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PQ Materials in MBU

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Jun 19th, 2015
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  1. %mat = new CustomMaterial( Material_Con_wood )
  2. {
  3. mapTo = "pq_construction_wood";
  4. texture[0] = "./textures/pq/pq_construction_wood";
  5. texture[1] = "./textures/tile_intermediate.normal";
  6. texture[2] = "./textures/noise";
  7.  
  8. specular[0] = "1 1 1 1";
  9. specularPower[0] = 40.0;
  10.  
  11. friction = 1;
  12. restitution = 1;
  13. force = 0;
  14.  
  15. // LOL
  16. //emissive[0] = true;
  17. //glow[0] = true;
  18.  
  19. shader = NoiseTile;
  20. version = 2.0;
  21. };
  22.  
  23. %mat = new CustomMaterial( Material_edge_cream_pq )
  24. {
  25. mapTo = "pq_edge_cream_2";
  26. texture[0] = "./textures/pq/pq_edge_cream_2";
  27. texture[1] = "./textures/tile_intermediate.normal";
  28. texture[2] = "./textures/noise";
  29.  
  30. specular[0] = "1 1 1 1";
  31. specularPower[0] = 40.0;
  32.  
  33. friction = 1;
  34. restitution = 1;
  35. force = 0;
  36.  
  37. // LOL
  38. //emissive[0] = true;
  39. //glow[0] = true;
  40.  
  41. shader = NoiseTile;
  42. version = 2.0;
  43. };
  44.  
  45. %mat = new CustomMaterial( Material_pq_edge_white_1 )
  46. {
  47. mapTo = "pq_edge_white_1";
  48. texture[0] = "./textures/pq/pq_edge_white_1";
  49. texture[1] = "./textures/tile_intermediate.normal";
  50. texture[2] = "./textures/noise";
  51.  
  52. specular[0] = "1 1 1 1";
  53. specularPower[0] = 40.0;
  54.  
  55. friction = 1;
  56. restitution = 1;
  57. force = 0;
  58.  
  59. // LOL
  60. //emissive[0] = true;
  61. //glow[0] = true;
  62.  
  63. shader = NoiseTile;
  64. version = 2.0;
  65. };
  66.  
  67. %mat = new CustomMaterial( Material_pq_edge_white_2 )
  68. {
  69. mapTo = "pq_edge_white_2";
  70. texture[0] = "./textures/pq/pq_edge_white_2";
  71. texture[1] = "./textures/tile_intermediate.normal";
  72. texture[2] = "./textures/noise";
  73.  
  74. specular[0] = "1 1 1 1";
  75. specularPower[0] = 40.0;
  76.  
  77. friction = 1;
  78. restitution = 1;
  79. force = 0;
  80.  
  81. // LOL
  82. //emissive[0] = true;
  83. //glow[0] = true;
  84.  
  85. shader = NoiseTile;
  86. version = 2.0;
  87. };
  88.  
  89. %mat = new CustomMaterial( Material_pq_fossil_rock )
  90. {
  91. mapTo = "pq_fossil_rock";
  92. texture[0] = "./textures/pq/pq_fossil_rock";
  93. texture[1] = "./textures/tile_intermediate.normal";
  94. texture[2] = "./textures/noise";
  95.  
  96. specular[0] = "1 1 1 1";
  97. specularPower[0] = 40.0;
  98.  
  99. friction = 1;
  100. restitution = 1;
  101. force = 0;
  102.  
  103. // LOL
  104. //emissive[0] = true;
  105. //glow[0] = true;
  106.  
  107. shader = NoiseTile;
  108. version = 2.0;
  109. };
  110.  
  111. %mat = new Material( Material_pq_friction_bouncy )
  112. {
  113. mapTo = "pq_friction_bouncy";
  114. baseTex[0] = "./textures/pq/pq_friction_bouncy";
  115. //texture[1] = "./textures/tile_intermediate.normal";
  116. //texture[2] = "./textures/noise";
  117.  
  118. specular[0] = "1 1 1 1";
  119. specularPower[0] = 40.0;
  120.  
  121. friction = 1;
  122. restitution = 1;
  123. force = 15;
  124.  
  125. // LOL
  126. //emissive[0] = true;
  127. //glow[0] = true;
  128.  
  129. //shader = NoiseTile;
  130. //version = 2.0;
  131. };
  132.  
  133. %mat = new Material( Material_pq_friction_grass )
  134. {
  135. mapTo = "pq_friction_grass";
  136. baseTex[0] = "./textures/pq/pq_friction_grass";
  137. //texture[1] = "./textures/tile_intermediate.normal";
  138. //texture[2] = "./textures/noise";
  139.  
  140. specular[0] = "1 1 1 1";
  141. specularPower[0] = 40.0;
  142.  
  143. friction = 2;
  144. restitution = 1;
  145. force = 0;
  146.  
  147. // LOL
  148. //emissive[0] = true;
  149. //glow[0] = true;
  150.  
  151. //shader = NoiseTile;
  152. //version = 2.0;
  153. };
  154.  
  155. %mat = new Material( Material_pq_friction_ice )
  156. {
  157. mapTo = "pq_friction_ice";
  158. baseTex[0] = "./textures/pq/pq_friction_ice";
  159. //bumpTex[1] = "./textures/friction_low.normal";
  160. //texture[2] = "./textures/noise";
  161.  
  162. specular[0] = "1 1 1 1";
  163. specularPower[0] = 40.0;
  164.  
  165. friction = 0.2;
  166. restitution = 1;
  167. force = 0;
  168.  
  169. cubemap[0] = iceCubemap;
  170.  
  171. pixelSpecular[0] = true;
  172. specular[0] = "1.0 1.0 1.0 0.8";
  173. specularPower[0] = 128.0;
  174. };
  175.  
  176. %mat = new Material( Material_pq_friction_mud )
  177. {
  178. mapTo = "pq_friction_mud";
  179. baseTex[0] = "./textures/pq/pq_friction_mud";
  180. //texture[1] = "./textures/friction_low.normal";
  181. //texture[2] = "./textures/noise";
  182.  
  183. specular[0] = "1 1 1 1";
  184. specularPower[0] = 40.0;
  185.  
  186. friction = 0.2;
  187. restitution = 1;
  188. force = 0;
  189.  
  190. //cubemap[0] = iceCubemap;
  191.  
  192. // LOL
  193. //emissive[0] = true;
  194. //glow[0] = true;
  195.  
  196. //shader = NoiseTile;
  197. //version = 2.0;
  198. };
  199.  
  200. %mat = new Material( Material_pq_friction_sand )
  201. {
  202. mapTo = "pq_friction_sand";
  203. baseTex[0] = "./textures/pq/pq_friction_sand";
  204. //texture[1] = "./textures/friction_low.normal";
  205. //texture[2] = "./textures/noise";
  206.  
  207. specular[0] = "1 1 1 1";
  208. specularPower[0] = 40.0;
  209.  
  210. friction = 4;
  211. restitution = 1;
  212. force = 0;
  213.  
  214. // LOL
  215. //emissive[0] = true;
  216. //glow[0] = true;
  217.  
  218. //shader = NoiseTile;
  219. //version = 2.0;
  220. };
  221.  
  222. %mat = new Material( Material_pq_friction_space )
  223. {
  224. mapTo = "pq_friction_space";
  225. baseTex[0] = "./textures/pq/pq_friction_space";
  226. //texture[1] = "./textures/tile_intermediate.normal";
  227. //texture[2] = "./textures/noise";
  228.  
  229. specular[0] = "1 1 1 1";
  230. specularPower[0] = 40.0;
  231.  
  232. friction = 0;
  233. restitution = 1;
  234. force = 0;
  235.  
  236. // LOL
  237. //emissive[0] = true;
  238. //glow[0] = true;
  239.  
  240. //shader = NoiseTile;
  241. //version = 2.0;
  242. };
  243.  
  244. %mat = new CustomMaterial( Material_pq_hot_1_med )
  245. {
  246. mapTo = "pq_hot_1_med";
  247. texture[0] = "./textures/pq/pq_hot_1_med";
  248. texture[1] = "./textures/tile_intermediate.normal";
  249. texture[2] = "./textures/noise";
  250.  
  251. specular[0] = "1 1 1 1";
  252. specularPower[0] = 40.0;
  253.  
  254. friction = 1;
  255. restitution = 1;
  256. force = 0;
  257.  
  258. // LOL
  259. //emissive[0] = true;
  260. //glow[0] = true;
  261.  
  262. shader = NoiseTile;
  263. version = 2.0;
  264. };
  265.  
  266. %mat = new CustomMaterial( Material_pq_hot_2_light )
  267. {
  268. mapTo = "pq_hot_2_light";
  269. texture[0] = "./textures/pq/pq_hot_2_light";
  270. texture[1] = "./textures/tile_intermediate.normal";
  271. texture[2] = "./textures/noise";
  272.  
  273. specular[0] = "1 1 1 1";
  274. specularPower[0] = 40.0;
  275.  
  276. friction = 1;
  277. restitution = 1;
  278. force = 0;
  279.  
  280. // LOL
  281. //emissive[0] = true;
  282. //glow[0] = true;
  283.  
  284. shader = NoiseTile;
  285. version = 2.0;
  286. };
  287.  
  288. %mat = new CustomMaterial( Material_pq_hot_4_med )
  289. {
  290. mapTo = "pq_hot_4_med";
  291. texture[0] = "./textures/pq/pq_hot_4_med";
  292. texture[1] = "./textures/tile_intermediate.normal";
  293. texture[2] = "./textures/noise";
  294.  
  295. specular[0] = "1 1 1 1";
  296. specularPower[0] = 40.0;
  297.  
  298. friction = 1;
  299. restitution = 1;
  300. force = 0;
  301.  
  302. // LOL
  303. //emissive[0] = true;
  304. //glow[0] = true;
  305.  
  306. shader = NoiseTile;
  307. version = 2.0;
  308. };
  309.  
  310. %mat = new CustomMaterial( Material_pq_ray_wall_1 )
  311. {
  312. mapTo = "pq_ray_wall_1";
  313. texture[0] = "./textures/pq/pq_ray_wall_1";
  314. texture[1] = "./textures/tile_intermediate.normal";
  315. texture[2] = "./textures/noise";
  316.  
  317. specular[0] = "1 1 1 1";
  318. specularPower[0] = 40.0;
  319.  
  320. friction = 1;
  321. restitution = 1;
  322. force = 0;
  323.  
  324. // LOL
  325. //emissive[0] = true;
  326. //glow[0] = true;
  327.  
  328. shader = NoiseTile;
  329. version = 2.0;
  330. };
  331.  
  332. %mat = new CustomMaterial( Material_pq_ray_wall_2 )
  333. {
  334. mapTo = "pq_ray_wall_2";
  335. texture[0] = "./textures/pq/pq_ray_wall_2";
  336. texture[1] = "./textures/tile_intermediate.normal";
  337. texture[2] = "./textures/noise";
  338.  
  339. specular[0] = "1 1 1 1";
  340. specularPower[0] = 40.0;
  341.  
  342. friction = 1;
  343. restitution = 1;
  344. force = 0;
  345.  
  346. // LOL
  347. //emissive[0] = true;
  348. //glow[0] = true;
  349.  
  350. shader = NoiseTile;
  351. version = 2.0;
  352. };
  353.  
  354. %mat = new CustomMaterial( Material_pq_ray_wall_3 )
  355. {
  356. mapTo = "pq_ray_wall_3";
  357. texture[0] = "./textures/pq/pq_ray_wall_3";
  358. texture[1] = "./textures/tile_intermediate.normal";
  359. texture[2] = "./textures/noise";
  360.  
  361. specular[0] = "1 1 1 1";
  362. specularPower[0] = 40.0;
  363.  
  364. friction = 1;
  365. restitution = 1;
  366. force = 0;
  367.  
  368. // LOL
  369. //emissive[0] = true;
  370. //glow[0] = true;
  371.  
  372. shader = NoiseTile;
  373. version = 2.0;
  374. };
  375.  
  376. %mat = new CustomMaterial( Material_pq_ray_wall_4 )
  377. {
  378. mapTo = "pq_ray_wall_4";
  379. texture[0] = "./textures/pq/pq_ray_wall_4";
  380. texture[1] = "./textures/tile_intermediate.normal";
  381. texture[2] = "./textures/noise";
  382.  
  383. specular[0] = "1 1 1 1";
  384. specularPower[0] = 40.0;
  385.  
  386. friction = 1;
  387. restitution = 1;
  388. force = 0;
  389.  
  390. // LOL
  391. //emissive[0] = true;
  392. //glow[0] = true;
  393.  
  394. shader = NoiseTile;
  395. version = 2.0;
  396. };
  397.  
  398. %mat = new CustomMaterial( Material_pq_ray_wall_5 )
  399. {
  400. mapTo = "pq_ray_wall_5";
  401. texture[0] = "./textures/pq/pq_ray_wall_5";
  402. texture[1] = "./textures/tile_intermediate.normal";
  403. texture[2] = "./textures/noise";
  404.  
  405. specular[0] = "1 1 1 1";
  406. specularPower[0] = 40.0;
  407.  
  408. friction = 1;
  409. restitution = 1;
  410. force = 0;
  411.  
  412. // LOL
  413. //emissive[0] = true;
  414. //glow[0] = true;
  415.  
  416. shader = NoiseTile;
  417. version = 2.0;
  418. };
  419.  
  420. %mat = new CustomMaterial( Material_pq_ray_wall_6 )
  421. {
  422. mapTo = "pq_ray_wall_6";
  423. texture[0] = "./textures/pq/pq_ray_wall_6";
  424. texture[1] = "./textures/tile_intermediate.normal";
  425. texture[2] = "./textures/noise";
  426.  
  427. specular[0] = "1 1 1 1";
  428. specularPower[0] = 40.0;
  429.  
  430. friction = 1;
  431. restitution = 1;
  432. force = 0;
  433.  
  434. // LOL
  435. //emissive[0] = true;
  436. //glow[0] = true;
  437.  
  438. shader = NoiseTile;
  439. version = 2.0;
  440. };
  441.  
  442. %mat = new CustomMaterial( Material_pq_ray_wall_7 )
  443. {
  444. mapTo = "pq_ray_wall_7";
  445. texture[0] = "./textures/pq/pq_ray_wall_7";
  446. texture[1] = "./textures/tile_intermediate.normal";
  447. texture[2] = "./textures/noise";
  448.  
  449. specular[0] = "1 1 1 1";
  450. specularPower[0] = 40.0;
  451.  
  452. friction = 1;
  453. restitution = 1;
  454. force = 0;
  455.  
  456. // LOL
  457. //emissive[0] = true;
  458. //glow[0] = true;
  459.  
  460. shader = NoiseTile;
  461. version = 2.0;
  462. };
  463.  
  464. %mat = new CustomMaterial( Material_pq_ray_wall_8 )
  465. {
  466. mapTo = "pq_ray_wall_8";
  467. texture[0] = "./textures/pq/pq_ray_wall_8";
  468. texture[1] = "./textures/tile_intermediate.normal";
  469. texture[2] = "./textures/noise";
  470.  
  471. specular[0] = "1 1 1 1";
  472. specularPower[0] = 40.0;
  473.  
  474. friction = 1;
  475. restitution = 1;
  476. force = 0;
  477.  
  478. // LOL
  479. //emissive[0] = true;
  480. //glow[0] = true;
  481.  
  482. shader = NoiseTile;
  483. version = 2.0;
  484. };
  485.  
  486. %mat = new CustomMaterial( Material_pq_ray_wall_combo_2 )
  487. {
  488. mapTo = "pq_ray_wall_combo_2";
  489. texture[0] = "./textures/pq/pq_ray_wall_combo_2";
  490. texture[1] = "./textures/plate.normal";
  491. texture[2] = "./textures/noise";
  492.  
  493. specular[0] = "1 1 1 1";
  494. specularPower[0] = 40.0;
  495.  
  496. friction = 1;
  497. restitution = 1;
  498. force = 0;
  499.  
  500. // LOL
  501. //emissive[0] = true;
  502. //glow[0] = true;
  503.  
  504. shader = NoiseTile;
  505. version = 2.0;
  506. };
  507.  
  508. %mat = new CustomMaterial( Material_pq_ray_wall_combo_2_medium )
  509. {
  510. mapTo = "pq_ray_wall_combo_2_medium";
  511. texture[0] = "./textures/pq/pq_ray_wall_combo_2_medium";
  512. texture[1] = "./textures/plate.normal";
  513. texture[2] = "./textures/noise";
  514.  
  515. specular[0] = "1 1 1 1";
  516. specularPower[0] = 40.0;
  517.  
  518. friction = 1;
  519. restitution = 1;
  520. force = 0;
  521.  
  522. // LOL
  523. //emissive[0] = true;
  524. //glow[0] = true;
  525.  
  526. shader = NoiseTile;
  527. version = 2.0;
  528. };
  529.  
  530. %mat = new CustomMaterial( Material_pq_ray_wall_combo_small )
  531. {
  532. mapTo = "pq_ray_wall_combo_small";
  533. texture[0] = "./textures/pq/pq_ray_wall_combo_small";
  534. texture[1] = "./textures/plate.normal";
  535. texture[2] = "./textures/noise";
  536.  
  537. specular[0] = "1 1 1 1";
  538. specularPower[0] = 40.0;
  539.  
  540. friction = 1;
  541. restitution = 1;
  542. force = 0;
  543.  
  544. // LOL
  545. //emissive[0] = true;
  546. //glow[0] = true;
  547.  
  548. shader = NoiseTile;
  549. version = 2.0;
  550. };
  551.  
  552. %mat = new CustomMaterial( Material_pq_rays_blue_med )
  553. {
  554. mapTo = "pq_rays_blue_med";
  555. texture[0] = "./textures/pq/pq_rays_blue_med";
  556. texture[1] = "./textures/tile_intermediate.normal";
  557. texture[2] = "./textures/noise";
  558.  
  559. specular[0] = "1 1 1 1";
  560. specularPower[0] = 40.0;
  561.  
  562. friction = 1;
  563. restitution = 1;
  564. force = 0;
  565.  
  566. // LOL
  567. //emissive[0] = true;
  568. //glow[0] = true;
  569.  
  570. shader = NoiseTile;
  571. version = 2.0;
  572. };
  573.  
  574. %mat = new CustomMaterial( Material_pq_rays_green_dark )
  575. {
  576. mapTo = "pq_rays_green_dark";
  577. texture[0] = "./textures/pq/pq_rays_green_dark";
  578. texture[1] = "./textures/tile_intermediate.normal";
  579. texture[2] = "./textures/noise";
  580.  
  581. specular[0] = "1 1 1 1";
  582. specularPower[0] = 40.0;
  583.  
  584. friction = 1;
  585. restitution = 1;
  586. force = 0;
  587.  
  588. // LOL
  589. //emissive[0] = true;
  590. //glow[0] = true;
  591.  
  592. shader = NoiseTile;
  593. version = 2.0;
  594. };
  595.  
  596. %mat = new CustomMaterial( Material_pq_rays_green_light )
  597. {
  598. mapTo = "pq_rays_green_light";
  599. texture[0] = "./textures/pq/pq_rays_green_light";
  600. texture[1] = "./textures/tile_intermediate.normal";
  601. texture[2] = "./textures/noise";
  602.  
  603. specular[0] = "1 1 1 1";
  604. specularPower[0] = 40.0;
  605.  
  606. friction = 1;
  607. restitution = 1;
  608. force = 0;
  609.  
  610. // LOL
  611. //emissive[0] = true;
  612. //glow[0] = true;
  613.  
  614. shader = NoiseTile;
  615. version = 2.0;
  616. };
  617.  
  618. %mat = new CustomMaterial( Material_pq_rays_green_med )
  619. {
  620. mapTo = "pq_rays_green_med";
  621. texture[0] = "./textures/pq/pq_rays_green_med";
  622. texture[1] = "./textures/tile_intermediate.normal";
  623. texture[2] = "./textures/noise";
  624.  
  625. specular[0] = "1 1 1 1";
  626. specularPower[0] = 40.0;
  627.  
  628. friction = 1;
  629. restitution = 1;
  630. force = 0;
  631.  
  632. // LOL
  633. //emissive[0] = true;
  634. //glow[0] = true;
  635.  
  636. shader = NoiseTile;
  637. version = 2.0;
  638. };
  639.  
  640. %mat = new CustomMaterial( Material_pq_rays_purple_light )
  641. {
  642. mapTo = "pq_rays_purple_light";
  643. texture[0] = "./textures/pq/pq_rays_purple_light";
  644. texture[1] = "./textures/tile_intermediate.normal";
  645. texture[2] = "./textures/noise";
  646.  
  647. specular[0] = "1 1 1 1";
  648. specularPower[0] = 40.0;
  649.  
  650. friction = 1;
  651. restitution = 1;
  652. force = 0;
  653.  
  654. // LOL
  655. //emissive[0] = true;
  656. //glow[0] = true;
  657.  
  658. shader = NoiseTile;
  659. version = 2.0;
  660. };
  661.  
  662. %mat = new CustomMaterial( Material_pq_rays_purple_med )
  663. {
  664. mapTo = "pq_rays_purple_med";
  665. texture[0] = "./textures/pq/pq_rays_purple_med";
  666. texture[1] = "./textures/tile_intermediate.normal";
  667. texture[2] = "./textures/noise";
  668.  
  669. specular[0] = "1 1 1 1";
  670. specularPower[0] = 40.0;
  671.  
  672. friction = 1;
  673. restitution = 1;
  674. force = 0;
  675.  
  676. // LOL
  677. //emissive[0] = true;
  678. //glow[0] = true;
  679.  
  680. shader = NoiseTile;
  681. version = 2.0;
  682. };
  683.  
  684. %mat = new CustomMaterial( Material_pq_rays_red_light )
  685. {
  686. mapTo = "pq_rays_red_light";
  687. texture[0] = "./textures/pq/pq_rays_red_light";
  688. texture[1] = "./textures/tile_intermediate.normal";
  689. texture[2] = "./textures/noise";
  690.  
  691. specular[0] = "1 1 1 1";
  692. specularPower[0] = 40.0;
  693.  
  694. friction = 1;
  695. restitution = 1;
  696. force = 0;
  697.  
  698. // LOL
  699. //emissive[0] = true;
  700. //glow[0] = true;
  701.  
  702. shader = NoiseTile;
  703. version = 2.0;
  704. };
  705.  
  706. %mat = new CustomMaterial( Material_pq_under_tile_brown )
  707. {
  708. mapTo = "pq_under_tile_brown";
  709. texture[0] = "./textures/pq/pq_under_tile_brown";
  710. texture[1] = "./textures/tile_intermediate.normal";
  711. texture[2] = "./textures/noise";
  712.  
  713. specular[0] = "1 1 1 1";
  714. specularPower[0] = 40.0;
  715.  
  716. friction = 1;
  717. restitution = 1;
  718. force = 0;
  719.  
  720. // LOL
  721. //emissive[0] = true;
  722. //glow[0] = true;
  723.  
  724. shader = NoiseTile;
  725. version = 2.0;
  726. };
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