Wavefront OBJ material file # Contains 64 materials newmtl Stone Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Andesite Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Grass_Block Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Dirt Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Cobblestone Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Oak_Planks Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Stationary_Water Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 4 # d 0.535 # Tr 0.465 Tf 0.465 0.465 0.465 newmtl Sand Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Birch_Log Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Spruce_Leaves Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Birch_Leaves Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Grass Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Fern Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Piston Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl White_Wool Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Light_Wool Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Yellow_Wool Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Cobblestone_Slab Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Quartz_Slab Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Bookshelf Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Oak_Stairs Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Smoker Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Cactus Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Fence Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Oak_Trapdoor Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Infested_Stone_Bricks Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Iron_Bars Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Cauldron Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Tripwire_Hook Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Andesite_Wall Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Polished_Deepslate_Wall Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.17 0.17 0.17 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Flower_Pot Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Potted_Fern Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Heavy_Weighted_Pressure_Plate Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Block_of_Quartz Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Quartz_Stairs Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Orange_Terracotta Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Light_Stained_Glass_Pane Ns 242.25 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 4 # d 0.5 # Tr 0.5 Tf 0.5 0.5 0.5 newmtl Azalea_Leaves Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Iron_Trapdoor Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Prismarine Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Dark_Prismarine Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Sea_Lantern Ns 178.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.14 0.14 0.14 Ke 1 1 1 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png map_Ke bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Moss_Carpet Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Double_Tallgrass Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Wall_Banner Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Spruce_Fence_Gate Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Spruce_Fence Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Yellow_Concrete Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Red_Concrete Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Spruce_Trapdoor Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Dark_Oak_Trapdoor Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Composter Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Lantern Ns 178.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.14 0.14 0.14 Ke 1 1 1 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png map_Ke bruhv2-RGBA.png illum 2 # d 1 # Tr 0 newmtl Soul_Lantern Ns 178.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.14 0.14 0.14 Ke 0.544331 0.544331 0.544331 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png map_Ke bruhv2-RGBA.png illum 2 # d 1 # Tr 0 newmtl Campfire Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Scaffolding Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0 newmtl Soul_Torch Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 Ke 0.544331 0.544331 0.544331 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png map_Ke bruhv2-RGBA.png illum 2 # d 1 # Tr 0 newmtl Andesite_Stairs Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Polished_Andesite_Stairs Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.17 0.17 0.17 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Moss_Block Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Polished_Deepslate Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.17 0.17 0.17 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Deepslate_Tile_Slab Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGB.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGB.png illum 2 # d 1 # Tr 0 newmtl Azalea Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka bruhv2-RGBA.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd bruhv2-RGBA.png map_d bruhv2-Alpha.png illum 2 # d 1 # Tr 0