OliveRave/Models/t1.mtl

722 lines
14 KiB
Plaintext

Wavefront OBJ material file
# Contains 53 materials
newmtl grass_block_top
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/grass_block_top_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/grass_block_top_y.png
illum 2
# d 1
# Tr 0
newmtl stone
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/stone.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/stone.png
illum 2
# d 1
# Tr 0
newmtl dirt
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/dirt.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/dirt.png
illum 2
# d 1
# Tr 0
newmtl oak_planks
Ns 127.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.1 0.1 0.1
map_Ka tex/oak_planks.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/oak_planks.png
illum 2
# d 1
# Tr 0
newmtl cobblestone
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/cobblestone.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/cobblestone.png
illum 2
# d 1
# Tr 0
newmtl sand
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/sand.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/sand.png
illum 2
# d 1
# Tr 0
newmtl iron_block
Ns 127.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.1 0.1 0.1
map_Ka tex/iron_block.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/iron_block.png
illum 2
# d 1
# Tr 0
newmtl grass
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/grass_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/grass_y.png
map_d tex/grass_y.png
illum 2
# d 1
# Tr 0
newmtl glass
Ns 242.25
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/glass.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/glass.png
map_d tex/glass.png
illum 2
# d 1
# Tr 0
newmtl stone_bricks
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/stone_bricks.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/stone_bricks.png
illum 2
# d 1
# Tr 0
newmtl white_wool
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/white_wool.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/white_wool.png
illum 2
# d 1
# Tr 0
newmtl cactus_top
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/cactus_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/cactus_top.png
map_d tex/cactus_top.png
illum 2
# d 1
# Tr 0
newmtl cactus_side
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/cactus_side.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/cactus_side.png
map_d tex/cactus_side.png
illum 2
# d 1
# Tr 0
newmtl iron_bars
Ns 127.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.1 0.1 0.1
map_Ka tex/iron_bars.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/iron_bars.png
map_d tex/iron_bars.png
illum 2
# d 1
# Tr 0
newmtl piston_side
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/piston_side.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/piston_side.png
illum 2
# d 1
# Tr 0
newmtl spruce_leaves
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/spruce_leaves_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/spruce_leaves_y.png
map_d tex/spruce_leaves_y.png
illum 2
# d 1
# Tr 0
newmtl glass_pane_top
Ns 242.25
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/glass_pane_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/glass_pane_top.png
map_d tex/glass_pane_top.png
illum 2
# d 1
# Tr 0
newmtl jungle_log
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/jungle_log.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/jungle_log.png
illum 2
# d 1
# Tr 0
newmtl brown_wool
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/brown_wool.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/brown_wool.png
illum 2
# d 1
# Tr 0
newmtl yellow_wool
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/yellow_wool.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/yellow_wool.png
illum 2
# d 1
# Tr 0
newmtl tripwire_hook
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/tripwire_hook.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/tripwire_hook.png
illum 2
# d 1
# Tr 0
newmtl light_blue_wool
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/light_blue_wool.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/light_blue_wool.png
illum 2
# d 1
# Tr 0
newmtl jungle_log_top
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/jungle_log_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/jungle_log_top.png
illum 2
# d 1
# Tr 0
newmtl jungle_leaves
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/jungle_leaves_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/jungle_leaves_y.png
map_d tex/jungle_leaves_y.png
illum 2
# d 1
# Tr 0
newmtl water_still
Ns 216.75
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/water_still_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/water_still_y.png
map_d tex/water_still_y.png
illum 4
# d 0.535
# Tr 0.465
Tf 0.465 0.465 0.465
newmtl orange_terracotta
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/orange_terracotta.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/orange_terracotta.png
illum 2
# d 1
# Tr 0
newmtl quartz_block_bottom
Ns 204
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.16 0.16 0.16
map_Ka tex/quartz_block_bottom.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/quartz_block_bottom.png
illum 2
# d 1
# Tr 0
newmtl quartz_block_side
Ns 204
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.16 0.16 0.16
map_Ka tex/quartz_block_side.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/quartz_block_side.png
illum 2
# d 1
# Tr 0
newmtl quartz_block_top
Ns 204
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.16 0.16 0.16
map_Ka tex/quartz_block_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/quartz_block_top.png
illum 2
# d 1
# Tr 0
newmtl tall_grass_bottom
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/tall_grass_bottom_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/tall_grass_bottom_y.png
map_d tex/tall_grass_bottom_y.png
illum 2
# d 1
# Tr 0
newmtl tall_grass_top
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/tall_grass_top_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/tall_grass_top_y.png
map_d tex/tall_grass_top_y.png
illum 2
# d 1
# Tr 0
newmtl white_stained_glass
Ns 242.25
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/white_stained_glass.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/white_stained_glass.png
map_d tex/white_stained_glass.png
illum 4
# d 0.5
# Tr 0.5
Tf 0.5 0.5 0.5
newmtl white_stained_glass_pane_top
Ns 242.25
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/white_stained_glass_pane_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/white_stained_glass_pane_top.png
map_d tex/white_stained_glass_pane_top.png
illum 4
# d 0.5
# Tr 0.5
Tf 0.5 0.5 0.5
newmtl andesite
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/andesite.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/andesite.png
illum 2
# d 1
# Tr 0
newmtl polished_andesite
Ns 216.75
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.17 0.17 0.17
map_Ka tex/polished_andesite.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/polished_andesite.png
illum 2
# d 1
# Tr 0
newmtl dark_prismarine
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/dark_prismarine.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/dark_prismarine.png
illum 2
# d 1
# Tr 0
newmtl prismarine
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/prismarine.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/prismarine.png
illum 2
# d 1
# Tr 0
newmtl sea_lantern
Ns 178.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.14 0.14 0.14
Ke 1 1 1
map_Ka tex/sea_lantern.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/sea_lantern.png
map_Ke tex/sea_lantern.png
illum 2
# d 1
# Tr 0
newmtl red_nether_bricks
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/red_nether_bricks.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/red_nether_bricks.png
illum 2
# d 1
# Tr 0
newmtl water_flow
Ns 216.75
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.03 0.03 0.03
map_Ka tex/water_flow_y.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/water_flow_y.png
map_d tex/water_flow_y.png
illum 4
# d 0.535
# Tr 0.465
Tf 0.465 0.465 0.465
newmtl white_concrete
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/white_concrete.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/white_concrete.png
illum 2
# d 1
# Tr 0
newmtl stripped_spruce_log
Ns 127.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.1 0.1 0.1
map_Ka tex/stripped_spruce_log.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/stripped_spruce_log.png
illum 2
# d 1
# Tr 0
newmtl stripped_spruce_log_top
Ns 127.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.1 0.1 0.1
map_Ka tex/stripped_spruce_log_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/stripped_spruce_log_top.png
illum 2
# d 1
# Tr 0
newmtl birch_trapdoor
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/birch_trapdoor.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/birch_trapdoor.png
map_d tex/birch_trapdoor.png
illum 2
# d 1
# Tr 0
newmtl dark_oak_trapdoor
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/dark_oak_trapdoor.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/dark_oak_trapdoor.png
map_d tex/dark_oak_trapdoor.png
illum 2
# d 1
# Tr 0
newmtl lantern
Ns 178.5
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0.14 0.14 0.14
Ke 1 1 1
map_Ka tex/lantern.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/lantern.png
map_d tex/lantern.png
map_Ke tex/lantern.png
illum 2
# d 1
# Tr 0
newmtl composter_top
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/composter_top.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/composter_top.png
illum 2
# d 1
# Tr 0
newmtl composter_side
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/composter_side.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/composter_side.png
illum 2
# d 1
# Tr 0
newmtl composter_bottom
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/composter_bottom.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/composter_bottom.png
illum 2
# d 1
# Tr 0
newmtl campfire_log
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
Ke 1 1 1
map_Ka tex/campfire_log.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/campfire_log.png
map_d tex/campfire_log.png
map_Ke tex/campfire_log.png
illum 2
# d 1
# Tr 0
newmtl azalea_leaves
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/azalea_leaves.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/azalea_leaves.png
map_d tex/azalea_leaves.png
illum 2
# d 1
# Tr 0
newmtl rooted_dirt
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/rooted_dirt.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/rooted_dirt.png
illum 2
# d 1
# Tr 0
newmtl deepslate_tiles
Ns 0
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 0 0 0
map_Ka tex/deepslate_tiles.png
# for G3D, to make textures look blocky:
interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION
map_Kd tex/deepslate_tiles.png
map_d tex/deepslate_tiles.png
illum 2
# d 1
# Tr 0