![]() ![]() Name your custom textures to match something already in this file.Currently, only func_pushable and func_breakable allow this: you could use func_breakable, with "Only Trigger", and then never actually assign a trigger thus making it "unbreakable". Override the materials for objects by using brush entities that allow material choice.so you could create a mod with your own materials.txt and assign names as you like. But, all players and server must share the changed file. Don't worry about it, and live with the default sounds for your custom maps.There are a few ways around this problem: It also cannot be overridden with custom, map-specific entries. Unfortunately, this file is global, and applies to ALL texture names used across ALL maps for a given mod. (This includes the tool textures like NULL, CLIP, AAATRIGGER etc). Any texture NOT covered by this file receives the default "concrete" sounds instead. Would cause any surface with SILO_COR2 to use "V"ent sound effects, OUT_GRVL1 is "D"irt and SILO2_P2 is "M"etal. 'T' tile, 'G' grate (Concrete is the default), 'W' wood, 'P' computer, 'Y' glass ![]() 'M' metal, 'V' ventillation, 'D' dirt, 'S' slosh liquid Modify this file only if texture names are changed! Within the file is a series of lines that assign texture names to the first letter of their materials type, for example: The system works by using a single file, "valve/sound/materials.txt" located within the main Half-Life install folder. Finally there is a gallery of all available "materials" in the base Half-Life game, the textures that map to the materials, and example sounds for each material type. This page contains details on how to use the system, descriptions of the quirks and how mappers can use them. Several tutorials exist online for how to use the system, but I found them not comprehensive enough, and also there were many untested edge cases that could arise in the system. dirt, metal, glass), and then the engine would treat these surfaces specially with added effects (different footsteps, sounds when shot, etc). One of the many improvements to the engine was a primitive "materials" system: certain textures were assigned to a material type (e.g. Half-Life, from Valve Software, is a first-person shooter based on a heavily modified version of the Quake engine.
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