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

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; !!!THIS IS A BASE FILE, DO NOT EDIT!!!
; This file allows to override existing material pairs from gamemtl.xr
; Or add completely new material pairs to the game
; Material pairs define the behaviour when two materials interact with each other
; To add a material pair, make a new file with name `material_pairs_mymaterialpair.ltx` for example
; And define new material pair like so:
;[material1@material2]
; breaking_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; step_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; collide_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; collide_particles = hit_fx\hit_flesh_01
; collide_marks = wm\wm_knife_horiz_blood_1
;[material2@material1]:material1@material2 ; define swapped pair, !THIS STRING IS IMPORTANT, MUST USE IT!
; To override existing material pair, either make a new file `material_pairs_mymodmaterialpair.ltx`
; with sections corresponding to existing material pairs OR
; Make a DLTX file `mod_material_pairs_mymodmaterialpair.ltx` and define override with @ sign:
; @[creatures\actor@materials\bush]
; breaking_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; step_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; collide_sounds = actor\pain_1, actor\pain_2, actor\pain_3
; collide_particles = hit_fx\hit_flesh_01
; collide_marks = wm\wm_knife_horiz_blood_1
;@[materials\bush@creatures\actor]:creatures\actor@materials\bush ; define swapped pair, !THIS STRING IS IMPORTANT, MUST USE IT!
; Available fields and values:
; breaking_sounds ; sounds on breaking, taken from 'sounds' folder
; step_sounds ; sounds on stepping
; collide_sounds ; sounds on colliding
; collide_particles ; particles on colliding, taken from particles.xr or particles folder
; collide_marks ; wallmarks on colliding
#include "material_pairs_*.ltx"