Fix trailing whitespace and add pre-commit hook

Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.

Fix whitespace violations excluding third party libs and generated files
like glad or patches.

Enable pre-commit hook trailing-whitespace to enforce it in the future.

Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser 2025-06-14 19:19:35 +02:00
parent e6ad1141fd
commit 58219b974c
No known key found for this signature in database
208 changed files with 593 additions and 583 deletions

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@ -23,6 +23,16 @@ repos:
^binaries/data/mods/_test.sim/simulation/templates.illformed.xml| ^binaries/data/mods/_test.sim/simulation/templates.illformed.xml|
^binaries/data/mods/public/maps/.*\.xml ^binaries/data/mods/public/maps/.*\.xml
) )
- id: trailing-whitespace
exclude: |
(?x)(
^libraries/|
^source/third_party/glad/src|
^source/tools/replayprofile/jquery|
^source/tools/templatesanalyzer/tablefilter|
\.dae|
\.patch$
)
- repo: https://github.com/astral-sh/ruff-pre-commit - repo: https://github.com/astral-sh/ruff-pre-commit
rev: v0.11.11 rev: v0.11.11
hooks: hooks:

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@ -96,8 +96,8 @@ please inform Wildfire Games at webmaster at wildfiregames dot com.
- source/tools/atlas/ - source/tools/atlas/
- GPL version 2 (or later) - see license_gpl-2.0.txt - GPL version 2 (or later) - see license_gpl-2.0.txt
- binaries/data/mods/public/gui/prelobby/common/terms/ - binaries/data/mods/public/gui/prelobby/common/terms/
binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt
binaries/data/mods/mod/gui/modio/Disclaimer.txt binaries/data/mods/mod/gui/modio/Disclaimer.txt
- Redistributing modified Terms and Conditions of online services may be within the licensing, - Redistributing modified Terms and Conditions of online services may be within the licensing,
but may not change the legality or enforceability of the terms of the service provider. but may not change the legality or enforceability of the terms of the service provider.

View file

@ -7,5 +7,5 @@
; order. The precense of this file suppresses loading of mods in the user mod ; order. The precense of this file suppresses loading of mods in the user mod
; path (see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths) if the same mod is ; path (see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths) if the same mod is
; present in binaries/data/mods. It also implies -noUserMod. ; present in binaries/data/mods. It also implies -noUserMod.
; This is done to make saved maps end up in the right mod folder (and in the ; This is done to make saved maps end up in the right mod folder (and in the
; game-relative data path) to commit them later on. ; game-relative data path) to commit them later on.

View file

@ -2,7 +2,7 @@ vec4 InstancingPosition(vec4 position);
void main() void main()
{ {
vec4 worldPos = InstancingPosition(gl_Vertex); vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color; gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;

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@ -12,7 +12,7 @@ vec3 InstancingNormal(vec3 normal)
tmp.x = dot(vec3(Instancing1), normal); tmp.x = dot(vec3(Instancing1), normal);
tmp.y = dot(vec3(Instancing2), normal); tmp.y = dot(vec3(Instancing2), normal);
tmp.z = dot(vec3(Instancing3), normal); tmp.z = dot(vec3(Instancing3), normal);
return tmp; return tmp;
} }
@ -24,6 +24,6 @@ vec4 InstancingPosition(vec4 position)
tmp.x = dot(Instancing1, position); tmp.x = dot(Instancing1, position);
tmp.y = dot(Instancing2, position); tmp.y = dot(Instancing2, position);
tmp.z = dot(Instancing3, position); tmp.z = dot(Instancing3, position);
return vec4(tmp, 1.0); return vec4(tmp, 1.0);
} }

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@ -6,7 +6,7 @@ vec4 InstancingPosition(vec4 position);
void main() void main()
{ {
vec3 normal = InstancingNormal(gl_Normal); vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex); vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color; gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;

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@ -28,36 +28,36 @@ void main()
float t; // Temporary variable float t; // Temporary variable
vec2 reflCoords, refrCoords; vec2 reflCoords, refrCoords;
vec3 reflColor, refrColor, specular; vec3 reflColor, refrColor, specular;
n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5)); n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir; l = -sunDir;
v = normalize(cameraPos - worldPos); v = normalize(cameraPos - worldPos);
h = normalize(l + v); h = normalize(l + v);
ndotl = dot(n, l); ndotl = dot(n, l);
ndoth = dot(n, h); ndoth = dot(n, h);
ndotv = dot(n, v); ndotv = dot(n, v);
myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0); myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
reflCoords += waviness * n.xz / w; reflCoords += waviness * n.xz / w;
reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint, reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
reflectionTintStrength); reflectionTintStrength);
refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint, refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
myMurkiness); myMurkiness);
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength; specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod; gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
// Make alpha vary based on both depth (so it blends with the shore) and view angle (make it // Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
// become opaque faster at lower view angles so we can't look "underneath" the water plane) // become opaque faster at lower view angles so we can't look "underneath" the water plane)
t = 18.0 * max(0.0, 0.7 - v.y); t = 18.0 * max(0.0, 0.7 - v.y);

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@ -3,7 +3,7 @@
<!-- Sets limit on the number of same turns moves we will process --> <!-- Sets limit on the number of same turns moves we will process -->
<!-- Setting the value to 0 disable this functionality --> <!-- Setting the value to 0 disable this functionality -->
<MaxSameTurnMoves>64</MaxSameTurnMoves> <MaxSameTurnMoves>64</MaxSameTurnMoves>
<PassabilityClasses> <PassabilityClasses>
<!-- Unit pathfinding classes: --> <!-- Unit pathfinding classes: -->
@ -32,7 +32,7 @@
</building-shore> </building-shore>
</PassabilityClasses> </PassabilityClasses>
<!-- <!--
Warning: Movement costs are a subtle tradeoff between Warning: Movement costs are a subtle tradeoff between
pathfinding accuracy and computation cost. Be extremely pathfinding accuracy and computation cost. Be extremely

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@ -46,7 +46,7 @@ Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font Software otherwise to promote the sale, use or other dealings in this Font Software
without prior written authorization from the Gnome Foundation or Bitstream without prior written authorization from the Gnome Foundation or Bitstream
Inc., respectively. For further information, contact: fonts at gnome dot Inc., respectively. For further information, contact: fonts at gnome dot
org. org.
Arev Fonts Copyright Arev Fonts Copyright
------------------------------ ------------------------------
@ -73,7 +73,7 @@ Fonts, only if the fonts are renamed to names not containing either
the words "Tavmjong Bah" or the word "Arev". the words "Tavmjong Bah" or the word "Arev".
This License becomes null and void to the extent applicable to Fonts This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the or Font Software that has been modified and is distributed under the
"Tavmjong Bah Arev" names. "Tavmjong Bah Arev" names.
The Font Software may be sold as part of a larger software package but The Font Software may be sold as part of a larger software package but

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@ -22,26 +22,26 @@ void main()
#if BLOOM_PASS_H #if BLOOM_PASS_H
vec4 color = vec4(0.0); vec4 color = vec4(0.0);
vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y); vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y);
for (int i = 0; i < 6; ++i) for (int i = 0; i < 6; ++i)
{ {
color += SAMPLE_2D(GET_DRAW_TEXTURE_2D(renderedTex), v_tex_offs); color += SAMPLE_2D(GET_DRAW_TEXTURE_2D(renderedTex), v_tex_offs);
v_tex_offs += vec2(0.004, 0.0); v_tex_offs += vec2(0.004, 0.0);
} }
OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(color.rgb / 6.0, 1.0)); OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(color.rgb / 6.0, 1.0));
#endif #endif
#if BLOOM_PASS_V #if BLOOM_PASS_V
vec4 color = vec4(0.0); vec4 color = vec4(0.0);
vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01); vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01);
for (int i = 0; i < 6; ++i) for (int i = 0; i < 6; ++i)
{ {
color += SAMPLE_2D(GET_DRAW_TEXTURE_2D(renderedTex), v_tex_offs); color += SAMPLE_2D(GET_DRAW_TEXTURE_2D(renderedTex), v_tex_offs);
v_tex_offs += vec2(0.0, 0.004); v_tex_offs += vec2(0.0, 0.004);
} }
OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(color.rgb / 6.0, 1.0)); OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(color.rgb / 6.0, 1.0));
#endif #endif
} }

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@ -77,7 +77,7 @@ vec3 sharpen(sampler2D tex)
// Smooth minimum distance to signal limit divided by smooth max. // Smooth minimum distance to signal limit divided by smooth max.
vec3 rcpMRGB = 1.0 / (mxRGB); vec3 rcpMRGB = 1.0 / (mxRGB);
vec3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB); vec3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
// Shaping amount of sharpening. // Shaping amount of sharpening.
ampRGB = sqrt(ampRGB); ampRGB = sqrt(ampRGB);
@ -89,7 +89,7 @@ vec3 sharpen(sampler2D tex)
// 0 w 0 // 0 w 0
// Filter shape: w 1 w // Filter shape: w 1 w
// 0 w 0 // 0 w 0
vec3 outColor = saturate(((b + d + f + h) * wRGB + e) * rcpWeightRGB); vec3 outColor = saturate(((b + d + f + h) * wRGB + e) * rcpWeightRGB);
return outColor; return outColor;

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@ -249,7 +249,7 @@
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// TODO // TODO
// ==== // ====
// - Replace transcendentals with manual versions. // - Replace transcendentals with manual versions.
//============================================================================================================================== //==============================================================================================================================
#ifdef A_GCC #ifdef A_GCC
A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);} A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
@ -310,7 +310,7 @@
A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;} A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;} A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// These follow the convention that A integer types don't have signage, until they are operated on. // These follow the convention that A integer types don't have signage, until they are operated on.
A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;} A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;} A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
@ -569,7 +569,7 @@
#ifndef A_SKIP_EXT #ifndef A_SKIP_EXT
#ifdef A_HALF #ifdef A_HALF
#extension GL_EXT_shader_16bit_storage:require #extension GL_EXT_shader_16bit_storage:require
#extension GL_EXT_shader_explicit_arithmetic_types:require #extension GL_EXT_shader_explicit_arithmetic_types:require
#endif #endif
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
#ifdef A_LONG #ifdef A_LONG
@ -1090,7 +1090,7 @@
#define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a)) #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);} AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
#define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a)) #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a))
#define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x)) #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));} AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
@ -1607,7 +1607,7 @@
// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float. // - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer). // - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
// V_PERM_B32 does byte packing with ability to zero fill bytes as well. // V_PERM_B32 does byte packing with ability to zero fill bytes as well.
// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo. // - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo.
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops. // BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
// ==== ===== // ==== =====
@ -1702,8 +1702,8 @@
// ENCODING (without zero-based encoding) // ENCODING (without zero-based encoding)
// ======== // ========
// 0 = unused (can be used to mean something else) // 0 = unused (can be used to mean something else)
// 1 = lowest value // 1 = lowest value
// 128 = exact zero center (zero based encoding // 128 = exact zero center (zero based encoding
// 255 = highest value // 255 = highest value
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero). // Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
@ -1715,8 +1715,8 @@
// 1 : -126/512 // 1 : -126/512
// 2 : -125/512 // 2 : -125/512
// ... // ...
// 128 : 0 // 128 : 0
// ... // ...
// 255 : 127/512 // 255 : 127/512
// : 1/4 (just outside the encoding range) // : 1/4 (just outside the encoding range)
//============================================================================================================================== //==============================================================================================================================
@ -1937,7 +1937,7 @@
// - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed). // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed).
AH1 APSinH1(AH1 x){return x*abs(x)-x;} AH1 APSinH1(AH1 x){return x*abs(x)-x;}
AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA
AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);} AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);}
AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND
AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));} AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));}
#endif #endif
@ -2171,9 +2171,9 @@
return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);} return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma(). // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));} AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));}
AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));} AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));}
AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));} AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302)); AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));} return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
@ -2207,9 +2207,9 @@
AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099); AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));} return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));} AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));}
AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));} AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));}
AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));} AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));}
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833)); AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));} return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
@ -2311,14 +2311,14 @@
// Details, // Details,
// LANE TO 8x8 MAPPING // LANE TO 8x8 MAPPING
// =================== // ===================
// 00 01 08 09 10 11 18 19 // 00 01 08 09 10 11 18 19
// 02 03 0a 0b 12 13 1a 1b // 02 03 0a 0b 12 13 1a 1b
// 04 05 0c 0d 14 15 1c 1d // 04 05 0c 0d 14 15 1c 1d
// 06 07 0e 0f 16 17 1e 1f // 06 07 0e 0f 16 17 1e 1f
// 20 21 28 29 30 31 38 39 // 20 21 28 29 30 31 38 39
// 22 23 2a 2b 32 33 3a 3b // 22 23 2a 2b 32 33 3a 3b
// 24 25 2c 2d 34 35 3c 3d // 24 25 2c 2d 34 35 3c 3d
// 26 27 2e 2f 36 37 3e 3f // 26 27 2e 2f 36 37 3e 3f
AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));} AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
//============================================================================================================================== //==============================================================================================================================
#ifdef A_HALF #ifdef A_HALF
@ -2375,7 +2375,7 @@
// ... // ...
// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value // 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers // 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
// 2047 .............................................. last normal value that still maps to integers // 2047 .............................................. last normal value that still maps to integers
// Scaling limits, // Scaling limits,
// 2^15 = 32768 ...................................... largest power of 2 scaling // 2^15 = 32768 ...................................... largest power of 2 scaling
// Largest pow2 conversion mapping is at *32768, // Largest pow2 conversion mapping is at *32768,

View file

@ -35,12 +35,12 @@
// ===== // =====
// FSR is a collection of algorithms relating to generating a higher resolution image. // FSR is a collection of algorithms relating to generating a higher resolution image.
// This specific header focuses on single-image non-temporal image scaling, and related tools. // This specific header focuses on single-image non-temporal image scaling, and related tools.
// //
// The core functions are EASU and RCAS: // The core functions are EASU and RCAS:
// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter. // [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS. // [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
// RCAS needs to be applied after EASU as a separate pass. // RCAS needs to be applied after EASU as a separate pass.
// //
// Optional utility functions are: // Optional utility functions are:
// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling. // [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back. // [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
@ -80,7 +80,7 @@
// and limits output to the minimum and maximum of that neighborhood. // and limits output to the minimum and maximum of that neighborhood.
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// Input image requirements: // Input image requirements:
// //
// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported) // Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
// Each channel needs to be in the range[0, 1] // Each channel needs to be in the range[0, 1]
// Any color primaries are supported // Any color primaries are supported
@ -90,11 +90,11 @@
// There should be no noise in the input that is not at input pixel granularity // There should be no noise in the input that is not at input pixel granularity
// For performance purposes, use 32bpp formats // For performance purposes, use 32bpp formats
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// Best to apply EASU at the end of the frame after tonemapping // Best to apply EASU at the end of the frame after tonemapping
// but before film grain or composite of the UI. // but before film grain or composite of the UI.
//------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------
// Example of including this header for D3D HLSL : // Example of including this header for D3D HLSL :
// //
// #define A_GPU 1 // #define A_GPU 1
// #define A_HLSL 1 // #define A_HLSL 1
// #define A_HALF 1 // #define A_HALF 1
@ -103,9 +103,9 @@
// #define FSR_RCAS_H 1 // #define FSR_RCAS_H 1
// //declare input callbacks // //declare input callbacks
// #include "ffx_fsr1.h" // #include "ffx_fsr1.h"
// //
// Example of including this header for Vulkan GLSL : // Example of including this header for Vulkan GLSL :
// //
// #define A_GPU 1 // #define A_GPU 1
// #define A_GLSL 1 // #define A_GLSL 1
// #define A_HALF 1 // #define A_HALF 1
@ -114,9 +114,9 @@
// #define FSR_RCAS_H 1 // #define FSR_RCAS_H 1
// //declare input callbacks // //declare input callbacks
// #include "ffx_fsr1.h" // #include "ffx_fsr1.h"
// //
// Example of including this header for Vulkan HLSL : // Example of including this header for Vulkan HLSL :
// //
// #define A_GPU 1 // #define A_GPU 1
// #define A_HLSL 1 // #define A_HLSL 1
// #define A_HLSL_6_2 1 // #define A_HLSL_6_2 1
@ -127,11 +127,11 @@
// #define FSR_RCAS_H 1 // #define FSR_RCAS_H 1
// //declare input callbacks // //declare input callbacks
// #include "ffx_fsr1.h" // #include "ffx_fsr1.h"
// //
// Example of declaring the required input callbacks for GLSL : // Example of declaring the required input callbacks for GLSL :
// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'. // The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion. // EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
// //
// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));} // AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));} // AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));} // AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
@ -611,7 +611,7 @@ A_STATIC void FsrEasuConOffset(
// RCAS is based on the following logic. // RCAS is based on the following logic.
// RCAS uses a 5 tap filter in a cross pattern (same as CAS), // RCAS uses a 5 tap filter in a cross pattern (same as CAS),
// w n // w n
// w 1 w for taps w m e // w 1 w for taps w m e
// w s // w s
// Where 'w' is the negative lobe weight. // Where 'w' is the negative lobe weight.
// output = (w*(n+e+w+s)+m)/(4*w+1) // output = (w*(n+e+w+s)+m)/(4*w+1)
@ -630,16 +630,16 @@ A_STATIC void FsrEasuConOffset(
// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges. // This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
// //
// GLSL example for the required callbacks : // GLSL example for the required callbacks :
// //
// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));} // AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b) // void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
// { // {
// //do any simple input color conversions here or leave empty if none needed // //do any simple input color conversions here or leave empty if none needed
// } // }
// //
// FsrRcasCon need to be called from the CPU or GPU to set up constants. // FsrRcasCon need to be called from the CPU or GPU to set up constants.
// Including a GPU example here, the 'con' value would be stored out to a constant buffer. // Including a GPU example here, the 'con' value would be stored out to a constant buffer.
// //
// AU4 con; // AU4 con;
// FsrRcasCon(con, // FsrRcasCon(con,
// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}. // 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
@ -691,7 +691,7 @@ AF1 sharpness){
AU2 ip, // Integer pixel position in output. AU2 ip, // Integer pixel position in output.
AU4 con){ // Constant generated by RcasSetup(). AU4 con){ // Constant generated by RcasSetup().
// Algorithm uses minimal 3x3 pixel neighborhood. // Algorithm uses minimal 3x3 pixel neighborhood.
// b // b
// d e f // d e f
// h // h
ASU2 sp=ASU2(ip); ASU2 sp=ASU2(ip);
@ -766,7 +766,7 @@ AF1 sharpness){
pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL; pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL; pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL; pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
return;} return;}
#endif #endif
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -789,7 +789,7 @@ AF1 sharpness){
AU2 ip, // Integer pixel position in output. AU2 ip, // Integer pixel position in output.
AU4 con){ // Constant generated by RcasSetup(). AU4 con){ // Constant generated by RcasSetup().
// Sharpening algorithm uses minimal 3x3 pixel neighborhood. // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
// b // b
// d e f // d e f
// h // h
ASW2 sp=ASW2(ip); ASW2 sp=ASW2(ip);

View file

@ -277,7 +277,7 @@ vec4 FxaaPixelShader(
// 0.333 - too little (faster) // 0.333 - too little (faster)
// 0.250 - low quality // 0.250 - low quality
// 0.166 - default // 0.166 - default
// 0.125 - high quality // 0.125 - high quality
// 0.063 - overkill (slower) // 0.063 - overkill (slower)
float fxaaQualityEdgeThreshold, float fxaaQualityEdgeThreshold,
// //

View file

@ -10,25 +10,25 @@ void main()
Tex.rgb -= vec3(0.5,0.0,0.5); Tex.rgb -= vec3(0.5,0.0,0.5);
Tex.rb *= -1.0; Tex.rb *= -1.0;
float halfwidth = (width-1.0) / 2.0; float halfwidth = (width-1.0) / 2.0;
float forceAlpha = min(1.0,2.0-abs(v_tex.x-halfwidth)/(halfwidth/2.0)); float forceAlpha = min(1.0,2.0-abs(v_tex.x-halfwidth)/(halfwidth/2.0));
float val = min(1.0,v_tex.y); float val = min(1.0,v_tex.y);
forceAlpha *= val; forceAlpha *= val;
float timeAlpha = 1.0 - clamp((ttime - 6.0)/4.0,0.0,1.0); float timeAlpha = 1.0 - clamp((ttime - 6.0)/4.0,0.0,1.0);
timeAlpha *= clamp(ttime/2.0,0.0,1.0); timeAlpha *= clamp(ttime/2.0,0.0,1.0);
float foamAlpha = Tex.a * forceAlpha * timeAlpha; float foamAlpha = Tex.a * forceAlpha * timeAlpha;
Tex.a = forceAlpha * timeAlpha; Tex.a = forceAlpha * timeAlpha;
vec2 norm = Tex.rb; vec2 norm = Tex.rb;
Tex.r = norm.x * normal.x - norm.y * normal.x; Tex.r = norm.x * normal.x - norm.y * normal.x;
Tex.b = norm.x * normal.y + norm.y * normal.y; Tex.b = norm.x * normal.y + norm.y * normal.y;
vec3 foam = SAMPLE_2D(GET_DRAW_TEXTURE_2D(foamTex), -v_tex.xy/vec2(2.5,7.0) + vec2(0.05,-0.3)*-cos(ttime/2.0)).rbg; vec3 foam = SAMPLE_2D(GET_DRAW_TEXTURE_2D(foamTex), -v_tex.xy/vec2(2.5,7.0) + vec2(0.05,-0.3)*-cos(ttime/2.0)).rbg;
foam *= SAMPLE_2D(GET_DRAW_TEXTURE_2D(foamTex), -v_tex.xy/5.0 + vec2(0.8,-0.8) + vec2(-0.05,-0.25)*-cos(ttime/2.0)*1.2).rbg; foam *= SAMPLE_2D(GET_DRAW_TEXTURE_2D(foamTex), -v_tex.xy/5.0 + vec2(0.8,-0.8) + vec2(-0.05,-0.25)*-cos(ttime/2.0)*1.2).rbg;
Tex.g = foamAlpha * clamp(foam.r * 3.0, 0.0, 1.0) * 0.4; Tex.g = foamAlpha * clamp(foam.r * 3.0, 0.0, 1.0) * 0.4;

View file

@ -20,7 +20,7 @@
<texture file="gaia/decal_stone_desert_02.dds" name="baseTex"/> <texture file="gaia/decal_stone_desert_02.dds" name="baseTex"/>
<texture file="gaia/decal_stone_desert_02_spec.png" name="specTex"/> <texture file="gaia/decal_stone_desert_02_spec.png" name="specTex"/>
<texture file="gaia/decal_stone_desert_02_norm.png" name="normTex"/> <texture file="gaia/decal_stone_desert_02_norm.png" name="normTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -20,7 +20,7 @@
<texture file="gaia/decal_stone_desert_02.dds" name="baseTex"/> <texture file="gaia/decal_stone_desert_02.dds" name="baseTex"/>
<texture file="gaia/decal_stone_desert_02_spec.png" name="specTex"/> <texture file="gaia/decal_stone_desert_02_spec.png" name="specTex"/>
<texture file="gaia/decal_stone_desert_02_norm.png" name="normTex"/> <texture file="gaia/decal_stone_desert_02_norm.png" name="normTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<textures><texture file="gaia/decal_stone_medit_01.dds" name="baseTex"/> <textures><texture file="gaia/decal_stone_medit_01.dds" name="baseTex"/>
<texture file="gaia/decal_stone_medit_01_spec.png" name="specTex"/> <texture file="gaia/decal_stone_medit_01_spec.png" name="specTex"/>
<texture file="gaia/decal_stone_medit_01_norm.png" name="normTex"/> <texture file="gaia/decal_stone_medit_01_norm.png" name="normTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="decal_02"> <variant frequency="1" name="decal_02">

View file

@ -19,8 +19,8 @@
<textures> <textures>
<texture file="gaia/decal_stone_medit_04.png" name="baseTex"/> <texture file="gaia/decal_stone_medit_04.png" name="baseTex"/>
<texture file="gaia/decal_stone_medit_04_spec.png" name="specTex"/> <texture file="gaia/decal_stone_medit_04_spec.png" name="specTex"/>
<texture file="gaia/decal_stone_medit_04_norm.png" name="normTex"/> <texture file="gaia/decal_stone_medit_04_norm.png" name="normTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_fanpalm.png" name="baseTex"/> <texture file="gaia/shrub_fanpalm.png" name="baseTex"/>
<texture file="gaia/shrub_fanpalm_norm.png" name="normTex"/> <texture file="gaia/shrub_fanpalm_norm.png" name="normTex"/>
<texture file="gaia/shrub_fanpalm_spec.png" name="specTex"/> <texture file="gaia/shrub_fanpalm_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_spikes.png" name="baseTex"/> <texture file="gaia/shrub_spikes.png" name="baseTex"/>
<texture file="gaia/shrub_spikes_norm.png" name="normTex"/> <texture file="gaia/shrub_spikes_norm.png" name="normTex"/>
<texture file="gaia/shrub_spikes_spec.png" name="specTex"/> <texture file="gaia/shrub_spikes_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_palm.png" name="baseTex"/> <texture file="gaia/shrub_tropic_palm.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_palm_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_palm_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_palm_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_palm_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_a.png" name="baseTex"/> <texture file="gaia/shrub_tropic_a.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_b.png" name="baseTex"/> <texture file="gaia/shrub_tropic_b.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_b_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_b_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_b_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_b_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_a.png" name="baseTex"/> <texture file="gaia/shrub_tropic_a.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -37,7 +37,7 @@
<texture file="gaia/temperate_cliff_a_spec.png" name="specTex"/> <texture file="gaia/temperate_cliff_a_spec.png" name="specTex"/>
<texture file="gaia/ao/cliff_d_ao.png" name="aoTex"/> <texture file="gaia/ao/cliff_d_ao.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -37,7 +37,7 @@
<texture file="gaia/temperate_cliff_b_spec.png" name="specTex"/> <texture file="gaia/temperate_cliff_b_spec.png" name="specTex"/>
<texture file="gaia/ao/cliff_d_ao.png" name="aoTex"/> <texture file="gaia/ao/cliff_d_ao.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<actor version="1"> <actor version="1">
<group> <group>
<variant> <variant>
<mesh>gaia/geo_waterfall_cave_water.dae</mesh> <mesh>gaia/geo_waterfall_cave_water.dae</mesh>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<actor version="1"> <actor version="1">
<group> <group>
<variant> <variant>
<mesh>gaia/geo_waterfall_double_water.dae</mesh> <mesh>gaia/geo_waterfall_double_water.dae</mesh>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<actor version="1"> <actor version="1">
<group> <group>
<variant> <variant>
<mesh>gaia/geo_waterfall_single_water.dae</mesh> <mesh>gaia/geo_waterfall_single_water.dae</mesh>

View file

@ -6,7 +6,7 @@
<textures> <textures>
<texture file="props/ground_decal_ice_01.png" name="baseTex"/> <texture file="props/ground_decal_ice_01.png" name="baseTex"/>
<texture file="props/ground_decal_ice_01_norm.png" name="normTex"/> <texture file="props/ground_decal_ice_01_norm.png" name="normTex"/>
<texture file="props/ground_decal_ice_01_spec.png" name="specTex"/> <texture file="props/ground_decal_ice_01_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ice_02"> <variant frequency="1" name="ice_02">
@ -14,7 +14,7 @@
<textures> <textures>
<texture file="props/ground_decal_ice_01.png" name="baseTex"/> <texture file="props/ground_decal_ice_01.png" name="baseTex"/>
<texture file="props/ground_decal_ice_01_norm.png" name="normTex"/> <texture file="props/ground_decal_ice_01_norm.png" name="normTex"/>
<texture file="props/ground_decal_ice_01_spec.png" name="specTex"/> <texture file="props/ground_decal_ice_01_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ice_03"> <variant frequency="1" name="ice_03">
@ -22,7 +22,7 @@
<textures> <textures>
<texture file="props/ground_decal_ice_01.png" name="baseTex"/> <texture file="props/ground_decal_ice_01.png" name="baseTex"/>
<texture file="props/ground_decal_ice_01_norm.png" name="normTex"/> <texture file="props/ground_decal_ice_01_norm.png" name="normTex"/>
<texture file="props/ground_decal_ice_01_spec.png" name="specTex"/> <texture file="props/ground_decal_ice_01_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ice_04"> <variant frequency="1" name="ice_04">
@ -30,7 +30,7 @@
<textures> <textures>
<texture file="props/ground_decal_ice_01.png" name="baseTex"/> <texture file="props/ground_decal_ice_01.png" name="baseTex"/>
<texture file="props/ground_decal_ice_01_norm.png" name="normTex"/> <texture file="props/ground_decal_ice_01_norm.png" name="normTex"/>
<texture file="props/ground_decal_ice_01_spec.png" name="specTex"/> <texture file="props/ground_decal_ice_01_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/athen_barracks.png" name="aoTex"/> <texture file="structural/ao/athen_barracks.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/athen_temple.png" name="aoTex"/> <texture file="structural/ao/athen_temple.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -5,7 +5,7 @@
<variant> <variant>
<animations> <animations>
<animation file="mechanical/celt_rotary_mill_grinder.dae" name="idle" speed="25"/> <animation file="mechanical/celt_rotary_mill_grinder.dae" name="idle" speed="25"/>
</animations> </animations>
<mesh>props/celt_rotary_mill_grinder.dae</mesh> <mesh>props/celt_rotary_mill_grinder.dae</mesh>
<textures> <textures>
<texture file="structural/celt_struct.dds" name="baseTex"/> <texture file="structural/celt_struct.dds" name="baseTex"/>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="props/celt_props_new.dds" name="baseTex"/> <texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/> <texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/> <texture file="props/celt_props_new_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_dirt_3x3"> <variant name="decal_dirt_3x3">
<decal angle="0" depth="22" offsetx="0" offsetz="0" width="22"/> <decal angle="0" depth="22" offsetx="0" offsetz="0" width="22"/>
<textures> <textures>
<texture file="props/decal_destruct_medium.png" name="baseTex"/> <texture file="props/decal_destruct_medium.png" name="baseTex"/>
<texture file="props/decal_destruct_medium_norm.png" name="normTex"/> <texture file="props/decal_destruct_medium_norm.png" name="normTex"/>
<texture file="props/decal_destruct_medium_spec.png" name="specTex"/> <texture file="props/decal_destruct_medium_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_destruct_4x4"> <variant name="decal_destruct_4x4">
<decal angle="0" depth="30" offsetx="0" offsetz="0" width="30"/> <decal angle="0" depth="30" offsetx="0" offsetz="0" width="30"/>
<textures> <textures>
<texture file="props/decal_destruct_medium.png" name="baseTex"/> <texture file="props/decal_destruct_medium.png" name="baseTex"/>
<texture file="props/decal_destruct_medium_norm.png" name="normTex"/> <texture file="props/decal_destruct_medium_norm.png" name="normTex"/>
<texture file="props/decal_destruct_medium_spec.png" name="specTex"/> <texture file="props/decal_destruct_medium_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -6,7 +6,7 @@
<textures> <textures>
<texture file="props/decal_destruct_large.png" name="baseTex"/> <texture file="props/decal_destruct_large.png" name="baseTex"/>
<texture file="props/decal_destruct_large_norm.png" name="normTex"/> <texture file="props/decal_destruct_large_norm.png" name="normTex"/>
<texture file="props/decal_destruct_large_spec.png" name="specTex"/> <texture file="props/decal_destruct_large_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_destruct_6x4"> <variant name="decal_destruct_6x4">
<decal angle="0" depth="-32" offsetx="0" offsetz="0" width="41"/> <decal angle="0" depth="-32" offsetx="0" offsetz="0" width="41"/>
<textures> <textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/> <texture file="props/decal_destruct_long_big.png" name="baseTex"/>
<texture file="props/decal_destruct_long_big_norm.png" name="normTex"/> <texture file="props/decal_destruct_long_big_norm.png" name="normTex"/>
<texture file="props/decal_destruct_long_big_spec.png" name="specTex"/> <texture file="props/decal_destruct_long_big_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_destruct_celt_dock"> <variant name="decal_destruct_celt_dock">
<decal angle="90" depth="15" offsetx="0" offsetz="0" width="38"/> <decal angle="90" depth="15" offsetx="0" offsetz="0" width="38"/>
<textures> <textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/> <texture file="props/decal_destruct_long_big.png" name="baseTex"/>
<texture file="props/decal_destruct_long_big_norm.png" name="normTex"/> <texture file="props/decal_destruct_long_big_norm.png" name="normTex"/>
<texture file="props/decal_destruct_long_big_spec.png" name="specTex"/> <texture file="props/decal_destruct_long_big_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_dirt_wall_long"> <variant name="decal_dirt_wall_long">
<decal angle="0" depth="11" offsetx="0" offsetz="0" width="38"/> <decal angle="0" depth="11" offsetx="0" offsetz="0" width="38"/>
<textures> <textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/> <texture file="props/decal_destruct_long_big.png" name="baseTex"/>
<texture file="props/decal_destruct_long_big_norm.png" name="normTex"/> <texture file="props/decal_destruct_long_big_norm.png" name="normTex"/>
<texture file="props/decal_destruct_long_big_spec.png" name="specTex"/> <texture file="props/decal_destruct_long_big_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -4,9 +4,9 @@
<variant name="decal_dirt_wall_medium"> <variant name="decal_dirt_wall_medium">
<decal angle="0" depth="9" offsetx="0" offsetz="0" width="26"/> <decal angle="0" depth="9" offsetx="0" offsetz="0" width="26"/>
<textures> <textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/> <texture file="props/decal_destruct_long_big.png" name="baseTex"/>
<texture file="props/decal_destruct_long_big_norm.png" name="normTex"/> <texture file="props/decal_destruct_long_big_norm.png" name="normTex"/>
<texture file="props/decal_destruct_long_big_spec.png" name="specTex"/> <texture file="props/decal_destruct_long_big_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -5,7 +5,7 @@
<variant frequency="1" name="bucket"> <variant frequency="1" name="bucket">
<mesh>props/hele_blacksmith_struct.dae</mesh> <mesh>props/hele_blacksmith_struct.dae</mesh>
<textures> <textures>
<texture file="structural/hele_struct.dds" name="baseTex"/> <texture file="structural/hele_struct.dds" name="baseTex"/>
<texture file="structural/hele_struct_norm.png" name="normTex"/> <texture file="structural/hele_struct_norm.png" name="normTex"/>
<texture file="structural/hele_struct_spec.png" name="specTex"/> <texture file="structural/hele_struct_spec.png" name="specTex"/>
<texture file="structural/ao/hele_blacksmith.png" name="aoTex"/> <texture file="structural/ao/hele_blacksmith.png" name="aoTex"/>

View file

@ -5,7 +5,7 @@
<variant frequency="1" name="bucket"> <variant frequency="1" name="bucket">
<mesh>props/hele_corral_water.dae</mesh> <mesh>props/hele_corral_water.dae</mesh>
<textures> <textures>
<texture file="props/structs_nature.png" name="baseTex"/> <texture file="props/structs_nature.png" name="baseTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/athen_parthenon.png" name="aoTex"/> <texture file="structural/ao/athen_parthenon.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_wonder_rooftile.png" name="baseTex"/> <texture file="props/hele_wonder_rooftile.png" name="baseTex"/>
<texture file="props/hele_wonder_rooftile_norm.png" name="normTex"/> <texture file="props/hele_wonder_rooftile_norm.png" name="normTex"/>
<texture file="props/hele_wonder_rooftile_spec.png" name="specTex"/> <texture file="props/hele_wonder_rooftile_spec.png" name="specTex"/>
<texture file="structural/ao/athen_parthenon.png" name="aoTex"/> <texture file="structural/ao/athen_parthenon.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/mace_barracks.png" name="aoTex"/> <texture file="structural/ao/mace_barracks.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/mace_temple.png" name="aoTex"/> <texture file="structural/ao/mace_temple.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="structural/ashoka_lion.png" name="baseTex"/> <texture file="structural/ashoka_lion.png" name="baseTex"/>
<texture file="structural/ashoka_lion_spec.png" name="specTex"/> <texture file="structural/ashoka_lion_spec.png" name="specTex"/>
<texture file="structural/ashoka_lion_norm.png" name="normTex"/> <texture file="structural/ashoka_lion_norm.png" name="normTex"/>
<texture file="structural/ao/maur_civic_ao.png" name="aoTex"/> <texture file="structural/ao/maur_civic_ao.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>

View file

@ -9,7 +9,7 @@
<texture file="structural/maur_struct_b_spec.png" name="specTex"/> <texture file="structural/maur_struct_b_spec.png" name="specTex"/>
<texture file="structural/maur_struct_b_norm.png" name="normTex"/> <texture file="structural/maur_struct_b_norm.png" name="normTex"/>
<texture file="structural/ao/maur_docks_ao.png" name="aoTex"/> <texture file="structural/ao/maur_docks_ao.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,8 +8,8 @@
<texture file="structural/stupa_gate.png" name="baseTex"/> <texture file="structural/stupa_gate.png" name="baseTex"/>
<texture file="structural/stupa_gate_spec.png" name="specTex"/> <texture file="structural/stupa_gate_spec.png" name="specTex"/>
<texture file="structural/stupa_gate_norm.png" name="normTex"/> <texture file="structural/stupa_gate_norm.png" name="normTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_farmstead.png" name="aoTex"/> <texture file="structural/ao/pers_farmstead.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_farmstead.png" name="aoTex"/> <texture file="structural/ao/pers_farmstead.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_a.png" name="aoTex"/> <texture file="structural/ao/pers_market_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -12,7 +12,7 @@
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_market_b.png" name="aoTex"/> <texture file="structural/ao/pers_market_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_a.png" name="baseTex"/> <texture file="gaia/shrub_tropic_a.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_a_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_a_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_b.png" name="baseTex"/> <texture file="gaia/shrub_tropic_b.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_b_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_b_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_b_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_b_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_tropic_palm.png" name="baseTex"/> <texture file="gaia/shrub_tropic_palm.png" name="baseTex"/>
<texture file="gaia/shrub_tropic_palm_norm.png" name="normTex"/> <texture file="gaia/shrub_tropic_palm_norm.png" name="normTex"/>
<texture file="gaia/shrub_tropic_palm_spec.png" name="specTex"/> <texture file="gaia/shrub_tropic_palm_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -7,7 +7,7 @@
<textures> <textures>
<texture file="gaia/shrub_spikes.png" name="baseTex"/> <texture file="gaia/shrub_spikes.png" name="baseTex"/>
<texture file="gaia/shrub_spikes_norm.png" name="normTex"/> <texture file="gaia/shrub_spikes_norm.png" name="normTex"/>
<texture file="gaia/shrub_spikes_spec.png" name="specTex"/> <texture file="gaia/shrub_spikes_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -9,7 +9,7 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -17,7 +17,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_cloth stripes 2"> <variant frequency="1" name="stall_cloth stripes 2">
<mesh>structural/ptol_ship_bireme_tent.dae</mesh> <mesh>structural/ptol_ship_bireme_tent.dae</mesh>
<textures> <textures>
@ -25,7 +25,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_dock.png" name="aoTex"/> <texture file="structural/ao/ptol_dock.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ptolemaic dock cloth stripes2"> <variant frequency="1" name="ptolemaic dock cloth stripes2">
<mesh>props/ptol_dock_cloth.dae</mesh> <mesh>props/ptol_dock_cloth.dae</mesh>
<textures> <textures>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_market.png" name="aoTex"/> <texture file="structural/ao/ptol_market.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ptol_market_cloth_big stripes2"> <variant frequency="1" name="ptol_market_cloth_big stripes2">
<mesh>props/ptol_market_cloth_big.dae</mesh> <mesh>props/ptol_market_cloth_big.dae</mesh>
<textures> <textures>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_market.png" name="aoTex"/> <texture file="structural/ao/ptol_market.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ptol_market_cloth_big stripes2"> <variant frequency="1" name="ptol_market_cloth_big stripes2">
<mesh>props/ptol_market_cloth_big2.dae</mesh> <mesh>props/ptol_market_cloth_big2.dae</mesh>
<textures> <textures>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_market.png" name="aoTex"/> <texture file="structural/ao/ptol_market.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="ptol_market_cloth_small stripes 2"> <variant frequency="1" name="ptol_market_cloth_small stripes 2">
<mesh>props/ptol_market_cloth_small.dae</mesh> <mesh>props/ptol_market_cloth_small.dae</mesh>
<textures> <textures>
@ -28,7 +28,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_market.png" name="aoTex"/> <texture file="structural/ao/ptol_market.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -4,7 +4,7 @@
<group> <group>
<variant frequency="100" name="ptol_market_stall"> <variant frequency="100" name="ptol_market_stall">
<mesh>props/ptol_market_stall_struct.dae</mesh> <mesh>props/ptol_market_stall_struct.dae</mesh>
<props> <props>
<prop actor="props/structures/ptolemies/market_stall_plants.xml" attachpoint="root"/> <prop actor="props/structures/ptolemies/market_stall_plants.xml" attachpoint="root"/>
<prop actor="props/structures/ptolemies/market_stall_cloth.xml" attachpoint="root"/> <prop actor="props/structures/ptolemies/market_stall_cloth.xml" attachpoint="root"/>
</props> </props>

View file

@ -28,7 +28,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_market.png" name="aoTex"/> <texture file="structural/ao/ptol_market.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/stall_big_cloth_norm.png" name="normTex"/> <texture file="props/stall_big_cloth_norm.png" name="normTex"/>
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_big_cloth stripes2"> <variant frequency="1" name="stall_big_cloth stripes2">
<mesh>structural/ptol_ship_merchant_tent.dae</mesh> <mesh>structural/ptol_ship_merchant_tent.dae</mesh>
<textures> <textures>
@ -25,7 +25,7 @@
<texture file="props/stall_big_cloth_norm.png" name="normTex"/> <texture file="props/stall_big_cloth_norm.png" name="normTex"/>
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_cloth stripes 2"> <variant frequency="1" name="stall_cloth stripes 2">
<mesh>structural/ptol_ship_quinquereme_tent.dae</mesh> <mesh>structural/ptol_ship_quinquereme_tent.dae</mesh>
<textures> <textures>
@ -25,7 +25,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -11,6 +11,6 @@
<texture file="structural/ao/ptol_settlement.png" name="aoTex"/> <texture file="structural/ao/ptol_settlement.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_big_cloth_spec.png" name="specTex"/> <texture file="props/stall_big_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/stall_big.png" name="aoTex"/> <texture file="structural/ao/stall_big.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_big_cloth stripes2"> <variant frequency="1" name="stall_big_cloth stripes2">
<mesh>props/stall_big_cloth.dae</mesh> <mesh>props/stall_big_cloth.dae</mesh>
<textures> <textures>

View file

@ -19,7 +19,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/stall_small_a.png" name="aoTex"/> <texture file="structural/ao/stall_small_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_cloth stripes 2"> <variant frequency="1" name="stall_cloth stripes 2">
<mesh>props/stall_small_a_cloth.dae</mesh> <mesh>props/stall_small_a_cloth.dae</mesh>
<textures> <textures>
@ -28,7 +28,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/stall_small_a.png" name="aoTex"/> <texture file="structural/ao/stall_small_a.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -28,7 +28,7 @@
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
<texture file="structural/ao/stall_small_b.png" name="aoTex"/> <texture file="structural/ao/stall_small_b.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_ao_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="stall_cloth stripes 2"> <variant frequency="1" name="stall_cloth stripes 2">
<mesh>structural/ptol_ship_trireme_tent.dae</mesh> <mesh>structural/ptol_ship_trireme_tent.dae</mesh>
<textures> <textures>
@ -25,7 +25,7 @@
<texture file="props/stall_small_a_cloth_norm.png" name="normTex"/> <texture file="props/stall_small_a_cloth_norm.png" name="normTex"/>
<texture file="props/stall_small_a_cloth_spec.png" name="specTex"/> <texture file="props/stall_small_a_cloth_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/spart_barracks.png" name="aoTex"/> <texture file="structural/ao/spart_barracks.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -8,7 +8,7 @@
<texture file="props/hele_props_a.dds" name="baseTex"/> <texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/hele_props_a_norm.png" name="normTex"/> <texture file="props/hele_props_a_norm.png" name="normTex"/>
<texture file="props/hele_props_a_spec.png" name="specTex"/> <texture file="props/hele_props_a_spec.png" name="specTex"/>
<texture file="structural/ao/spart_temple.png" name="aoTex"/> <texture file="structural/ao/spart_temple.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>

View file

@ -17,7 +17,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Ptolemaic romanized helmet brass"> <variant frequency="1" name="Ptolemaic romanized helmet brass">
<mesh>props/helmet/ptol_romanized.dae</mesh> <mesh>props/helmet/ptol_romanized.dae</mesh>
<textures> <textures>
@ -33,7 +33,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Ptolemaic romanized helmet iron"> <variant frequency="1" name="Ptolemaic romanized helmet iron">
<mesh>props/helmet/ptol_romanized_crest.dae</mesh> <mesh>props/helmet/ptol_romanized_crest.dae</mesh>
<textures> <textures>
@ -33,7 +33,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -17,7 +17,7 @@
<texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/> <texture file="props/helmet/ptol_romanized_norm.png" name="normTex"/>
<texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/> <texture file="props/helmet/ptol_romanized_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<material>player_trans_parallax_spec.xml</material> <material>player_trans_parallax_spec.xml</material>
</actor> </actor>

View file

@ -10,9 +10,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_01.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_01.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Persian_Yakhchal_02"> <variant frequency="1" name="Persian_Yakhchal_02">
<mesh>structural/pers_ice_house_02.dae</mesh> <mesh>structural/pers_ice_house_02.dae</mesh>
@ -22,9 +22,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_02.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_02.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Persian_Yakhchal_03"> <variant frequency="1" name="Persian_Yakhchal_03">
<mesh>structural/pers_ice_house_03.dae</mesh> <mesh>structural/pers_ice_house_03.dae</mesh>
@ -34,9 +34,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_03.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_03.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Persian_Yakhchal_04"> <variant frequency="1" name="Persian_Yakhchal_04">
<mesh>structural/pers_ice_house_04.dae</mesh> <mesh>structural/pers_ice_house_04.dae</mesh>
@ -46,9 +46,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_04.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_04.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Persian_Yakhchal_05"> <variant frequency="1" name="Persian_Yakhchal_05">
<mesh>structural/pers_ice_house_05.dae</mesh> <mesh>structural/pers_ice_house_05.dae</mesh>
@ -58,9 +58,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_05.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_05.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
<variant frequency="1" name="Persian_Yakhchal_06"> <variant frequency="1" name="Persian_Yakhchal_06">
<mesh>structural/pers_ice_house_06.dae</mesh> <mesh>structural/pers_ice_house_06.dae</mesh>
@ -70,9 +70,9 @@
<textures> <textures>
<texture file="structural/pers_struct.png" name="baseTex"/> <texture file="structural/pers_struct.png" name="baseTex"/>
<texture file="structural/pers_struct_norm.png" name="normTex"/> <texture file="structural/pers_struct_norm.png" name="normTex"/>
<texture file="structural/pers_struct_spec.png" name="specTex"/> <texture file="structural/pers_struct_spec.png" name="specTex"/>
<texture file="structural/ao/pers_ice_house_06.png" name="aoTex"/> <texture file="structural/ao/pers_ice_house_06.png" name="aoTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<group> <group>

View file

@ -8,7 +8,7 @@
<texture file="gaia/tropic_cliff_mud_spec.png" name="specTex"/> <texture file="gaia/tropic_cliff_mud_spec.png" name="specTex"/>
</textures> </textures>
</variant> </variant>
</group> </group>
<group> <group>
<variant name="a"> <variant name="a">
<decal angle="0" depth="26" offsetx="0" offsetz="0" width="26"/> <decal angle="0" depth="26" offsetx="0" offsetz="0" width="26"/>
@ -22,6 +22,6 @@
<variant name="d"> <variant name="d">
<decal angle="0" depth="-26" offsetx="0" offsetz="0" width="-26"/> <decal angle="0" depth="-26" offsetx="0" offsetz="0" width="-26"/>
</variant> </variant>
</group> </group>
<material>terrain_norm_spec.xml</material> <material>terrain_norm_spec.xml</material>
</actor> </actor>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1"> <actor version="1">
<group> <group>
<variant frequency="100" name="Base"> <variant frequency="100" name="Base">
<animations/> <animations/>
@ -12,5 +12,5 @@
</variant> </variant>
</group> </group>
<material>player_water.xml</material> <material>player_water.xml</material>
</actor> </actor>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1"> <actor version="1">
<group> <group>
<variant frequency="100" name="water_plane"> <variant frequency="100" name="water_plane">
<animations/> <animations/>
@ -12,5 +12,5 @@
</variant> </variant>
</group> </group>
<material>player_water.xml</material> <material>player_water.xml</material>
</actor> </actor>

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1"> <actor version="1">
<group> <group>
<variant frequency="100" name="waterfall"> <variant frequency="100" name="waterfall">
<animations/> <animations/>
@ -12,5 +12,5 @@
</variant> </variant>
</group> </group>
<material>waterfall.xml</material> <material>waterfall.xml</material>
</actor> </actor>

View file

@ -8,7 +8,7 @@
<constant name="emissionrate" value="0.2"/> <constant name="emissionrate" value="0.2"/>
<uniform name="lifetime" min="15.0" max="25.0"/> <uniform name="lifetime" min="15.0" max="25.0"/>
<uniform name="position.x" min="-6.0" max="6.0"/> <uniform name="position.x" min="-6.0" max="6.0"/>
<uniform name="position.z" min="-6.0" max="6.0"/> <uniform name="position.z" min="-6.0" max="6.0"/>
<constant name="position.y" value="6.0"/> <constant name="position.y" value="6.0"/>

View file

@ -3,7 +3,7 @@
<texture>art/textures/particles/smoke_256a.png</texture> <texture>art/textures/particles/smoke_256a.png</texture>
<blend mode="over"/> <blend mode="over"/>
<constant name="emissionrate" value="50.0"/> <constant name="emissionrate" value="50.0"/>
<uniform name="lifetime" min="3.0" max="8.0"/> <uniform name="lifetime" min="3.0" max="8.0"/>

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