#
# In this files materials with special properties are listed, along with
# the values for these properties. Only materials that are in some way
# special need to be listed here, the others will use the default values.
#
# Here is an explanation of what each property do and their default values,
# the actual properties are at the bottom of the file:
#
# UVClamp
# -----
# Clamp texture border instead of repeating the texture. This has
# two values, one for the X-axis and another for the Y-axis, which can be
# Y or N (yes or no).
#
# To understand what clamping is, hre is an example with my poor ASCII art:
#
#                                                          ox
# Suppose you have a 2x2 texture which represented here by xo , where o is a
# black square and x is a white square. If you place the texture in a 4x4
# grid, you would think you get this:
# 
# ....
# ....
# ox..
# xo..
#
# Where the . are empty spaces.
# 
# However, what really happens is that by default the texture repeats itself:
#
# oxox
# xoxo
# oxox
# xoxo
#
# But if you clamp the texture on both the X and the Y axis you get this:
#
# oxoo
# oxoo
# oxxx
# xooo
#
# So only the borders repeat in the X and Y direction, not the whole texture.
#
#
# Translucency
# ------------
# Use the alpha value of the texture to produce translucent areas. Can be
# Y or N, default is N.
#
#
# Alpha reference
# ---------------
# This value is used for the alpha test, which is to compare all the
# alpha values of the pixels of the texture against the alpha refence, and
# if the test succeeds, the pixel is not drawn. Values go from 0.0 to 1.0.
# 1.0 that no pixels are drawn, 0.0 means that only pixels completely
# translucent are not drawn. Default is 0.1.
#
#
# Lighting
# --------
# Let lights affect how dark or light a texture is. Can be Y or N, default is
# Y.
#
# 
# Sphere map
# ----------
# Place the texture as if it is on top of a reflective sphere. This is useful
# on shiny metal objects, for example the coins. Can be Y or N, default is
# N.
#
#
# Friction
# --------
# How much friction there is between an object with this texture and the
# wheels of the kart. Obviously, is only useful if a kart will ever be
# standing on top of an object with this texture. The smaller this value is,
# the more slippery a surface is. Values should go from 1.0 to 0.1, where
# 1.0 is the friction of the road. Default is 1.0 .
#
# At the moment, friction only limits the speed and acceleration of the karts.
#
#
#
# Ignore
# ------
# Don't crash with a surface that has this texture applied. Values can be Y or
# N. Default is N.
#
#
# Zipper
# ------
# Karts get a speed boost when they touch a surface with this texture. Values
# can be Y or N. Default is N.
#
#
# Resetter
# --------
# When a kart touches this surface, it is rescued, useful for lava and others.
# Values can be Y or N. Default value is N.
#
#
# Collide
# -------
# When you crash against a surface with this texture, the kart will not
# continue moving, instead it will stop the kart dead. Values can be Y or N,
# default value is Y.

# TextureName              Clamp Trans Alpha Light SphMp Frict Ign Zip Rst Col
"chrome.rgb"                N N    N    0.0    N     Y    0.5   N   N   N   N
"chrome2.rgb"               N N    N    0.0    N     Y    0.5   N   N   N   N
"railing.rgb"               N Y    Y    0.5    Y     N    1.0   N   N   N   N
"ruler.rgb"                 N N    Y    0.2    Y     N    1.0   N   N   N   N
"adverts.rgb"               N N    N    0.0    Y     N    1.0   N   N   N   Y
"wood.rgb"                  N N    N    0.0    Y     N    1.0   N   N   N   N
"concrete.rgb"              N N    N    0.0    Y     N    1.0   N   N   N   Y
"brick.rgb"                 N N    N    0.0    Y     N    1.0   N   N   N   Y
"stonewall.rgb"             N N    N    0.0    Y     N    1.0   N   N   N   N
"stones.rgb"                N N    N    0.0    Y     N    0.2   N   N   N   N
"pebbles.rgb"               N N    N    0.0    Y     N    1.0   N   N   N   N
"floor.rgb"                 N N    N    0.0    Y     N    1.0   N   N   N   N
"sand.rgb"                  N N    N    0.0    Y     N    0.0000001   N   N   N   N
"sandgrass.rgb"             N N    N    0.0    Y     N    0.5   N   N   N   N
"egypt.rgb"                 N N    N    0.0    Y     N    1.0   N   N   N   Y
"pyramidwall.rgb"           N N    N    0.0    Y     N    1.0   N   N   N   N
"lava.rgb"                  N N    N    0.0    N     N    1.0   N   N   Y   Y
"lava2.rgb"                 N N    N    0.0    N     N    1.0   N   N   Y   Y
"Tuxclouds.rgb"             N N    N    0.1    Y     N    1.0   N   N   Y   Y
"metalgrid.rgb"             N N    Y    0.3    Y     N    1.0   N   N   N   N
"fuzzy_sand.rgb"            N N    Y    0.0    N     N    1.0   Y   N   N   N
"roadway.rgb"               Y N    Y    0.0    Y     N    1.0   N   N   N   N
"track.rgb"                 Y N    Y    0.0    Y     N    1.0   N   N   N   N
"rainbow.rgb"               N N    Y    0.0    N     N    1.0   N   N   N   N
"tinytux.rgb"               Y Y    Y    0.8    N     N    1.0   Y   N   N   N
"butterfly.rgb"             Y Y    Y    0.8    N     N    1.0   Y   N   N   N
"Penguin_orig.rgb"          N N    N    0.0    Y     N    1.0   N   N   N   N
"grass.rgb"                 N N    N    0.0    Y     N    0.7   N   N   N   N
"island/grass2.rgb"         N N    N    0.0    Y     N    0.7   N   N   N   N
"island/rock1.rgb"          N N    N    0.0    Y     N    0.5   N   N   N   N
"island/rock4.rgb"          N N    N    0.0    Y     N    0.5   N   N   N   N
"island/water2.rgb"         N N    N    0.0    Y     N    1.0   N   N   Y   N
"island/sand2.rgb"          N N    N    0.0    Y     N    0.7   N   N   N   N
"track2.rgb"                N N    N    0.0    Y     N    1.0   N   N   N   N
"zipper_collect.rgb"        N N    N    0.0    N     N    1.0   N   Y   N   N
"zipper.rgb"                N N    N    0.0    N     N    1.0   N   Y   N   N
"bananawrap.rgb"            Y Y    Y    0.5    N     N    1.0   N   Y   N   N
"fuzzy.rgb"                 Y Y    Y    0.2    N     N    0.5   Y   N   N   N
"mriceblockshadow.rgb"      Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"mriceblockicon.rgb"        Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"tuxkartshadow.rgb"         Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"eviltuxicon.rgb"           Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"sushishadow.rgb"           Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"sushiicon.rgb"             Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"yetishadow.rgb"            Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"yetiicon.rgb"              Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"dinoshadow.rgb"            Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"dinoicon.rgb"              Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"nolokicon.rgb"             Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"pennyshadow.rgb"           Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"hexleyicon.rgb"            Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"hexleyshadow.rgb"          Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"wilbericon.rgb"          Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"wilbershadow.rgb"          Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"spark.rgb"                 Y Y    N    0.2    N     N    1.0   Y   N   N   N
"smoke.rgb"                 Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"explode.rgb"               Y Y    Y    0.2    N     N    1.0   Y   N   N   N
"tuxicon.rgb"               Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"skirpyicon.rgb"            Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"pennyicon.rgb"             Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"missile.rgb"               Y Y    Y    0.1    N     N    1.0   Y   N   N   N
"flames.rgb"                N N    N    0.9    N     N    1.0   Y   N   N   N
"magnet.rgb"                Y Y    Y    0.1    N     N    1.0   Y   N   N   N
"bzzt.rgb"                  N N    Y    0.1    N     N    1.0   Y   N   N   N
"homingmissile.rgb"         Y Y    Y    0.1    N     N    1.0   Y   N   N   N
"anvil.rgb"                 Y Y    Y    0.1    N     N    1.0   Y   N   N   N
"parachute.rgb"             Y Y    Y    0.1    N     N    1.0   Y   N   N   N
"herring.rgb"               Y Y    Y    0.9    N     N    1.0   Y   N   N   N
"wheel.rgb"                 Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"water.rgb"                 N N    N    0.1    Y     N    1.0   N   N   Y   N
"speedback.rgb"             Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"speedfore.rgb"             Y Y    Y    0.0    N     N    1.0   Y   N   N   N
"st_title_screen.rgb"       Y Y    N    1.0    N     N    1.0   N   N   N   Y
"water_light.rgb"           N N    N    0.1    N     N    1.0   N   N   Y   N
"lighthouse.rgb"            N N    N    0.0    N     N    0.5   N   N   N   N
"lighthouse_sky.rgb"        N N    N    0.0    N     N    0.5   N   N   Y   Y
"sea.rgb"                   N N    N    0.0    N     N    0.5   N   N   Y   Y
"rock.rgb"                  N N    N    0.0    N     N    0.5   N   N   N   N
"coniferous_tree.rgb"       Y Y    Y    0.5    N     N    0.5   N   N   N   N
"island/sky2.rgb"           N N    N    0.0    N     N    1.0   N   N   N   N
"window.rgb"                N N    Y    0.0    Y     N    1.0   N   N   N   N

# EOF #