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GLDEFS.Materials
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GLDEFS.Materials
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/**
* Copyright (c) 2017-2022 DRRP-Team
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/*
You WANT to fold code by indent...
*/
Material Sprite FLAMA0 {
Shader "shaders/fire.fp"
Texture tex_colorRamp "textures/shadermaps/fire.png"
}
Material Texture ceil01 {
BrightMap "materials/emission/ceil01.png"
}
// Server
Material Texture DRDC29 {
BrightMap "materials/emission/BRPGB013.png"
}
// Exit door
Material Texture DRDC6 {
normal "materials/normal/drdc6.png"
specular "materials/specular/drdc6.png"
Texture tex_heightmap "materials/height/drdc6.png"
shader "shaders/parallax_pbr.fp"
}
// Jammed door
Material Texture DRDC1 {
normal "materials/normal/drdc1.png"
specular "materials/specular/drdc1.png"
Texture tex_heightmap "materials/height/drdc1.png"
shader "shaders/parallax_pbr.fp"
}
// Default door
Material Texture DRDC0 {
normal "materials/normal/drdc0.png"
specular "materials/specular/drdc0.png"
Texture tex_heightmap "materials/height/drdc0.png"
shader "shaders/parallax_pbr.fp"
}
// Brown ground
Material Texture DRDC11 {
normal "materials/normal/drdc11.png"
specular "materials/specular/drdc11.png"
Texture tex_heightmap "materials/height/drdc11.png"
shader "shaders/parallax_pbr.fp"
}
// Red ground
Material Texture DRDC12 {
normal "materials/normal/drdc11.png"
specular "materials/specular/drdc11.png"
Texture tex_heightmap "materials/height/drdc11.png"
shader "shaders/parallax_pbr.fp"
}
// Gray putty wall
Material Texture DRDC13 {
normal "materials/normal/drdc13.png"
specular "materials/specular/drdc13.png"
}
// Light-brown putty wall
Material Texture DRDC14 {
normal "materials/normal/drdc13.png"
specular "materials/specular/drdc13.png"
}
// Brown putty wall
Material Texture DRDC15 {
normal "materials/normal/drdc13.png"
specular "materials/specular/drdc13.png"
}
// Red putty wall
Material Texture DRDC16 {
normal "materials/normal/drdc13.png"
specular "materials/specular/drdc13.png"
}
// Reactor tubes
Material Texture DRDC21 {
normal "materials/normal/drdc21.png"
specular "materials/specular/drdc21.png"
Texture tex_heightmap "materials/height/drdc21.png"
shader "shaders/parallax_pbr.fp"
}
// Brown bricks
Material Texture DRDC24 {
normal "materials/normal/drdc25.png"
metallic "materials/black.png"
roughness "materials/white.png"
Texture tex_heightmap "materials/height/drdc25.png"
shader "shaders/parallax_pbr.fp"
}
// Green bricks
Material Texture DRDC25 {
normal "materials/normal/drdc25.png"
metallic "materials/black.png"
roughness "materials/white.png"
Texture tex_heightmap "materials/height/drdc25.png"
shader "shaders/parallax_pbr.fp"
}
// Red bricks
Material Texture DRDC26 {
normal "materials/normal/drdc25.png"
metallic "materials/black.png"
roughness "materials/white.png"
Texture tex_heightmap "materials/height/drdc25.png"
shader "shaders/parallax_pbr.fp"
}
// Wall septum
Material Texture DRDC28 {
normal "materials/normal/drdc28.png"
specular "materials/specular/drdc28.png"
Texture tex_heightmap "materials/height/drdc28.png"
shader "shaders/parallax_pbr.fp"
}
// Black metallic wall
Material Texture DRDC34 {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
// Red metallic wall
Material Texture DRDC36 {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
// Red metallic flat
Material Texture DRDC65 {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
// Animations
Material Texture DRDC36b {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC36c {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC36d {
normal "materials/normal/drdc34.png"
specular "materials/white.png"
Texture tex_heightmap "materials/height/drdc34.png"
shader "shaders/parallax_pbr.fp"
}
// Cyan scute 1
Material Texture DRDC37 {
normal "materials/normal/drdc37.png"
//specular "materials/specular/drdc37.png"
Texture tex_heightmap "materials/height/drdc37.png"
shader "shaders/parallax_pbr.fp"
}
// Cyan scute 2
Material Texture DRDC38 {
normal "materials/normal/drdc38.png"
//specular "materials/specular/drdc38.png"
Texture tex_heightmap "materials/height/drdc38.png"
shader "shaders/parallax_pbr.fp"
}
// Horizontal pipes
Material Texture DRDC39 {
normal "materials/normal/drdc39.png"
specular "materials/specular/drdc39.png"
Texture tex_heightmap "materials/height/drdc39.png"
shader "shaders/parallax_pbr.fp"
}
// Diagonal pipes
Material Texture DRDC40 {
normal "materials/normal/drdc40.png"
specular "materials/specular/drdc40.png"
Texture tex_heightmap "materials/height/drdc40.png"
shader "shaders/parallax_pbr.fp"
}
// Black Scute/Elevator
Material Texture DRDC35 {
normal "materials/normal/drdc35.png"
metallic "materials/white.png"
roughness "materials/roughness/drdc35.png"
brightmap "materials/black.png"
Texture tex_heightmap "materials/height/drdc35.png"
shader "shaders/parallax_pbr.fp"
}
// Red Scute/Elevator
Material Texture RPWAL23 {
normal "materials/normal/drdc35.png"
metallic "materials/white.png"
roughness "materials/roughness/drdc35.png"
brightmap "materials/black.png"
Texture tex_heightmap "materials/height/drdc35.png"
shader "shaders/parallax_pbr.fp"
}
// Reactor portal animation
Material Texture REAC1 {
BrightMap "materials/emission/reac1_brt.png"
normal "materials/normal/drdc22.png"
Texture tex_heightmap "materials/height/drdc22.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC49 {
normal "materials/normal/drdc22.png"
Texture tex_heightmap "materials/height/drdc22.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture REAC2 {
BrightMap "textures/custom/white.png"
}
Material Texture REAC2B {
BrightMap "textures/custom/white.png"
}
Material Texture REAC2C {
BrightMap "textures/custom/white.png"
}
Material Texture REAC2D {
BrightMap "textures/custom/white.png"
}
// Doorsups
Material Texture DRDC42 {
BrightMap "materials/emission/brpga14.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC44 {
BrightMap "materials/emission/brpga14.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC46 {
BrightMap "materials/emission/brpga14.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC48 {
BrightMap "materials/emission/brpga14.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
// Animations (oh shit...)
// Red
Material Texture DRDC42a {
BrightMap "materials/emission/brpga14a.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC42b {
BrightMap "materials/emission/brpga14b.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC42c {
BrightMap "materials/emission/brpga14c.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC42d {
BrightMap "materials/emission/brpga14d.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
// Blue
Material Texture DRDC44a {
BrightMap "materials/emission/brpga14a.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC44b {
BrightMap "materials/emission/brpga14b.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC44c {
BrightMap "materials/emission/brpga14c.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC44d {
BrightMap "materials/emission/brpga14d.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
// Green
Material Texture DRDC46a {
BrightMap "materials/emission/brpga14a.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC46b {
BrightMap "materials/emission/brpga14b.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC46c {
BrightMap "materials/emission/brpga14c.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC46d {
BrightMap "materials/emission/brpga14d.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
// Yellow
Material Texture DRDC48a {
BrightMap "materials/emission/brpga14a.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC48b {
BrightMap "materials/emission/brpga14b.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC48c {
BrightMap "materials/emission/brpga14c.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC48d {
BrightMap "materials/emission/brpga14d.png"
normal "materials/normal/drdc48.png"
specular "materials/specular/drdc48.png"
Texture tex_heightmap "materials/height/drdc48.png"
shader "shaders/parallax_pbr.fp"
}
//
// Door track
Material Texture DRDC10b {
BrightMap "materials/emission/BRPGA13.png"
}
// Colorful doors
Material Texture DRDC2 {
BrightMap "materials/emission/drdc5_brt.png"
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC2b {
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC3 {
BrightMap "materials/emission/drdc5_brt.png"
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC3b {
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC4 {
BrightMap "materials/emission/drdc5_brt.png"
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC4b {
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC5 {
BrightMap "materials/emission/drdc5_brt.png"
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC5b {
normal "materials/normal/drdc4.png"
specular "materials/specular/drdc4.png"
Texture tex_heightmap "materials/height/drdc4.png"
shader "shaders/parallax_pbr.fp"
}
// Opened/closed doors
Material Texture DRDC9 {
BrightMap "materials/emission/drdc9_brt.png"
normal "materials/normal/drdc0.png"
specular "materials/specular/drdc0.png"
Texture tex_heightmap "materials/height/drdc0.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC8 {
BrightMap "materials/emission/drdc8_brt.png"
normal "materials/normal/drdc0.png"
specular "materials/specular/drdc0.png"
Texture tex_heightmap "materials/height/drdc0.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC89 {
normal "materials/normal/drdc0.png"
specular "materials/specular/drdc0.png"
Texture tex_heightmap "materials/height/drdc0.png"
shader "shaders/parallax_pbr.fp"
}
// Computers
Material Texture DRDC30 {
BrightMap "materials/emission/BRPGB030.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC31 {
BrightMap "materials/emission/BRPGB030.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
// Orange computer animations
Material Texture DRDC31b {
BrightMap "materials/emission/drdc31b.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC31c {
BrightMap "materials/emission/drdc31c.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
// Morthimer's computers
Material Texture CGR_CAPT {
BrightMap "materials/emission/cgr_capt_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_CRSR {
BrightMap "materials/emission/cgr_crsr_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_EMPT {
BrightMap "materials/emission/cgr_empt_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC1 {
BrightMap "materials/emission/cgr_lc1_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC2 {
BrightMap "materials/emission/cgr_lc2_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC3 {
BrightMap "materials/emission/cgr_lc3_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC4 {
BrightMap "materials/emission/cgr_lc4_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC5 {
BrightMap "materials/emission/cgr_lc5_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC6 {
BrightMap "materials/emission/cgr_lc6_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC7 {
BrightMap "materials/emission/cgr_lc7_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC8 {
BrightMap "materials/emission/cgr_lc8_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC9 {
BrightMap "materials/emission/cgr_lc9_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC10 {
BrightMap "materials/emission/cgr_lc10_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC11 {
BrightMap "materials/emission/cgr_lc11_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_LC12 {
BrightMap "materials/emission/cgr_lc12_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_MSG {
BrightMap "materials/emission/cgr_msg_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_OFF {
BrightMap "materials/emission/cgr_off_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_TXT1 {
BrightMap "materials/emission/cgr_txt1_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_TXT2 {
BrightMap "materials/emission/cgr_txt2_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_TXT3 {
BrightMap "materials/emission/cgr_txt3_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_UAC {
BrightMap "materials/emission/cgr_uac_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_M1A {
BrightMap "materials/emission/cgr_m1a_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_M2A {
BrightMap "materials/emission/cgr_m2a_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture CGR_M2B {
BrightMap "materials/emission/cgr_m2b_brt.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
// Cincremental
Material Texture compam {
BrightMap "materials/emission/compam.png"
normal "materials/normal/drdc30.png"
Texture tex_heightmap "materials/height/drdc30.png"
shader "shaders/parallax_pbr.fp"
}
//\\ Morthimer's computers
// Door tunnels
Material Texture DRDC41 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC41P1 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC41P2 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC41P3 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC41P4 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC43 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC43P1 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC43P2 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC43P3 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC43P4 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC45 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC45P1 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC45P2 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC45P3 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC45P4 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC47 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC47P1 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC47P2 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC47P3 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC47P4 {
BrightMap "materials/emission/drdc45_brt.png"
normal "materials/normal/drdc47.png"
specular "materials/specular/drdc47.png"
Texture tex_heightmap "materials/height/drdc47.png"
shader "shaders/parallax_pbr.fp"
}
// \\ Door tunnels
// Default wall
Material Texture DRDC27 {
normal "materials/normal/drdc27.png"
specular "materials/black.png"
Texture tex_heightmap "materials/height/drdc27.png"
shader "shaders/parallax_pbr.fp"
}
// Damaged default wall
Material Texture DRDC32 {
Texture tex_heightmap "materials/height/drdc32.png"
shader "shaders/parallax_pbr.fp"
}
// Rock floor animation
Material Texture RROCK04 {
normal "materials/normal/RROCK04.png"
Texture tex_heightmap "materials/height/RROCK04.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture RROCK05 {
normal "materials/normal/RROCK04.png"
Texture tex_heightmap "materials/height/RROCK04.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture RROCK06 {
normal "materials/normal/RROCK04.png"
Texture tex_heightmap "materials/height/RROCK04.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture RROCK07 {
normal "materials/normal/RROCK04.png"
Texture tex_heightmap "materials/height/RROCK04.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture RROCK08 {
normal "materials/normal/RROCK04.png"
Texture tex_heightmap "materials/height/RROCK04.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture MFLR8_1 {
normal "materials/normal/MFLR8_1.png"
Texture tex_heightmap "materials/height/MFLR8_1.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture METAL1 {
normal "materials/normal/METAL1.png"
specular "materials/height/METAL1.png"
metallic "materials/metallic/METAL1.png"
Texture tex_heightmap "materials/height/METAL1.png"
shader "shaders/parallax_pbr.fp"
}
// StormCatcher.77's textures
// Reactor floor animation
Material Texture SC77_01 {
normal "materials/normal/SC77_01.png"
Texture tex_heightmap "materials/height/SC77_01.png"
shader "shaders/parallax_pbr.fp"
}
// BREW Ceilings
// Rectangular lights
Material Texture DRDC53 {
BrightMap "materials/emission/drdc53.png"
normal "materials/normal/drdc53.png"
Texture tex_heightmap "materials/height/drdc53.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC63 {
BrightMap "materials/emission/drdc53.png"
normal "materials/normal/drdc62.png"
Texture tex_heightmap "materials/height/drdc62.png"
shader "shaders/parallax_pbr.fp"
}
// Circlular lights
Material Texture DRDC55 {
BrightMap "materials/emission/drdc55.png"
normal "materials/normal/drdc61.png"
Texture tex_heightmap "materials/height/drdc61.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC58 {
BrightMap "materials/emission/drdc55.png"
normal "materials/normal/drdc57.png"
Texture tex_heightmap "materials/height/drdc57.png"
shader "shaders/parallax_pbr.fp"
}
Material Texture DRDC60 {
BrightMap "materials/emission/drdc55.png"
normal "materials/normal/drdc57.png"
Texture tex_heightmap "materials/height/drdc57.png"
shader "shaders/parallax_pbr.fp"
}
// Grounds
// Brown ground
Material Texture DRDC56 {
normal "materials/normal/drdc11.png"
specular "materials/specular/drdc11.png"
Texture tex_heightmap "materials/height/drdc11.png"
shader "shaders/parallax_pbr.fp"
}
// Pink ground
Material Texture DRDC64 {
normal "materials/normal/drdc11.png"
specular "materials/specular/drdc11.png"
Texture tex_heightmap "materials/height/drdc11.png"
shader "shaders/parallax_pbr.fp"
}