//########################################### // TEMPLATES //########################################### material guibasemat { technique { pass { ambient 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 // ambient vertexcolour // diffuse vertexcolour cull_hardware none cull_software none scene_blend alpha_blend lighting off depth_write off depth_check off // alpha_rejection greater_equal 255 texture_unit { filtering point point none tex_address_mode clamp //texture guibase.png 2d 0 //colour_op_ex modulate src_texture src_diffuse //alpha_op_ex source1 src_texture src_texture } } } } material guibasemat_plaincolor { technique { pass { ambient 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 // ambient vertexcolour // diffuse vertexcolour cull_hardware none cull_software none scene_blend alpha_blend // lighting off depth_write off depth_check off } } } // GUI BASE TEMPLATE material guibase { technique { pass { ambient 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 cull_hardware none cull_software none scene_blend alpha_blend lighting off depth_write off texture_unit { texture guibase.png 2d 0 tex_address_mode clamp filtering none } } } } // TEMPMAP BASE TEMPLATE material tempmapbase { technique { pass { ambient 1 1 1 1 specular 0 0 0 1 cull_hardware none cull_software none lighting off //depth_write off //depth_check off texture_unit { texture guibase.png tex_address_mode border tex_border_colour 0.0 0.22 0.32 filtering none } } } } // --------------- THIS IS THE END OF BASE MATERIALS ---------------------- // material to show a simple 3D health bar material mobile/3d_healthbar : guibase { technique { pass { texture_unit { filtering anisotropic max_anisotropy 8 texture bar.png tex_address_mode clamp } } } } material mobile/aura_base : guibase { technique { pass { depth_bias 16 texture_unit { filtering anisotropic max_anisotropy 8 texture aura2.png alpha tex_address_mode clamp } } } } material tracking_arrow : guibase { technique { pass { texture_unit { filtering anisotropic max_anisotropy 8 texture trackarrow.png tex_address_mode clamp } } } } material mapdot : guibase { technique { pass { depth_check off texture_unit { texture mapdot.png 2d 0 } } } } material compassframe_static : guibase { technique { pass { depth_check off scene_blend alpha_blend texture_unit { texture compassframe_static.png 2d 0 } } } } material compassframe_zoomin : guibase { technique { pass { depth_check off scene_blend alpha_blend texture_unit { texture compassframe_zoomin.png 2d 0 } } } } material compassframe_zoomout : guibase { technique { pass { depth_check off scene_blend alpha_blend texture_unit { texture compassframe_zoomout.png 2d 0 } } } } material compassframe_rot : guibase { technique { pass { depth_check off texture_unit { texture compassframe_rot.png 2d 0 } } } } material compassframe_mask : guibase { technique { pass { depth_check off texture_unit { texture compassframe_mask.png 2d 0 } } } } material irislogo : guibase { technique { pass { texture_unit { texture irislogo256x256bw.png 2d 0 } } } } material rtt_base : guibase { technique { pass { texture_unit { filtering anisotropic max_anisotropy 8 texture guibase.png tex_address_mode clamp } } } } // ------------------- non standard materials ------------------- // ART-FALLBACK material art_fallback { technique { pass { lighting off ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 cull_hardware none cull_software none scene_blend alpha_blend alpha_rejection greater_equal 255 texture_unit arttex { texture art_fallback.png 2d 0 tex_address_mode clamp } } } } material fallbackbox { technique { pass { lighting on ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 cull_hardware anticlockwise texture_unit arttex { texture art_fallback.png tex_address_mode clamp } } } } material debug_grid_3D { technique { pass { ambient 1 1 1 1 specular 0 0 0 1 cull_hardware none cull_software none lighting off } } } // don't use in 2d elements (deactivates depthwrite) material boundingboxmat { technique { pass { //lighting off ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 } } } // this automatically gets depth_write turned off when used in gui, so don't use as 3d texture, also not as boundingbox material hudUnknown { technique { pass { //lighting off ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 } } } material ghoulgreen { technique { pass { //lighting off ambient 0.0 0.1 0.0 diffuse 0.0 1.0 0.0 } } } material matDebugBoundingBox { technique { pass { lighting off ambient 0.0 0.0 0.0 diffuse 1.0 1.0 1.0 cull_hardware none cull_software none } } } material ghoulgreentrans { technique { pass { ambient 0.0 1.0 0.0 diffuse 0.0 1.0 0.0 scene_blend add depth_write off } } } material plaincolor_base { technique { pass { lighting on ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 } } } material renderer2dbillboard { technique { pass { cull_hardware none cull_software none scene_blend alpha_blend // alpha_rejection less 128 alpha_rejection greater 128 lighting off ambient 1.0 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 1.0 } } } material staticfallbackatlas { receive_shadows off technique { pass { lighting on ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 cull_hardware none cull_software none scene_blend alpha_blend // alpha_rejection less 128 alpha_rejection greater 128 } } } material tilefreewalk_markerbase { technique { pass { lighting off cull_hardware none cull_software none ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 } } } material Water2D { receive_shadows on technique { pass { scene_blend alpha_blend ambient 1.0 1.0 1.0 1.0 specular 0 0 0 1.0 texture_unit { //texture water.jpg texture watertrans.png // watertrans.png tex_address_mode wrap // animate using texcoords // wave_xform wave_xform scroll_x sine 1.0 0.1 0.0 0.1 wave_xform scroll_y sine 1.0 0.1 0.1 0.1 //scroll_anim 0.2 0.1 } } } }