/* $Id$ */ technique "marble brick.tech" { shader "marble.shader" { uniform1i "use_shadow" 0; }; shader_texture "noise"; pass "glow"; pass "noshader"; pass "shadow" { use_textures false; }; pass "light" { shader "marble.shader" { uniform1i "use_shadow" 1; uniform1i "shadow" 2; }; }; }; brick "marble piece" { size 0.4 0.4 0.4; durability 1; score 1; color "default"; bonus_chance 0; mesh "piece1.mesh"; lod_mesh 1 "piece0.mesh"; technique "marble brick.tech"; }; color_scheme "spectrum" { color "white" { color 0.84 0.84 0.84; variation 0.06 0.06 0.06; }; color "red" { color 0.84 0.00 0.00; variation 0.06 0.00 0.00; }; color "orange" { color 0.84 0.52 0.00; variation 0.06 0.04 0.00; }; color "yellow" { color 0.84 0.84 0.00; variation 0.06 0.06 0.00; }; color "lime" { color 0.52 0.84 0.00; variation 0.04 0.06 0.00; }; color "green" { color 0.00 0.84 0.00; variation 0.00 0.06 0.00; }; color "jade" { color 0.00 0.84 0.52; variation 0.00 0.06 0.04; }; color "cyan" { color 0.00 0.84 0.84; variation 0.00 0.06 0.06; }; color "turquoise" { color 0.00 0.54 0.84; variation 0.00 0.04 0.06; }; color "blue" { color 0.00 0.00 0.84; variation 0.00 0.00 0.06; }; color "indigo" { color 0.42 0.00 0.84; variation 0.03 0.00 0.06; }; color "purple" { color 0.84 0.00 0.84; variation 0.06 0.00 0.06; }; color "crimson" { color 0.84 0.00 0.42; variation 0.06 0.00 0.03; }; }; brick "marble" { size 2 1 1; durability 1; score 10; explode "marble piece" { count 15; }; color_scheme "spectrum"; mesh "brick1.mesh"; lod_mesh 1 "brick0.mesh"; technique "marble brick.tech"; hit_sound "hit_stone.ogg"; }; brick "marble half" { size 1 1 1; durability 1; score 10; bonus_chance 0; explode "marble piece" { count 7; }; color_scheme "spectrum"; mesh "brick1h.mesh"; lod_mesh 1 "brick0h.mesh"; technique "marble brick.tech"; hit_sound "hit_stone.ogg"; }; technique "metallic brick.tech" { shader "metal.shader" { uniform1i "use_shadow" 0; }; pass "glow"; pass "noshader"; pass "shadow" { use_textures false; }; pass "light" { shader "metal.shader" { uniform1i "use_shadow" 1; uniform1i "shadow" 2; }; }; }; brick "steel piece" { size 0.4 0.4 0.4; score 1; color "default"; bonus_chance 0; mesh "piece4.mesh"; lod_mesh 1 "piece0.mesh"; technique "metallic brick.tech"; }; brick "steel" { size 2 1 1; durability 2; score 15; explode "steel piece" { count 15; }; color "white" { color 0.7 0.7 0.7; variation 0.06 0.06 0.06; }; mesh "brick6.mesh"; lod_mesh 1 "brick0.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; }; brick "steel half" { size 1 1 1; durability 2; score 15; explode "steel piece" { count 7; }; color "white" { color 0.7 0.7 0.7; variation 0.06 0.06 0.06; }; mesh "brick6h.mesh"; lod_mesh 1 "brick0.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; }; brick "steel hard" { size 2 1 1; durability 4; score 20; explode "steel piece" { count 15; }; color "blue" { color 0.6 0.65 0.8; variation 0.06 0.06 0.06; }; mesh "brick6.mesh"; lod_mesh 1 "brick0.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; }; brick "steel hard half" { size 1 1 1; durability 4; score 20; explode "steel piece" { count 7; }; color "blue" { color 0.6 0.65 0.8; variation 0.06 0.06 0.06; }; mesh "brick6h.mesh"; lod_mesh 1 "brick0.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; }; technique "clay brick.tech" { shader "clay.shader" { uniform1i "use_shadow" 0; }; shader_texture "noise"; pass "glow"; pass "noshader"; pass "shadow" { use_textures false; }; pass "light" { shader "clay.shader" { uniform1i "use_shadow" 1; uniform1i "shadow" 2; }; }; }; brick "holed piece" { size 0.4 0.4 0.4; score 1; bonus_chance 0; color "default"; mesh "piece5.mesh"; lod_mesh 1 "piece0.mesh"; technique "clay brick.tech"; }; color_scheme "clay" { color "yellow" { color 0.90 0.80 0.50; variation 0.06 0.05 0.02; }; color "red" { color 0.70 0.40 0.30; variation 0.06 0.02 0.01; }; color "white" { color 0.80 0.77 0.75; variation 0.06 0.05 0.05; }; color "dark red" { color 0.40 0.20 0.10; variation 0.03 0.01 0.01; }; }; brick "holed" { size 2 1 1; durability 1; score 10; explode "holed piece" { count 15; }; color_scheme "clay"; mesh "brick5.mesh"; lod_mesh 1 "brick0.mesh"; technique "clay brick.tech"; hit_sound "hit_clay.ogg"; }; brick "holed long" { size 3 1 1; durability 1; score 10; explode "holed piece" { count 20; }; color_scheme "clay"; mesh "brick5l.mesh"; lod_mesh 1 "brick0l.mesh"; technique "clay brick.tech"; hit_sound "hit_clay.ogg"; }; technique "plain brick.tech" { pass "glow"; pass "noshader"; pass "shadow" { use_textures false; }; pass "light"; }; brick "rubber" { size 2 1 1; indestructible true; bouncyness 0.02; color "black" { color 0.20 0.20 0.20; }; mesh "brick4.mesh"; lod_mesh 1 "brick0.mesh"; technique "plain brick.tech"; hit_sound "hit_rubber.ogg"; }; brick "rubber double" { size 2 2 1; indestructible true; bouncyness 0.02; color "black" { color 0.20 0.20 0.20; }; mesh "brick4d.mesh"; lod_mesh 1 "brick0d.mesh"; technique "plain brick.tech"; hit_sound "hit_rubber.ogg"; }; color_scheme "bright" { color "blue" { color 0.30 0.30 1.00; }; color "green" { color 0.30 1.00 0.30; }; color "red" { color 1.00 0.30 0.30; }; }; technique "glowing brick.tech" { pass "glow" { shader "brick glow.shader"; }; pass "noshader"; pass "shadow" { use_textures false; }; pass "light"; }; brick "energy" { size 2 1 1; indestructible true; boost 5; color_scheme "bright"; mesh "brick4.mesh"; lod_mesh 1 "brick0.mesh"; technique "glowing brick.tech"; }; brick "energy half" { size 1 1 1; indestructible true; boost 5; color_scheme "bright"; mesh "brick4h.mesh"; lod_mesh 1 "brick0h.mesh"; technique "glowing brick.tech"; }; brick "gold" { size 2 1 1; indestructible true; color "gold" { color 0.80 0.70 0.20; variation 0.05 0.04 0.01; }; mesh "brick6.mesh"; lod_mesh 1 "brick0.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; }; brick "gold half" { size 1 1 1; indestructible true; color "gold" { color 0.80 0.70 0.20; variation 0.05 0.04 0.01; }; mesh "brick6h.mesh"; lod_mesh 1 "brick0h.mesh"; technique "metallic brick.tech"; hit_sound "hit_metal.ogg"; };