This page is incomplete! You can contribute information using GitHub issues or pull requests.

Material effects are used to spawn localized effects when dynamic objects like vehicles and bipeds collide with each other and the BSP.

Structure and fields

Field Type Comments
effects Block
  • HEK max count: 13

This block has positional entries for different types of material interactions, such as walking, impacts, and vehicle tire slip.

Field Type Comments
materials Block
  • HEK max count: 33

This block has positional entries for every hard-coded material type. These are the same material types seen in damage_effect modifiers.

Field Type Comments
effect TagDependency: effect

The effect to locally spawn at the interaction/collision point, which can do things like create decals, particles, lights, etc.

sound TagDependency: sound

A sound to play at the interaction/collision point. It is also possible to add a sound part to the effect above, but using this field may prevent the game from cutting this sound during effect-intense scenes.


Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • Masterz1337 (Explaining why to use the sound field)
  • MosesOfEgypt (Tag structure research)