sticky parts of terrain

1262.gif
 
Code:
   // setMaterialProperty (TYPE,     FRICTION, ELASTICITY);
   setMaterialProperty (Default     ,  1.0      , 1.0 );
   setMaterialProperty (Concrete    ,  1.3      , 0.8 );
   setMaterialProperty (Carpet      ,  2.0      , 0.4 );
   setMaterialProperty (Metal       ,  0.6      , 1.4 );
   setMaterialProperty (Glass       ,  0.5      , 1.6 );
   setMaterialProperty (Plastic     ,  1.0      , 1.0 );
   setMaterialProperty (Wood        ,  1.3      , 0.75);
   setMaterialProperty (Marble      ,  1.0      , 1.2 );
   setMaterialProperty (Snow        ,  0.5      , 0.4 );
   setMaterialProperty (Ice         ,  0.2      , 1.2 );
   setMaterialProperty (Sand        ,  2.0      , 0.2 );
   setMaterialProperty (Mud         ,  1.5      , 0.2 );
   setMaterialProperty (Stone       ,  1.0      , 1.3 );
   setMaterialProperty (SoftEarth   ,  1.4      , 0.6 );
   setMaterialProperty (PackedEarth ,  1.0      , 0.9 );
 
p.s. this is from /base/scripts/client/editor/tsDefaultMatProps.cs

same folder has specifics like lush.terrain.cs which will tell u exactly what each tiles material is defined as

also, glass... wat? there's glass in tribes?
 
a lot of terrain tiles have like a bottom 1/4 or 1/2 that are different color but the material of the tile is all the same

so sometimes if you hit the green half of a brown square it will act like brown even tho its hitting what looks green so you really never know what you're gonna get on those halfsies

kinda like a box of chocolates
 
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