Material surface properties

These are lists of physical surface types ($surfaceprop) that Source recognizes, as defined by the files referenced in /scripts/surfaceproperties_manifest.txt.
Surface types define the physical properties of an object including friction, density, collision/footstep sounds, the effect of bullet impacts and, if the object is destructible, health and gib type.
Both materials and models define their surfaces with the $surfaceprop command.
==Types==
This table represents scripts/surfaceproperties.txt. Every game is shipped with this file and therefore every game has all these surface properties, with some exceptions.
Games listed in the "Not in" column had the surface property deleted for one reason or another.
Some games introcude their own surface properties, which can be seen below.
===Special=== 	Description 	Not in
Default 	 	
Default_silent 	For invisible collision materials, like sky. Bullet impacts are neither visible nor audible, giving the illusion that there is no impact. 	
Floatingstandable 	This one is used for puzzles where we want something that floats but the player can stand on without it sinking beneath the water. 	
Item 	Small med kit, smaller tech items, battery. 	
Ladder 	Ladder is a fake material for walking on ladders. 	
Woodladder 	Same as Ladder, but with wooden climbing sounds. 	
No_decal 	 	
Player 	Special materials for player controller. 	
Player_control_clip 	Special materials for player controller. 	
===Concrete/Rock=== 	Description 	Not in
Boulder 	Will cause material glitches if used in models 	
Brick 	 	
Concrete 	 	
Concrete_block 	9x12 prefabricated concrete cinder blocks. 	
Gravel 	 	
Rock 	Solid rock (small sounds). 	
===Metal=== 	Description 	Not in
Canister 	Large oxygen tank, propane tank, welding tank. 	
Chain 	Metal chain. 	
Chainlink 	Chainlink fencing material. 	
Grenade 	Sounds like a small metal object when dropped, but sounds like dirt when stepped on. 	
Metal 	 	
Metal_barrel 	Larger metal barrel, metal oil drum.In CS:GO, a thickness of 1 unit already blocks all bullets. 	
Floating_metal_barrel 	Surfaceprop alone does not define whether item can float. At least in 	
Metal_bouncy 	prop_physics and func_physbox with this surfaceprop will bounce around when dropped. 	
Metal_Box 	Smaller metal box (< 2' width/height/depth) 	
Metalgrate 	Metal grating, used for decking 	
Metalpanel 	Thick solid steel panel - used for solid wall, floor, machine construction. 	
Metalvent 	~1mm thick metal 	
Paintcan 	Smaller metal can 	
Popcan 	Small aluminum can, full. 	
Roller 	Combine Roller mine material. 	
Slipperymetal 	Very low friction on which you slip and slide, just like ice. 	
Solidmetal 	Almost nothing is solid metal - so metal is sheet metal 	
Weapon 	Sounds for when weapons drop. 	
===Wood=== 	Description 	Not in
Wood 	Generic wood 	
Wood_Box 	 	
Wood_Crate 	Large crate, large wood furniture (bookcases, tables). 	
Wood_Furniture 	small wood furniture - chairs, small tables. 	
Wood_LowDensity 	Small crate. 	
Wood_Plank 	Wood board, floorboard, plank. 	
Wood_Panel 	Plywood panel, wood door panel. 	
Wood_Solid 	Solid 6x6 or greater block, post or tree. 	
===Terrain=== 	Description 	Not in
Dirt 	 	
Grass 	 	
Mud 	 	
Quicksand 	Does not let you sink like in quicksand. 	
Sand 	 	
Slipperyslime 	Very low friction on which you slip and slide, just like ice. 	
===Liquid=== 	Description 	Not in
Slime 	 	
Water 	If applied to brushes/models that are not using %compilewater, it will sound like water and spawn water particles when shot. But it will also draw bullet decals. 	
Wade 	Wade is a water material for walking in/on water at knee height.If applied to brushes/models it will sound like water and spawn water particles when shot. But it will also draw bullet decals.	
===Frozen=== 	Description 	Not in
Ice 	Very low friction on which you slip and slide. 	
Snow 	 	
===Organic=== 	Description 	Not in
Alienflesh 	 	
Armorflesh 	Flesh for physics, metal for bullet fx. 	
Bloodyflesh 	Does not spawn bloody bullet decals in 	
Flesh 	Medium-sized body. 	
Foliage 	 	
Watermelon 	 	
===Manufactured=== 	Description 	Not in
Glass 	Pane of glass, computer screen, window, glass door...Use Glassfloor in CS:GO if a glass floor shouldn't be more slippery than usual. 	
Glassbottle 	Glass soda bottle, cup, plate, jar... 	
Tile 	 	
Paper 	 	
Papercup 	 	
Cardboard 	 	
Plaster 	Drywall, office wall material, sheetrock. 	
Plastic_barrel 	Larger plastic barrel, hollow, soft plastic. 	
Plastic_barrel_buoyant 	Surfaceprop alone does not define whether item can float. At least in 	
Plastic_Box 	Small - Medium plastic box, hard plastic. 	
Plastic 	Smaller generic hard plastic. 	
Rubber 	Solid rubber floor mat, solid rubber tire. 	
Rubbertire 	Hollow rubber tire 	
Slidingrubbertire 	Special material for monitoring vehicle handling per wheel. 	
Slidingrubbertire_front	Special material for monitoring vehicle handling per axle. 	
Slidingrubbertire_rear 	Special material for monitoring vehicle handling per axle. 	
Jeeptire 	Tired for the drivable vehicles. 	
Brakingrubbertire 	Special material for monitoring vehicle handling per axle. 	
Porcelain 	Tubs, urinals, sinks, ect. 	
===Miscellaneous=== 	Description 	Not in
Carpet 	 	
Ceiling_tile 	Acoustic ceiling tiles, sound baffles, crumbly plaster. 	
Computer 	Technical equipment. Glass and plastic impact noises, but plastic bullet decals. 	
Pottery 	Ceramic pots. 	
== Game-specific ==
The following surface properties are not part of the base scripts/surfaceproperties.txt and therefore not available in every game.
These lists only show the surfaceproperties that were added for that game. They still contain all the surfaceproperties in the above list, unless otherwise specified.
=== ===
These surfaceprops were introduced specifically for and its episodes, but this file was shipped alongside numerous games.
$surfaceprop 	Description
<Code>Antlion</Code> 	
<Code>Antlionsand</Code> 	
<Code>Combine_Glass</Code> 	
<Code>Combine_Metal</Code> 	
<Code>Crowbar</Code> 	
<Code>Gunship</Code> 	
<Code>Metalvehicle</Code> 	
<Code>Metal_Seafloorcar</Code>	Probably used for the E3 Seafloor map
<Code>Strider</Code> 	
<Code>Zombieflesh</Code> 	
=== ===
These surfaceprops were introduced for . These are not available in and due to this surfaceproperties sript only being loaded when EP2 is active.
$surfaceprop 	Description
Advisor_shield 	
Antlion_eggshell 	
Cavern_rock 	
Hunter 	
Jalopy 	Specifically for the EP2 vehicle.
Jalopytire 	Special material for monitoring vehicle handling per axle.
Slidingrubbertire_jalopyfront	Special material for monitoring vehicle handling per axle.
Slidingrubbertire_jalopyrear 	Special material for monitoring vehicle handling per axle.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, which is still used.
$surfaceprop 	Description
Ammo_pickup 	Ammo supply boxes
Ice_noslide 	Ice, but without the ability to slide.
Snow_noslide 	Snow, but without the ability to slide.
Steam_pipe 	
stim_prop 	Stops glass breaking sounds from playing when stims are kicked around/shot
<Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>	leftover. See the Half-Life 2 List.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, but is unused according to its manifest.
$surfaceprop 	Description
<Code>Brass_Bell_Large</Code><Br><Code>Brass_Bell_Medium</Code><Br><Code>Brass_Bell_Small</Code><Br><Code>Brass_Bell_Smallest</Code>	Various bells, playing different notes when shot.
Hay 	
Metalvehicle 	
=== ===
$surfaceprop 	Description
Asphalt 	
<Code>Brass_Bell_Large</Code><Br><Code>Brass_Bell_Medium</Code><Br><Code>Brass_Bell_Small</Code><Br><Code>Brass_Bell_Smallest</Code>	Various bells, playing different notes when shot.
Blockbullets 	Blocks bullets entirely, because the Tools/ToolsBlockBullets doesn't really block bullets.
Clay 	Ceramic jug, mug.
Dufflebag_SurvivalCase 	Used for .
Glassfloor 	Like Glass, but with a normal friction value.
Grate 	Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
Metal_Barrel_ExplodingSurvival 	Used for .
Metal_BarrelSoundOverride 	
Metal_Sand_Barrel 	Barrel of sand. A thickness of 1 unit already blocks all bullets.
Metal_Shield 	Uses weapon sounds for .
Metal_SurvivalCase 	Base for metal_survivalCase_unpunchable.
Metal_SurvivalCase_Unpunchable 	Used for .
Metal_VehicleSoundOverride 	
Metaldogtags 	Used for .
<Code>Metalvehicle</Code> 	
Puddle 	When shot, spawns refracting water splash particles
Plastic_SurvivalCase 	Used for the yellow .
Sheetrock 	Plaster like walls, except uses stone particles for bullet impacts.
Slowgrass 	Used for the tall grass material seen on . It's the only material that has the property hidetargetid 1.
Soccerball 	Used by the soccer ball prop seen on .
Slipperyslide 	Like SlipperyMetal, but uses SolidMetal sounds.
Strongman_Bell 	Sounds like a boxing ring bell when hit.
Stucco 	
Sugarcane 	Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
Tile_SurvivalCase 	Used by the blue and red , and .
Tile_SurvivalCase_GIB 	
Upholstery 	For Couches, sofas, car seats, ect.
Weapon_Magazine 	
Wet 	Doesn't actually do anything.
Wood_Basket 	Like Wood_Box but with different footstep sounds.
Wood_Dense 	Allows much less bullet penetration.
JalopyJalopytireSlidingrubbertire_jalopyfrontSlidingrubbertire_jalopyrear 	Originally from . See the Episode Two List.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, but is unused according to its manifest.
However, for some reason all those surface properties got added to its base surfaceproperties script.
$surfaceprop 	Description
Helmet 	special sounds when a helmet is shot.
<Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>	leftover. See the Half-Life 2 List.
=== ===
$surfaceprop	Description
Asphalt 	
Clay 	Ceramic jug, mug.
Metalvehicle	
Puddle 	When shot, spawns refracting water splash particles
Sheetrock 	Plaster like walls, except uses stone particles for bullet impacts.
Upholstery 	For Couches, sofas, car seats, ect.
Wet 	Doesn't actually do anything.
=== ===
$surfaceprop 	Description
Asphalt 	
Clay 	Ceramic jug, mug.
Foliage_Leaf 	Same as Foliage, except is uses leaf sounds when stepped on. "Foliage" uses dirt sounds when walked on.
Grate 	Uses "Metalgrate" as base and has no properties of its own. Probably a leftover.
Metalvehicle 	
Puddle 	When shot, spawns refracting water splash particles
Sheetrock 	Plaster like walls, except uses stone particles for bullet impacts.
Slipperyslide 	Like SlipperyMetal, but uses SolidMetal sounds.
Strongman_Bell 	Sounds like a boxing ring bell when hit.
Sugarcane 	Same Sounds as Foliage, but uses "Dirt" as base, with lower density. As foliage uses higher density.
Upholstery 	For Couches, sofas, car seats, ect.
Wet 	Doesn't actually do anything.
BatBladeChainsawCricketbatCrowbarFireaxeFryingpanGolfclubGuitarPitchforkShovelSword	Like "Weapon" but used for the melee weapons, giving them unique sounds when dropped.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, which is still used.
$surfaceprop 	Description
Energyball 	Unsure what this is. But its listed in the portal surfaceprop file, based on "Glass"."The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".
Sphere 	Unsure what this is. But its listed in the portal surfaceprop file, based on "Metal".The sphere needs to have elasticity and dampening set to create a more realistic bounce.
<Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>	leftover. See the Half-Life 2 List.
=== ===
$surfaceprop 	Description
Brokenglass 	
Energyball 	Unsure what this is. But its listed in the portal surfaceprop file, based on "Glass"."The portal energy ball needs perfectly reflective collisions, reguardless of what it hits".
Hard_light_bridge 	
PaintBomb 	Based on metal. Unsure what this really is used for.
painted_surface 	Has paint step sounds, but no other functions.
Reflective 	Unsure what this is. But its listed in the portal surfaceprop file, based on "metalpanel".Same description as "Energyball" in Portal 1 had. "The portal energy ball needs perfectly reflective collisions, regardless of what it hits".
Sphere 	Unsure what this is. But its listed in the portal surfaceprop file, based on "Metal".The sphere needs to have elasticity and dampening set to create a more realistic bounce.
Sphere2 	Portal2's spehere is made of metal and isn't quite as bouncey
Turret_Gib 	Gib models of turrets use this.
Underground_Cube 	
WeightedCube_Bounce	Extremely bouncy storage cube.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, which is still used.
$surfaceprop 	Description
Ball_Bouncy 	Rubber bouncy ball.
Demoman_Grenade 	
Grenade_Napalm 	pyro napalm grenade.
Passtime_Ball 	Rubber Pass time ball from Tf2
Scout_Baseball 	Rubber baseball projectile.
Scout_Ornament 	Glass christmas tree ornament projectile.
Wasabiball 	Based on "Rubber".
Wrecking_ball 	
<Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>	leftover. See the Half-Life 2 List.
== Third Party Games/mods ==
The following surfaceprops are added in popular non-Valve games, which can't be found in any official valve titles.
=== ===
Shipped with scripts/surfaceproperties_hl2.txt, which is still used.
$surfaceprop 	Description
Concretegrit 	
<Code>Conveyor_Off</Code><Br><Code>Conveyor_On</Code> 	Special properties for the conveyor belts.
Floating_Metal_Barrel_Bms 	Special version just for
Floating_Plastic_Barrel_Bms 	
<Code>Friction_Metal_00</Code><Br><Code>Friction_Metal_10</Code><Br><Code>Friction_Metal_15</Code><Br><Code>Friction_Metal_25</Code><Br><Code>Friction_Metal_35</Code><Br><Code>Friction_Metal_45</Code> 	Metals with various friction settings.
Hornet_Bouncy 	
Inttower 	Flesh walk sound used in the interloper tower interior
Leaves 	's version of "Foliage_leaf"
Metalpipe 	
Satchel 	Dufflebag material, or backpack.
Wet 	Doesn't actually do anything.
Xen_Root 	Fleshy tentacle roots in Xen.
<Code>Antlion</Code><Br><Code>Antlionsand</Code><Br><Code>Combine_Glass</Code><Br><Code>Combine_Metal</Code><Br><Code>Crowbar</Code><Br><Code>Gunship</Code><Br><Code>Metalvehicle</Code><Br><Code>Metal_Seafloorcar</Code><Br><Code>Strider</Code><Br><Code>Zombieflesh</Code>	leftover. See the Half-Life 2 List.
=== ===
$surfaceprop 	Description
<Code>FrictionM_00</Code><Br><Code>FrictionM_10</Code><Br><Code>FrictionM_25</Code><Br><Code>Friction_00</Code><Br><Code>Friction_10</Code><Br><Code>Friction_25</Code>	Material with default sounds, but with various friction settings.
Gmod_Bouncy 	
Gmod_Ice 	Very low friction on which you slip and slide.
<Code>Gmod_Silent</Code> 	
<Code>Gm_Ps_Egg</Code> 	
<Code>Gm_Ps_Metaltire</Code> 	
<Code>Gm_Ps_Soccerball</Code> 	
<Code>Gm_Ps_Woodentire</Code> 	
<Code>Gm_Torpedo</Code> 	
<Code>Hay</Code> 	
<Code>Phx_Explosiveball</Code> 	
<Code>Phx_Flakshell</Code> 	
<Code>Phx_Rubbertire</Code> 	
<Code>Phx_Rubbertire2</Code> 	
<Code>Phx_Tire_Normal</Code> 	
<Code>Phx_Ww2bomb</Code> 	
<Code>Plastic_Barrel_Verybuoyant</Code> 	Even more buoyant barrel.
HunterJalopyJalopytireSlidingrubbertire_jalopyfrontSlidingrubbertire_jalopyrear 	Originally from . See the Episode Two List.
=== ===
$surfaceprop	Description
Alttile 	Only has different step sounds
Bag 	Dufflebag material, or backpack.
Balloon 	Based on plastic, but has a balloon popping sound when broken.
Crpt 	Same as Carpet in every way.
Puddle 	When shot, spawns refracting water splash particles.Except that Infra does not have weapons.
==See also==
* Creating a Material
* $surfaceprop
* Material Types
* Creating custom gibs
* List of CS:GO Surface Types