmark, true or false, default false
; flag_climable ; Marks material as climable, true or false, default false
; flag_passable ; Marks material as passable, true or false, default false
; flag_dynamic ; Marks material as dynamic, true or false, default false
; flag_liquid ; Marks material as liquid, true or false, default false
; flag_suppress_shadows ; Marks material as suppressing shadows, true or false, default false
; flag_suppress_wallmarks ; Marks material as suppressing wallmarks, true or false, default false
; flag_actor_obstacle ; Marks material as actor obstacle, true or false, default false
; flag_bullet_no_ricochet ; Marks material as not ricocheting for bullets, true or false, default false
; flag_injurious ; Marks material as radioactive to player at the very least, true or false, default false
; flag_shootable ; Marks material as shootable, true or false, default false
; flag_transparent ; Marks material as transparent for visibility calculations, true or false, default false
; flag_slowdown ; Marks material as slowdown to player, true or false, default false
; friction ; float [0.0; 1.0], default 1.0
; damping ; float [0.0; 1.0], default 1.0
; spring ; float [0.0; 1.0], default 1.0
; bounce_start_velocity ; float [0.0; ...], default 0.0
; bouncing ; float [0.0; 1.0], default 0.1
; shoot_factor ; float [0.0; 1.0], default 0.0 - 1.0 - bullets go through at full speed
; shoot_factor_mp ; unused, float [0.0; 1.0], default 0.0
; bounce_damage_factor ; float [0.0; 1.0], default 1.0 - 1.0 - full damage
; vis_transparency_factor ; float [0.0; 1.0], default 0.0 - 1.0 - fully transparent for visibility
; sound_occlusion_factor ; float [0.0; 1.0], default 0.0 - 1.0 - full sound volume
; flotation_factor ; float [0.0; 1.0], default 1.0 - 1.0 - fully passable
; injurious_factor ; float [0.0; 1.0], default 0.0 - 0.0 - no radiation damage
; density_factor ; float [0.0; 100], default 0.0
#include "materials_*.ltx"