# # 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 0.5 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 "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 # EOF #