2007-05-27 12:01:53 -04:00
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#
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# In this files materials with special properties are listed, along with
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# the values for these properties. Only materials that are in some way
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# special need to be listed here, the others will use the default values.
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#
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# Here is an explanation of what each property do and their default values,
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# the actual properties are at the bottom of the file:
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#
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# UVClamp
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# -----
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# Clamp texture border instead of repeating the texture. This has
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# two values, one for the X-axis and another for the Y-axis, which can be
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# Y or N (yes or no).
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#
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# To understand what clamping is, hre is an example with my poor ASCII art:
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#
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# ox
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# Suppose you have a 2x2 texture which represented here by xo , where o is a
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# black square and x is a white square. If you place the texture in a 4x4
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# grid, you would think you get this:
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#
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# ....
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# ....
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# ox..
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# xo..
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#
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# Where the . are empty spaces.
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#
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# However, what really happens is that by default the texture repeats itself:
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#
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# oxox
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# xoxo
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# oxox
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# xoxo
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#
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# But if you clamp the texture on both the X and the Y axis you get this:
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#
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# oxoo
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# oxoo
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# oxxx
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# xooo
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#
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# So only the borders repeat in the X and Y direction, not the whole texture.
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#
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#
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# Translucency
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# ------------
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# Use the alpha value of the texture to produce translucent areas. Can be
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# Y or N, default is N.
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#
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#
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# Alpha reference
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# ---------------
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# This value is used for the alpha test, which is to compare all the
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# alpha values of the pixels of the texture against the alpha refence, and
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# if the test succeeds, the pixel is not drawn. Values go from 0.0 to 1.0.
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# 1.0 that no pixels are drawn, 0.0 means that only pixels completely
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# translucent are not drawn. Default is 0.1.
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#
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#
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# Lighting
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# --------
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# Let lights affect how dark or light a texture is. Can be Y or N, default is
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# Y.
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#
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#
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# Sphere map
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# ----------
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# Place the texture as if it is on top of a reflective sphere. This is useful
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# on shiny metal objects, for example the coins. Can be Y or N, default is
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# N.
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#
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#
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# Friction
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# --------
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# How much friction there is between an object with this texture and the
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# wheels of the kart. Obviously, is only useful if a kart will ever be
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# standing on top of an object with this texture. The smaller this value is,
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# the more slippery a surface is. Values should go from 1.0 to 0.1, where
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# 1.0 is the friction of the road. Default is 1.0 .
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#
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# At the moment, friction only limits the speed and acceleration of the karts.
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#
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#
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#
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# Ignore
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# ------
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# Don't crash with a surface that has this texture applied. Values can be Y or
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# N. Default is N.
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#
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#
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# Zipper
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# ------
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# Karts get a speed boost when they touch a surface with this texture. Values
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# can be Y or N. Default is N.
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#
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#
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# Resetter
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# --------
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# When a kart touches this surface, it is rescued, useful for lava and others.
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# Values can be Y or N. Default value is N.
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#
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#
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# Collide
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# -------
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# When you crash against a surface with this texture, the kart will not
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# continue moving, instead it will stop the kart dead. Values can be Y or N,
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# default value is Y.
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# TextureName Clamp Trans Alpha Light SphMp Frict Ign Zip Rst Col
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"chrome.rgb" N N N 0.0 N Y 0.5 N N N N
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"chrome2.rgb" N N N 0.0 N Y 0.5 N N N N
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"railing.rgb" N Y Y 0.5 Y N 1.0 N N N N
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"ruler.rgb" N N Y 0.2 Y N 1.0 N N N N
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"adverts.rgb" N N N 0.0 Y N 1.0 N N N Y
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"wood.rgb" N N N 0.0 Y N 1.0 N N N N
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"concrete.rgb" N N N 0.0 Y N 1.0 N N N Y
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"brick.rgb" N N N 0.0 Y N 1.0 N N N Y
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"stonewall.rgb" N N N 0.0 Y N 1.0 N N N N
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"stones.rgb" N N N 0.0 Y N 0.2 N N N N
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"pebbles.rgb" N N N 0.0 Y N 1.0 N N N N
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"floor.rgb" N N N 0.0 Y N 1.0 N N N N
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"sand.rgb" N N N 0.0 Y N 0.5 N N N N
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"sandgrass.rgb" N N N 0.0 Y N 0.5 N N N N
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"egypt.rgb" N N N 0.0 Y N 1.0 N N N Y
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"pyramidwall.rgb" N N N 0.0 Y N 1.0 N N N N
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"lava.rgb" N N N 0.0 N N 1.0 N N Y Y
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"lava2.rgb" N N N 0.0 N N 1.0 N N Y Y
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"Tuxclouds.rgb" N N N 0.1 Y N 1.0 N N Y Y
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"metalgrid.rgb" N N Y 0.3 Y N 1.0 N N N N
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"fuzzy_sand.rgb" N N Y 0.0 N N 1.0 Y N N N
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"roadway.rgb" Y N Y 0.0 Y N 1.0 N N N N
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"track.rgb" Y N Y 0.0 Y N 1.0 N N N N
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"rainbow.rgb" N N Y 0.0 N N 1.0 N N N N
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"tinytux.rgb" Y Y Y 0.8 N N 1.0 Y N N N
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"butterfly.rgb" Y Y Y 0.8 N N 1.0 Y N N N
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"Penguin_orig.rgb" N N N 0.0 Y N 1.0 N N N N
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"grass.rgb" N N N 0.0 Y N 0.7 N N N N
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"island/grass2.rgb" N N N 0.0 Y N 0.7 N N N N
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"island/rock1.rgb" N N N 0.0 Y N 0.5 N N N N
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"island/rock4.rgb" N N N 0.0 Y N 0.5 N N N N
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"island/water2.rgb" N N N 0.0 Y N 1.0 N N Y N
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"island/sand2.rgb" N N N 0.0 Y N 0.7 N N N N
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"track2.rgb" N N N 0.0 Y N 1.0 N N N N
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"zipper_collect.rgb" N N N 0.0 N N 1.0 N Y N N
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"zipper.rgb" N N N 0.0 N N 1.0 N Y N N
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"bananawrap.rgb" Y Y Y 0.5 N N 1.0 N Y N N
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"fuzzy.rgb" Y Y Y 0.2 N N 0.5 Y N N N
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"mriceblockshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"mriceblockicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"tuxkartshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"eviltuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"sushishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"sushiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"yetishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"yetiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"dinoshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"dinoicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"nolokicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"pennyshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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2007-07-04 22:45:48 -04:00
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"hexleyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"hexleyshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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2007-05-27 12:01:53 -04:00
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"spark.rgb" Y Y N 0.2 N N 1.0 Y N N N
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"smoke.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"explode.rgb" Y Y Y 0.2 N N 1.0 Y N N N
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"tuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"skirpyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"pennyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"missile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
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"flames.rgb" N N N 0.9 N N 1.0 Y N N N
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"magnet.rgb" Y Y Y 0.1 N N 1.0 Y N N N
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"bzzt.rgb" N N Y 0.1 N N 1.0 Y N N N
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"homingmissile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
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"anvil.rgb" Y Y Y 0.1 N N 1.0 Y N N N
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"parachute.rgb" Y Y Y 0.1 N N 1.0 Y N N N
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"herring.rgb" Y Y Y 0.9 N N 1.0 Y N N N
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"wheel.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"water.rgb" N N N 0.1 Y N 1.0 N N Y N
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"speedback.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"speedfore.rgb" Y Y Y 0.0 N N 1.0 Y N N N
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"st_title_screen.rgb" Y Y N 1.0 N N 1.0 N N N Y
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# EOF #
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