// MATERIAL TYPES // Try not to remove the default types. // You can use a STRING without spaces as delimiters instead of single characters. // {TEXNAME} = Material Name // {TEXTYPE} = Material Type Alias. Used in "materials.txt" // {STEPTYPE} = Sound Type that material uses. Used for bullet/melee impact and Footsteps. // {IMPACTVOLUME} = Volume of impact sound. // {WEAPONVOLUME} = Volume of weapon when impact happens. Used for melee. // {ATTN} = Attenuetion of impact sound. Default is 0.8 (ATTN_NORM) //{TEXNAME} {TEXTYPE} {STEPTYPE} {IMPACTVOLUME} {WEAPONVOLUME} {ATTN} // START OF DEFAULT TYPES "CHAR_TEX_CONCRETE" "C" "STEP_CONCRETE" 0.9 0.6 0.8 "CHAR_TEX_METAL" "M" "STEP_METAL" 0.9 0.3 0.8 "CHAR_TEX_DIRT" "D" "STEP_DIRT" 0.9 0.1 0.8 "CHAR_TEX_VENT" "V" "STEP_VENT" 0.5 0.3 0.8 "CHAR_TEX_GRATE" "G" "STEP_GRATE" 0.9 0.5 0.8 "CHAR_TEX_TILE" "T" "STEP_TILE" 0.8 0.2 0.8 "CHAR_TEX_SLOSH" "S" "STEP_SLOSH" 0.9 0.0 0.8 "CHAR_TEX_WOOD" "W" "STEP_CONCRETE" 0.9 0.2 0.8 "CHAR_TEX_COMPUTER" "P" "STEP_GLASS" 0.8 0.2 0.8 "CHAR_TEX_GLASS" "Y" "STEP_TILE" 0.8 0.2 0.8 "CHAR_TEX_FLESH" "F" "STEP_FLESH" 1.0 0.2 1.0 // END OF DEFAULT TYPES "CHAR_TEX_SNOW" "SNOW" "STEP_SNOW" 0.9 0.0 0.8 "CHAR_TEX_HOUNDEYE" "HOUNDEYE" "STEP_HOUNDEYE" 0.9 0.1 0.8