866 lines
16 KiB
Plaintext
866 lines
16 KiB
Plaintext
Wavefront OBJ material file
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# Contains 64 materials
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newmtl Stone
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Andesite
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Grass_Block
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Dirt
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Cobblestone
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Oak_Planks
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Ns 127.5
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.1 0.1 0.1
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Stationary_Water
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Ns 216.75
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.03 0.03 0.03
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 4
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# d 0.535
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# Tr 0.465
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Tf 0.465 0.465 0.465
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newmtl Sand
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Birch_Log
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Spruce_Leaves
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Birch_Leaves
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Grass
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Fern
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Piston
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl White_Wool
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Light_Wool
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Yellow_Wool
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Cobblestone_Slab
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Quartz_Slab
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Ns 204
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.16 0.16 0.16
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Bookshelf
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Oak_Stairs
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Smoker
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Cactus
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Fence
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Oak_Trapdoor
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Infested_Stone_Bricks
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
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interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Iron_Bars
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Ns 127.5
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.1 0.1 0.1
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Cauldron
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Ns 127.5
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.1 0.1 0.1
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map_Ka bruhv2-RGBA.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
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map_Kd bruhv2-RGBA.png
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map_d bruhv2-Alpha.png
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illum 2
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# d 1
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# Tr 0
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newmtl Tripwire_Hook
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Andesite_Wall
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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map_Ka bruhv2-RGB.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
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map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Polished_Deepslate_Wall
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Ns 216.75
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.17 0.17 0.17
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map_Ka bruhv2-RGB.png
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|
# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
|
map_Kd bruhv2-RGB.png
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illum 2
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# d 1
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# Tr 0
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newmtl Flower_Pot
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Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
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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
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# d 1
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# Tr 0
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newmtl Potted_Fern
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|
Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
|
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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
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# d 1
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# Tr 0
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newmtl Heavy_Weighted_Pressure_Plate
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|
Ns 0
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0 0 0
|
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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
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# d 1
|
|
# Tr 0
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|
newmtl Block_of_Quartz
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|
Ns 204
|
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Ka 0.2 0.2 0.2
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|
Kd 1 1 1
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|
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
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|
|
|
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
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# d 1
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|
# Tr 0
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|
newmtl Orange_Terracotta
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Ns 0
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Ka 0.2 0.2 0.2
|
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Kd 1 1 1
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|
Ks 0 0 0
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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
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# d 1
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# Tr 0
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newmtl Light_Stained_Glass_Pane
|
|
Ns 242.25
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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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
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illum 4
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# d 0.5
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# Tr 0.5
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Tf 0.5 0.5 0.5
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|
newmtl Azalea_Leaves
|
|
Ns 0
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|
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
|