722 lines
14 KiB
Plaintext
722 lines
14 KiB
Plaintext
Wavefront OBJ material file
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# Contains 53 materials
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newmtl grass_block_top
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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 tex/grass_block_top_y.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 tex/grass_block_top_y.png
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illum 2
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# d 1
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# Tr 0
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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 tex/stone.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 tex/stone.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 tex/dirt.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 tex/dirt.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 tex/oak_planks.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 tex/oak_planks.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 tex/cobblestone.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 tex/cobblestone.png
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illum 2
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# d 1
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# Tr 0
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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 tex/sand.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 tex/sand.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_block
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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 tex/iron_block.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 tex/iron_block.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 tex/grass_y.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 tex/grass_y.png
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map_d tex/grass_y.png
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illum 2
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# d 1
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# Tr 0
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newmtl glass
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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
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map_Ka tex/glass.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 tex/glass.png
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map_d tex/glass.png
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illum 2
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# d 1
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# Tr 0
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newmtl 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 tex/stone_bricks.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 tex/stone_bricks.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 tex/white_wool.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 tex/white_wool.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_top
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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 tex/cactus_top.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 tex/cactus_top.png
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map_d tex/cactus_top.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_side
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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 tex/cactus_side.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 tex/cactus_side.png
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map_d tex/cactus_side.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 tex/iron_bars.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 tex/iron_bars.png
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map_d tex/iron_bars.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_side
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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 tex/piston_side.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 tex/piston_side.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 tex/spruce_leaves_y.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 tex/spruce_leaves_y.png
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map_d tex/spruce_leaves_y.png
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illum 2
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# d 1
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# Tr 0
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newmtl glass_pane_top
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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
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map_Ka tex/glass_pane_top.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 tex/glass_pane_top.png
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map_d tex/glass_pane_top.png
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illum 2
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# d 1
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# Tr 0
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newmtl jungle_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 tex/jungle_log.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 tex/jungle_log.png
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illum 2
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# d 1
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# Tr 0
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newmtl brown_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 tex/brown_wool.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 tex/brown_wool.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 tex/yellow_wool.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 tex/yellow_wool.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 tex/tripwire_hook.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 tex/tripwire_hook.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_blue_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 tex/light_blue_wool.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 tex/light_blue_wool.png
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illum 2
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# d 1
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# Tr 0
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newmtl jungle_log_top
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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 tex/jungle_log_top.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 tex/jungle_log_top.png
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illum 2
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# d 1
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# Tr 0
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newmtl jungle_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 tex/jungle_leaves_y.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 tex/jungle_leaves_y.png
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map_d tex/jungle_leaves_y.png
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illum 2
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# d 1
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# Tr 0
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newmtl water_still
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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 tex/water_still_y.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 tex/water_still_y.png
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map_d tex/water_still_y.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 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 tex/orange_terracotta.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 tex/orange_terracotta.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_block_bottom
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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 tex/quartz_block_bottom.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 tex/quartz_block_bottom.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_block_side
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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 tex/quartz_block_side.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 tex/quartz_block_side.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_block_top
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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 tex/quartz_block_top.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 tex/quartz_block_top.png
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illum 2
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# d 1
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# Tr 0
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newmtl tall_grass_bottom
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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 tex/tall_grass_bottom_y.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 tex/tall_grass_bottom_y.png
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map_d tex/tall_grass_bottom_y.png
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illum 2
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# d 1
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# Tr 0
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newmtl tall_grass_top
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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 tex/tall_grass_top_y.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 tex/tall_grass_top_y.png
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map_d tex/tall_grass_top_y.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_stained_glass
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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
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map_Ka tex/white_stained_glass.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 tex/white_stained_glass.png
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map_d tex/white_stained_glass.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 white_stained_glass_pane_top
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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
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map_Ka tex/white_stained_glass_pane_top.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 tex/white_stained_glass_pane_top.png
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map_d tex/white_stained_glass_pane_top.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 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 tex/andesite.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 tex/andesite.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_andesite
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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 tex/polished_andesite.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 tex/polished_andesite.png
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illum 2
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# d 1
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# Tr 0
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newmtl dark_prismarine
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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 tex/dark_prismarine.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 tex/dark_prismarine.png
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illum 2
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# d 1
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# Tr 0
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newmtl prismarine
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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 tex/prismarine.png
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# for G3D, to make textures look blocky:
|
|
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
|
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map_Kd tex/prismarine.png
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illum 2
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# d 1
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# Tr 0
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newmtl sea_lantern
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Ns 178.5
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Ka 0.2 0.2 0.2
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Kd 1 1 1
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Ks 0.14 0.14 0.14
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Ke 1 1 1
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map_Ka tex/sea_lantern.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 tex/sea_lantern.png
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map_Ke tex/sea_lantern.png
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illum 2
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# d 1
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# Tr 0
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|
|
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
|