OliveRave/Models/bruhv2.mtl

866 lines
16 KiB
Plaintext

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