# This is a comment # There must be 5 fields in each assigned texture!! Textures do not have # to be capitals, I only did it that way because it looked nice. Do not # use punctuation in your texture names. Material names can be as long # as ACAD will allow. The keyword RND will generate a random number # between 0 and 255. There is no need to add 3 extra words if the shade # option is used - it will be done automatically! Colons allow extra # text or data to be concatenated to the end of the line. CONSTANT 0,0,0,colour0,0 #SHADED 0,shade,0,colour1,0 SINE 0,wavey,0,colour2+rnd/16,0 BOTHSIDES both,0,0,colour3,0 BOTHSHADE both,shade,0,colour4,0 DOUBLESIDED double,0,0,colour5a,colour5b DOUBLESHADE double,shade,shade,colour6a,colour6b 1SHADE2SINE 0,shade,wavey,colour7a,colour7b 1SINE2SHADE 0,wavey,shade,colour8a,colour8b 2SINE double,wavey,wavey,colour9a,colour9b AUTOSHADE auto_s,0,0,colour0,0 HIBITMAP himap:,0,5,5 LOBITMAP lomap:,0,5,5 SHADESTONE 0,shade+stone,0,colour,0 STONE 0,auto_s+stone,0,0,0 MESH 0,mesh,0,colour,0 SAMPLESIDE this is,an example,of what,you can,do! #Add your own textures. Then name the ACAD layers to those textures and viola! #These are example textures for the AUTO1.DWG shape FACES 0,shade,0,16,0 MIDDLE 0,shade,0,48,0 OTHEREND 0,shade,0,32,0 #Materials examples for REND386 .PLG files 0_x11FF 0,shade,0,16,0 0_x22AA 0,shade,0,48,0 #Isn't this materials file cool? Send me a postcard. 2_LEGR 0,auto_s,0,48,0 3_LEGL 0,auto_s,0,48,0 7_SHOULDERL 0,auto_s,0,48,0 A_BOXL 0,auto_s,0,48,0 9_BOXR 0,auto_s,0,48,0 8_SHOULDERR 0,auto_s,0,48,0 6_SLABBOTTOM 0,auto_s,0,48,0 0_BODYL 0,auto_s,0,48,0 1_BODYR 0,auto_s,0,48,0 4_SLABTOP 0,auto_s,0,48,0 5_SLABMIDDLE 0,auto_s,0,48,0 B_MIDBOX 0,auto_s,0,48,0 C_HEAD 0,auto_s,0,48,0 C_LIGHT 0,auto_s,0,48,0 C_NOSE 0,auto_s,0,46,0 #Lettering, VECTOR SCUM FRONT 0,auto_s,0,32,0 #Space Ships for GAME SHADED 0,shade+stone,0,0,0 BOTTOM 0,shade,0,32,0 WINDOW 0,wavey,0,64+rnd/16,0 ENGINE 0,wavey,0,96,0 SHIELD_R both,glenz+shade,0,1,0 SHIELD_F both,glenz+shade+inverse,0,1,0 SPOKE1 0,shade,0,spoke1,0 RIMINSIDE 0,shade,0,riminside,0 RIMSIDEWALL1 0,shade,0,riminsidewall1,0 RIMSIDEWALL2 0,shade,0,riminsidewall2,0 RIMSIDEWALLBACK 0,shade,0,back,0 TIRETREAD 0,shade,0,tiretread,0 CENTERHUB 0,shade,0,centerhub,0 GLENZ1 both,glenz+shade,0,1,0 GLENZ2 both,glenz+shade,0,1,0