forked from townforge/townforge
game: update PloughedField material
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f0b31c7734
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e5829197c6
@ -1,8 +1,9 @@
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<material>
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<technique name="Techniques/Diff.xml" quality="0" />
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<texture unit="diffuse" name="Textures/wildtextures_plowed-field-1k-seamless-texture.dds" />
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<shader psdefines="PACKEDNORMAL" />
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<parameter name="MatSpecColor" value="0.3 0.3 0.3 16" />
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<parameter name="MatDiffColor" value="1 1 1 1" />
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<parameter name="TextureTiles" value="16" />
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/VegetationPloughedField.dds"/>
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<parameter name="MatSpecColor" value="2 2 2 16" />
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<parameter name="MatDiffColor" value="1 1 1 1"/>
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<parameter name="TextureTiles" value="6" />
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<parameter name="SpecContrastD" value=".4" />
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<parameter name="SpecContrastL" value="1" />
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</material>
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BIN
GameData/Textures/Cubes/VegetationPloughedField.dds
Executable file
BIN
GameData/Textures/Cubes/VegetationPloughedField.dds
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@ -50,7 +50,7 @@ static const struct block_variant_t block_variants[] =
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{ BLOCK_VARIANT_VEGETATION_TEST1, ITEM_VEGETATION, 0, "Meadow" },
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{ BLOCK_VARIANT_VEGETATION_TEST2, ITEM_VEGETATION, 0, "Ivy" },
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{ BLOCK_VARIANT_VEGETATION_BARK1, ITEM_VEGETATION, 0, "Mossy Bark" },
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{ BLOCK_VARIANT_VEGETATION_PLOUGHED_FIELD, ITEM_VEGETATION, 0, "Ploughed field" },
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{ BLOCK_VARIANT_VEGETATION_PLOUGHED_FIELD, ITEM_VEGETATION, 0, "Ploughed Field" },
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{ BLOCK_VARIANT_PINE_3_DARK_GREY, ITEM_PINE, 16, "Roof Pine" },
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{ BLOCK_VARIANT_PINE_3_DARK_BROWN, ITEM_PINE, 18, "Dark Brown Roof Pine" },
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