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- # This is a comment
-
- # There must be 5 fields in each assigned texture!! Textures do not have
- # to be capitals, I only did it that way because it looked nice. Do not
- # use punctuation in your texture names. Material names can be as long
- # as ACAD will allow. The keyword RND will generate a random number
- # between 0 and 255. There is no need to add 3 extra word if the shade
- # option is used - it will be done automatically! Colons allow extra
- # text or data to be concatenated to the end of the line.
-
- CONSTANT 0,0,0,colour0,0
- SHADED 0,shade,0,colour1,0
- SINE 0,wavey,0,colour2+rnd/16,0
- BOTHSIDES both,0,0,colour3,0
- BOTHSHADE both,shade,0,colour4,0
- DOUBLESIDED double,0,0,colour5a,colour5b
- DOUBLESHADE double,shade,shade,colour6a,colour6b
- 1SHADE2SINE 0,shade,wavey,colour7a,colour7b
- 1SINE2SHADE 0,wavey,shade,colour8a,colour8b
- 2SINE double,wavey,wavey,colour9a,colour9b
- AUTOSHADE auto_s,0,0,colour0,0
- HIBITMAP himap:,0,5,5
- LOBITMAP lomap:,0,5,5
- SHADESTONE 0,shade+stone,0,colour,0
- STONE 0,stone,0,colour,0
- MESH 0,mesh,0,colour,0
- SAMPLESIDE this is,an example,of what,you can,do!
-
- #Add your own textures. Then name the ACAD layers to those textures and viola!
-
- #These are example textures for the AUTO1.DWG shape
- FACES 0,shade,0,16,0
- MIDDLE 0,shade,0,48,0
- OTHEREND 0,shade,0,32,0
-
- #Materials examples for REND386 .PLG files
- 0x11FF 0,shade,0,16,0
- 0x22AA 0,shade,0,48,0
-
- #Isn't this materials file cool? Send me a postcard.