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hpl2:tools:editors:model_editor:bodies [2012/06/12 02:25] apjjm [Body Specific] - Updated based on HPL1 |
hpl2:tools:editors:model_editor:bodies [2012/06/12 13:25] (current) apjjm [Body Specific] |
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* **Body Material**: Physics material for the body. | * **Body Material**: Physics material for the body. | ||
* **Mass**: Mass for the body. The higher the value, the heavier the body will be. A zero value means infinite. | * **Mass**: Mass for the body. The higher the value, the heavier the body will be. A zero value means infinite. | ||
- | * **Angular Damping** | + | * **Angular Damping: **"Air Friction" applied to the rotational speed of the body. Takes a float value between 0 (no damping) and 1 (max damping). |
- | * **Linear Damping** | + | * **Linear Damping: **"Air Friction" applied to the linear speed of the body. Takes a float value between 0 (no damping) and 1 (max damping). |
* **Max Angular Speed**: Maximum speed that the body can rotate with. | * **Max Angular Speed**: Maximum speed that the body can rotate with. | ||
* **Max Linear Speed**: Maximum speed that the body can translate with. | * **Max Linear Speed**: Maximum speed that the body can translate with. | ||
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* **Collide character**: Sets whether the body should collide with the player or not. | * **Collide character**: Sets whether the body should collide with the player or not. | ||
* **Collide non character**: Sets whether the body should collide with non-player bodies or not. | * **Collide non character**: Sets whether the body should collide with non-player bodies or not. | ||
- | * **Volatile: ** If a body might disappear or for some reason leave the way open for AI. Used for bodies of mass 0. | + | * **Volatile: ** If a body might disappear or for some reason leave the way open for AI. Used for bodies of mass 0. |
- | * **Use surface effects: ?** | + | * **Use surface effects: ** If the body should use the material settings for effects (described in materials.cfg ) or not. If this is false there will not be sounds or particle effects created by impacts, scraping etc. |
* **Has gravity**: Sets whether gravity affects the body or not. | * **Has gravity**: Sets whether gravity affects the body or not. | ||