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Text File  |  1994-10-30  |  3KB  |  79 lines

  1. # This is a comment
  2.  
  3. # There must be 5 fields in each assigned texture!! Textures do not have
  4. # to be capitals, I only did it that way because it looked nice.  Do not
  5. # use punctuation in your texture names. Material names can be  as  long
  6. # as ACAD will allow. The keyword RND  will  generate  a  random  number
  7. # between 0 and 255. There is no need to add 3 extra words if the  shade
  8. # option is used - it will be done  automatically!  Colons  allow  extra
  9. # text or data to be concatenated to the end of the line.
  10.  
  11. CONSTANT    0,0,0,colour0,0
  12. #SHADED      0,shade,0,colour1,0
  13. SINE        0,wavey,0,colour2+rnd/16,0
  14. BOTHSIDES   both,0,0,colour3,0
  15. BOTHSHADE   both,shade,0,colour4,0
  16. DOUBLESIDED double,0,0,colour5a,colour5b
  17. DOUBLESHADE double,shade,shade,colour6a,colour6b
  18. 1SHADE2SINE 0,shade,wavey,colour7a,colour7b
  19. 1SINE2SHADE 0,wavey,shade,colour8a,colour8b
  20. 2SINE       double,wavey,wavey,colour9a,colour9b
  21. AUTOSHADE   auto_s,0,0,colour0,0
  22. HIBITMAP    himap:,0,5,5
  23. LOBITMAP    lomap:,0,5,5
  24. SHADESTONE  0,shade+stone,0,colour,0
  25. STONE       0,auto_s+stone,0,0,0
  26. MESH        0,mesh,0,colour,0
  27. SAMPLESIDE  this is,an example,of what,you can,do!
  28.  
  29. #Add your own textures. Then name the ACAD layers to those textures and viola!
  30.  
  31. #These are example textures for the AUTO1.DWG shape
  32. FACES    0,shade,0,16,0
  33. MIDDLE   0,shade,0,48,0
  34. OTHEREND 0,shade,0,32,0
  35.  
  36. #Materials examples for REND386 .PLG files
  37. 0_x11FF  0,shade,0,16,0
  38. 0_x22AA  0,shade,0,48,0
  39.  
  40. #Isn't this materials file cool? Send me a postcard.
  41.  
  42. 2_LEGR        0,auto_s,0,48,0
  43. 3_LEGL        0,auto_s,0,48,0
  44. 7_SHOULDERL   0,auto_s,0,48,0
  45. A_BOXL        0,auto_s,0,48,0
  46. 9_BOXR        0,auto_s,0,48,0
  47. 8_SHOULDERR   0,auto_s,0,48,0
  48. 6_SLABBOTTOM  0,auto_s,0,48,0
  49. 0_BODYL       0,auto_s,0,48,0
  50. 1_BODYR       0,auto_s,0,48,0
  51. 4_SLABTOP     0,auto_s,0,48,0
  52. 5_SLABMIDDLE  0,auto_s,0,48,0
  53. B_MIDBOX      0,auto_s,0,48,0
  54. C_HEAD        0,auto_s,0,48,0
  55. C_LIGHT       0,auto_s,0,48,0
  56. C_NOSE        0,auto_s,0,46,0
  57.  
  58. #Lettering, VECTOR SCUM
  59. FRONT         0,auto_s,0,32,0
  60.  
  61. #Space Ships for GAME
  62. SHADED        0,shade+stone,0,0,0
  63. BOTTOM        0,shade,0,32,0
  64. WINDOW        0,wavey,0,64+rnd/16,0
  65. ENGINE        0,wavey,0,96,0
  66. SHIELD_R      both,glenz+shade,0,1,0
  67. SHIELD_F      both,glenz+shade+inverse,0,1,0
  68.  
  69. SPOKE1           0,shade,0,spoke1,0
  70. RIMINSIDE        0,shade,0,riminside,0
  71. RIMSIDEWALL1     0,shade,0,riminsidewall1,0
  72. RIMSIDEWALL2     0,shade,0,riminsidewall2,0
  73. RIMSIDEWALLBACK  0,shade,0,back,0
  74. TIRETREAD        0,shade,0,tiretread,0
  75. CENTERHUB        0,shade,0,centerhub,0
  76.  
  77. GLENZ1        both,glenz+shade,0,1,0
  78. GLENZ2        both,glenz+shade,0,1,0
  79.