Wavefront OBJ material file # Contains 53 materials newmtl grass_block_top Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/grass_block_top_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/grass_block_top_y.png illum 2 # d 1 # Tr 0 newmtl stone Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/stone.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/stone.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 tex/dirt.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/dirt.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 tex/oak_planks.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/oak_planks.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 tex/cobblestone.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/cobblestone.png illum 2 # d 1 # Tr 0 newmtl sand Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/sand.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/sand.png illum 2 # d 1 # Tr 0 newmtl iron_block Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka tex/iron_block.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/iron_block.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 tex/grass_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/grass_y.png map_d tex/grass_y.png illum 2 # d 1 # Tr 0 newmtl glass Ns 242.25 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/glass.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/glass.png map_d tex/glass.png illum 2 # d 1 # Tr 0 newmtl stone_bricks Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/stone_bricks.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/stone_bricks.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 tex/white_wool.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/white_wool.png illum 2 # d 1 # Tr 0 newmtl cactus_top Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/cactus_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/cactus_top.png map_d tex/cactus_top.png illum 2 # d 1 # Tr 0 newmtl cactus_side Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/cactus_side.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/cactus_side.png map_d tex/cactus_side.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 tex/iron_bars.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/iron_bars.png map_d tex/iron_bars.png illum 2 # d 1 # Tr 0 newmtl piston_side Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/piston_side.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/piston_side.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 tex/spruce_leaves_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/spruce_leaves_y.png map_d tex/spruce_leaves_y.png illum 2 # d 1 # Tr 0 newmtl glass_pane_top Ns 242.25 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/glass_pane_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/glass_pane_top.png map_d tex/glass_pane_top.png illum 2 # d 1 # Tr 0 newmtl jungle_log Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/jungle_log.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/jungle_log.png illum 2 # d 1 # Tr 0 newmtl brown_wool Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/brown_wool.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/brown_wool.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 tex/yellow_wool.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/yellow_wool.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 tex/tripwire_hook.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/tripwire_hook.png illum 2 # d 1 # Tr 0 newmtl light_blue_wool Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/light_blue_wool.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/light_blue_wool.png illum 2 # d 1 # Tr 0 newmtl jungle_log_top Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/jungle_log_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/jungle_log_top.png illum 2 # d 1 # Tr 0 newmtl jungle_leaves Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/jungle_leaves_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/jungle_leaves_y.png map_d tex/jungle_leaves_y.png illum 2 # d 1 # Tr 0 newmtl water_still Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/water_still_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/water_still_y.png map_d tex/water_still_y.png illum 4 # d 0.535 # Tr 0.465 Tf 0.465 0.465 0.465 newmtl orange_terracotta Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/orange_terracotta.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/orange_terracotta.png illum 2 # d 1 # Tr 0 newmtl quartz_block_bottom Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka tex/quartz_block_bottom.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/quartz_block_bottom.png illum 2 # d 1 # Tr 0 newmtl quartz_block_side Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka tex/quartz_block_side.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/quartz_block_side.png illum 2 # d 1 # Tr 0 newmtl quartz_block_top Ns 204 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.16 0.16 0.16 map_Ka tex/quartz_block_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/quartz_block_top.png illum 2 # d 1 # Tr 0 newmtl tall_grass_bottom Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/tall_grass_bottom_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/tall_grass_bottom_y.png map_d tex/tall_grass_bottom_y.png illum 2 # d 1 # Tr 0 newmtl tall_grass_top Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/tall_grass_top_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/tall_grass_top_y.png map_d tex/tall_grass_top_y.png illum 2 # d 1 # Tr 0 newmtl white_stained_glass Ns 242.25 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/white_stained_glass.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/white_stained_glass.png map_d tex/white_stained_glass.png illum 4 # d 0.5 # Tr 0.5 Tf 0.5 0.5 0.5 newmtl white_stained_glass_pane_top Ns 242.25 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/white_stained_glass_pane_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/white_stained_glass_pane_top.png map_d tex/white_stained_glass_pane_top.png illum 4 # d 0.5 # Tr 0.5 Tf 0.5 0.5 0.5 newmtl andesite Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/andesite.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/andesite.png illum 2 # d 1 # Tr 0 newmtl polished_andesite Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.17 0.17 0.17 map_Ka tex/polished_andesite.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/polished_andesite.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 tex/dark_prismarine.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/dark_prismarine.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 tex/prismarine.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/prismarine.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 tex/sea_lantern.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/sea_lantern.png map_Ke tex/sea_lantern.png illum 2 # d 1 # Tr 0 newmtl red_nether_bricks Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/red_nether_bricks.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/red_nether_bricks.png illum 2 # d 1 # Tr 0 newmtl water_flow Ns 216.75 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.03 0.03 0.03 map_Ka tex/water_flow_y.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/water_flow_y.png map_d tex/water_flow_y.png illum 4 # d 0.535 # Tr 0.465 Tf 0.465 0.465 0.465 newmtl white_concrete Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/white_concrete.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/white_concrete.png illum 2 # d 1 # Tr 0 newmtl stripped_spruce_log Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka tex/stripped_spruce_log.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/stripped_spruce_log.png illum 2 # d 1 # Tr 0 newmtl stripped_spruce_log_top Ns 127.5 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0.1 0.1 0.1 map_Ka tex/stripped_spruce_log_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/stripped_spruce_log_top.png illum 2 # d 1 # Tr 0 newmtl birch_trapdoor Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/birch_trapdoor.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/birch_trapdoor.png map_d tex/birch_trapdoor.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 tex/dark_oak_trapdoor.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/dark_oak_trapdoor.png map_d tex/dark_oak_trapdoor.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 tex/lantern.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/lantern.png map_d tex/lantern.png map_Ke tex/lantern.png illum 2 # d 1 # Tr 0 newmtl composter_top Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/composter_top.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/composter_top.png illum 2 # d 1 # Tr 0 newmtl composter_side Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/composter_side.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/composter_side.png illum 2 # d 1 # Tr 0 newmtl composter_bottom Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/composter_bottom.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/composter_bottom.png illum 2 # d 1 # Tr 0 newmtl campfire_log Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 Ke 1 1 1 map_Ka tex/campfire_log.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/campfire_log.png map_d tex/campfire_log.png map_Ke tex/campfire_log.png illum 2 # d 1 # Tr 0 newmtl azalea_leaves Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/azalea_leaves.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/azalea_leaves.png map_d tex/azalea_leaves.png illum 2 # d 1 # Tr 0 newmtl rooted_dirt Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/rooted_dirt.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/rooted_dirt.png illum 2 # d 1 # Tr 0 newmtl deepslate_tiles Ns 0 Ka 0.2 0.2 0.2 Kd 1 1 1 Ks 0 0 0 map_Ka tex/deepslate_tiles.png # for G3D, to make textures look blocky: interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION map_Kd tex/deepslate_tiles.png map_d tex/deepslate_tiles.png illum 2 # d 1 # Tr 0