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materials.cfg
Homicide13 Offline
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Posts: 323
Threads: 41
Joined: Nov 2010
Reputation: 14
#1
materials.cfg

Does anyone know what exactly all of the properties for the <Material>s in materials.cfg?
    <Material
        Name = "Dyn_Paper"
        Elasticity = "0.25"
        KineticFriction = "0.25"
        StaticFriction = "0.3"
        
        Priority="2"
        
        ElasticityMode = "Min"
        FrictionMode = "Min"
        
        StepType="generic_hard"
        
        MinScrapeSpeed = "1"
        MinScrapeFreq = "0.9"
        MinScrapeFreqSpeed = "1.2"
        MaxScrapeFreq = "1.1"
        MaxScrapeFreqSpeed = "2.2"
        MiddleScrapeSpeed = "2"
        MinScrapeContacts = "3"
        ScrapeSoundName = "scrape_paper"
    >
Some of it, such as the friction options are self explanatory, but what exactly is for instance "MiddleScrapeSpeed" or "Priority"?

04-06-2012, 07:11 PM
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Homicide13 Offline
Senior Member

Posts: 323
Threads: 41
Joined: Nov 2010
Reputation: 14
#2
RE: materials.cfg

Can anybody at least tell me what the difference between "impact" and "hit" is?
        <Impact  MinSpeed="5.8" SoundName="impact_dirt_high" PSName="ps_impact_dirt_high" PSPrio="100"/>
        <Impact  MinSpeed="3.4" SoundName="impact_dirt_med" PSName="ps_impact_dirt_low" PSPrio="100"/>
        <Impact  MinSpeed="2" SoundName="impact_dirt_low" PSName="ps_impact_dirt_low" PSPrio="100"/>
        
        <Hit  MinSpeed="3" SoundName="" PSName="ps_hit_dirt" PSPrio="10" />
        <Hit  MinSpeed="1" SoundName=""  PSName="ps_hit_dirt" PSPrio="10" />

Or is Hit perhaps a product of when FG planned on including the pickaxe in Amnesia?

(This post was last modified: 04-07-2012, 06:19 PM by Homicide13.)
04-07-2012, 06:16 PM
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Homicide13 Offline
Senior Member

Posts: 323
Threads: 41
Joined: Nov 2010
Reputation: 14
#3
RE: materials.cfg

Well I found out what the <Hit> tag is for, if anyone is interested.
It was probably planned on being used for a player weapon, but it is also used for enemy attacks that miss you or otherwise hit other objects - for example; if a grunt attacks a wooden door, the hit_wood sound is played and the PS ps_hit_wood is created.

04-10-2012, 05:12 AM
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