// CATEGORIES.TXT // // This file is a list of all the categories of materials // in Thief 3. Every material should be assigned one of // these categories (via the IonShader rollout in the Max // material editor.) // // DO NOT EVER REMOVE OR REARRANGE any of these entries. // Each material is stored only as a number (which entry // it is in this list) so if you rearrange or remove them, // it will cause all existing materials' categories to // change (to something incorrect.) // // To add material categories, check this file out of // Source Safe and then add entries to the END of the list. // // Make sure to check with Randy & Ian before adding a material // category, since that affects a lot of stuff in the game. // // Categories must be single, alphanumeric words (contain // only the characters [a-zA-Z0-9]) and must start at the // very beginning of the line (no leading spaces.) // //Quiet surfaces should include carpet, moss, stoneclimb, and earth. //Normal surfaces should include flesh, stone, wood, and vegetation. //Loud surfacesinclude ceramic, glass, gravel, metal, puddle, and tile. unassigned carpet ceramic earth flesh glass gravel metal moss puddle stone tile vegetation wood stoneclimb ignored oil blood shallowwater deathwater