material MetalChest { receive_shadows on technique { pass { ambient 0.8 0.8 0.8 1.0 diffuse 0.8 0.8 0.8 1.0 specular 0.5 0.5 0.5 1.0 12.0 emissive 0.0 0.0 0.0 1.0 texture_unit { texture MetalChest_UV.jpg tex_address_mode wrap filtering trilinear } } } } material GoldenChest { receive_shadows on technique { pass { ambient 0.9 0.9 0.9 1.0 diffuse 0.9 0.9 0.9 1.0 specular 0.5 0.5 0.5 1.0 12.0 emissive 0.0 0.0 0.0 1.0 texture_unit { texture GoldenChest_UV.jpg tex_address_mode wrap filtering trilinear } } } } material AncientColumn { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.640000 0.640000 0.640000 1.000000 specular 0.000000 0.000000 0.000000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture AncientColumn.png tex_address_mode wrap filtering trilinear } } } } material FlyAmanitaMushroom { receive_shadows on technique { pass FlyAmanitaMushroom { ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 alpha_to_coverage off cull_hardware clockwise depth_write on scene_blend one zero texture_unit { texture FlyAmanitaMushroom.jpg tex_address_mode wrap scale 1.0 1.0 colour_op modulate } } } } material FrozenCaveMushroom { receive_shadows on technique { pass FrozenCaveMushroom { ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 alpha_to_coverage off cull_hardware clockwise depth_write on scene_blend one zero texture_unit { texture FrozenCaveMushroom.jpg tex_address_mode wrap scale 1.0 1.0 colour_op modulate } } } } material GoldenCannon { receive_shadows on technique { pass { cull_hardware none scene_blend alpha_blend ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.800000 0.799920 0.799920 1.000000 specular 0.000000 0.000000 0.000000 1.000000 2.250000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture GoldenCannon.png tex_address_mode wrap filtering trilinear } } } } material RuinedLorry { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.640000 0.640000 0.640000 1.000000 specular 0.500000 0.500000 0.500000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture ruinedlorry.jpg tex_address_mode wrap filtering trilinear } } } } material SpinWheelBaseAlt { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.500000 0.500000 0.500000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture SpinWheelBaseAlt.jpg tex_address_mode wrap filtering trilinear } } } } material SpinWheelGearRed { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.500000 0.500000 0.500000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture SpinWheelGearRed.jpg tex_address_mode wrap filtering trilinear } } } } material SpinWheelGearBlue { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.500000 0.500000 0.500000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture SpinWheelGearBlue.jpg tex_address_mode wrap filtering trilinear } } } } material IdolGrayColor { receive_shadows on technique { pass { ambient 0.5 0.5 0.5 1.000000 diffuse 0.4 0.37 0.35 1.000000 specular 0.266613 0.266613 0.266613 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 } } } material CrashedAirplane { receive_shadows on technique { pass { cull_hardware none scene_blend alpha_blend ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.800000 0.800000 0.800000 1.000000 specular 0.000000 0.000000 0.000000 1.000000 3.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit Overlay { texture CrashedPaint.png tex_address_mode wrap filtering trilinear colour_op_ex modulate src_texture src_player_colour // take alpha from texture only, ignore player alpha alpha_op_ex source1 src_texture src_player_colour } texture_unit Plane { texture Crashedairplane.jpg tex_address_mode wrap filtering trilinear colour_op_ex blend_current_alpha src_current src_texture // Don't blend alpha, to make sure we have full intensity at the base/overlay border region alpha_op_ex add src_current src_texture } texture_unit Light { // apply lighting colour_op_ex modulate src_current src_diffuse alpha_op_ex modulate src_current src_diffuse } } } }