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Surface Material Types?

Wondering if anyone has a list or if there is already a list somewhere in the tool set that shows all the surface material type integers and what type those are? IE Grass = 3, Rock/boulder = 4, Road = 1, etc.

Comments

  • SherincallSherincall Member Posts: 387
    They're defined in surfacemat.2da, and you can add your own. Here's the default set from the game:
    2DA V2.0                                                                     
                                                                                 
               Label           Walk   WalkCheck   LineOfSight   Sound   Name        IsWater    Visual
    0          NotDefined      0      0           0             ****    ****        0          ****
    1          Dirt            1      1           1             DT      Dirt        0          fx_step_dust
    2          Obscuring       0      0           1             ****    ****        0          ****
    3          Grass           1      1           1             GR      Grass       0          ****
    4          Stone           1      1           1             ST      Stone       0          ****
    5          Wood            1      1           1             WD      Wood        0          ****
    6          Water           1      1           1             WT      Water       1          fx_step_splash
    7          Nonwalk         0      1           1             ****    ****        0          ****
    8          Transparent     0      1           0             ****    ****        0          ****
    9          Carpet          1      1           1             CP      Carpet      0          ****
    10         Metal           1      1           1             MT      Metal       0          ****
    11         Puddles         1      1           1             WT      Puddle      1          fx_step_splash
    12         Swamp           1      1           1             WT      ****        1          fx_step_splash
    13         Mud             1      1           1             WT      ****        1          fx_step_splash
    14         Leaves          1      1           1             LV      Leaves      0          ****
    15         Lava            0      1           1             ****    ****        0          ****
    16         BottomlessPit   0      1           1             ****    ****        0          ****
    17         DeepWater       0      1           1             ****    ****        1          ****
    18         Door            1      1           0             ****    ****        0          ****
    19         Snow            1      1           1             SW      Snow        0          ****
    20         Sand            1      1           1             SD      Sand        0          ****
    21         Barebones       1      1           1             ****    ****        0          ****
    22         StoneBridge     1      1           1             ST      Stone	0          fx_step_stbrdg
    23         Temp            0      0           0             ****    ****        0          ****
    24         Temp            0      0           0             ****    ****        0          ****
    25         Temp            0      0           0             ****    ****        0          ****
    26         Temp            0      0           0             ****    ****        0          ****
    27         Temp            0      0           0             ****    ****        0          ****
    28         Temp            0      0           0             ****    ****        0          ****
    29         Temp            0      0           0             ****    ****        0          ****
    30         Trigger         1      1           0             ****    ****        0          ****
    
  • NeverwinterWightsNeverwinterWights Member Posts: 339
    Ah Ha! Thank you.
  • T0R0T0R0 Member Posts: 86
    Hmmm.. Just noticed that "snow" doesn't have a visual.. I know I've seen footprint vfx on the vault. Woud be cool to offset them behind the walker and fade over time ? With an inward normal, it would even look like an imprint...
    Just thinking aloud.. (possible drawback...can't differentiate who or what is leaving footprints). It could be a generic enough shape I guess. Might work for sand too.
  • AtrophiedericAtrophiederic Member, Mobile Tester Posts: 147
    I used to use Sunjammer's footprint script in one of my modules, to simulate footprints in the dust of an ancient tomb. Looked pretty good, I'd recommend it!
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