
//The name of the mtr file doesn't matter. So naming it Serious Toni makes it easy to see who did it, etc...
//It can contain an unlimited amount of shaders/materials... so keeping all of your materials in one file is best.
//also, NOTHING references the NAME of this file, only the names of the shaders IN this file.


//Serious Toni's custom materials - good to have your name in here, if it gets included with mod it'll be good to read these comments and know who did what, etc...
//We would not include SeriousToni.mtr in the mod, we would copy/paste these descriptions into the metal.mtr file

//and maybe a description. I don't know what schuppen1 means...
//So maybe 'Blue metal roof tiles'


//KUGL
schuppen1
{
	qer_editorimage		textures/darkmod/metal/schuppen1_ed
	metal

	diffusemap		textures/darkmod/metal/schuppen1_d
	bumpmap			textures/darkmod/metal/schuppen1_local
	specularmap		textures/darkmod/metal/schuppen1_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/metal/schuppen1_d
        rgb         0.15 * parm11
    }

}


// HORSE SHOE
hs_wood1
{
	 
	wood

	diffusemap		textures/darkmod/wood/hs_wood1_d
	bumpmap			textures/darkmod/wood/hs_wood1_local
	specularmap		textures/darkmod/wood/hs_wood1_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/hs_wood1_d
        rgb         0.15 * parm11
    }

}

hs_wood2
{
	 
	wood

	diffusemap		textures/darkmod/wood/hs_wood2_d
	bumpmap			textures/darkmod/wood/hs_wood2_local
	specularmap		textures/darkmod/wood/hs_wood2_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/hs_wood2_d
        rgb         0.15 * parm11
    }

}




// Plumpsklo 1
prv_planks1
{
	 
	wood

	diffusemap		textures/darkmod/wood/prv_planks1_d
	bumpmap			textures/darkmod/wood/prv_planks1_local
	specularmap		textures/darkmod/wood/prv_planks1_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/prv_planks1_d
        rgb         0.15 * parm11
    }

}


// Mead Bar Front
mead_bar1
{
	 
	wood
	diffusemap		textures/darkmod/wood/mead_bar1_d
	bumpmap			textures/darkmod/wood/mead_bar_local
	specularmap		textures/darkmod/wood/mead_bar_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/mead_bar1_d
        rgb         0.15 * parm11
    }

}

// Mead Bar dark
mead_bar2
{
	 
	wood
	diffusemap		textures/darkmod/wood/mead_bar2_d
	bumpmap			textures/darkmod/wood/mead_bar_local
	specularmap		textures/darkmod/wood/mead_bar_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/mead_bar2_d
        rgb         0.15 * parm11
    }

}

// Mead Bar bright
mead_bar3
{
	 
	wood
	diffusemap		textures/darkmod/wood/mead_bar3_d
	bumpmap			textures/darkmod/wood/mead_bar_local
	specularmap		textures/darkmod/wood/mead_bar_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/mead_bar3_d
        rgb         0.15 * parm11
    }
}


// Pension window standard
pens_window
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/window/pens_window_d
	bumpmap			textures/darkmod/window/pens_window_local
	specularmap		textures/darkmod/window/pens_window_s
	noShadows 
	NoSelfShadow 	
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window_d
        rgb         0.15 * parm11
    }
}

// Pension window dark
pens_window0
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/window/pens_window0_d
	bumpmap			textures/darkmod/window/pens_window_local
	specularmap		textures/darkmod/window/pens_window_s
	noShadows 
	NoSelfShadow 	
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window0_d
        rgb         0.15 * parm11
    }

}

// Pension window lit
pens_window1
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/window/pens_window1_d
	{
		blend	add
		map			textures/darkmod/window/pens_window1_d
		rgb		0.3
	}
	bumpmap			textures/darkmod/window/pens_window_local
	specularmap		textures/darkmod/window/pens_window_s
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window1_d
        rgb         0.15 * parm11
    }
}

// Pension window 2 standard
pens_window2
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/window/pens_window2_d
	bumpmap			textures/darkmod/window/pens_window2_local
	specularmap		textures/darkmod/window/pens_window2_s
	noShadows 
	NoSelfShadow 	
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window2_d
        rgb         0.15 * parm11
    }

}

// Pension window 2 dark
pens_window20
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/window/pens_window20_d
	bumpmap			textures/darkmod/window/pens_window2_local
	specularmap		textures/darkmod/window/pens_window2_s
	noShadows 
	NoSelfShadow 	
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window20_d
        rgb         0.15 * parm11
    }

	// TDM Ambient Method Related - works with the ambient light settings, otherwise tex will be black...
	{							
		if (global5 == 1)		
		blend add				
		map				textures/darkmod/window/pens_window20_d		
		scale			1, 1		
		red				global2	
		green			global3	
		blue			global4	
	}							
}

// Pension window 2 lit
pens_window21
{
	qer_editorimage		textures/darkmod/window/pens_window21_d
	glass
	diffusemap		textures/darkmod/window/pens_window21_d
	{
		blend	add
		map			textures/darkmod/window/pens_window21_d
		rgb		0.3
	}
	bumpmap			textures/darkmod/window/pens_window2_local
	specularmap		textures/darkmod/window/pens_window2_s
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/pens_window21_d
        rgb         0.15 * parm11
    }
}

// Gold Kerzenhalter
gold_holder
{
	//qer_editorimage		textures/darkmod/window/schuppen1_ed
	glass
	diffusemap		textures/darkmod/metal/gold_holder_d
	bumpmap			textures/darkmod/metal/gold_holder_local
	specularmap		textures/darkmod/metal/gold_holder_s
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/metal/gold_holder_d
        rgb         0.15 * parm11
    }
}


//clay pot

claypot
{
	 
	stone

	diffusemap		textures/darkmod/nature/foliage/claypot_d
	bumpmap			textures/darkmod/nature/foliage/claypot_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/nature/foliage/claypot_d
        rgb         0.15 * parm11
    }

}


//cactus 1

cactus1
{
	surftype15
	description "foliage"
	
	 

	diffusemap		textures/darkmod/nature/foliage/cactus1_d
	bumpmap			textures/darkmod/nature/foliage/cactus1_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/nature/foliage/cactus1_d
        rgb         0.15 * parm11
    }

}


//cactus 2

cactus2
{
	surftype15
	description "foliage"
	
	 

	diffusemap		textures/darkmod/nature/foliage/cactus2_d
	bumpmap			textures/darkmod/nature/foliage/cactus1_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/nature/foliage/cactus2_d
        rgb         0.15 * parm11
    }

}


cactus3
{
	surftype15
	description "foliage"
	
	 

	diffusemap		textures/darkmod/nature/foliage/cactus3_d
	bumpmap			textures/darkmod/nature/foliage/cactus3_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/nature/foliage/cactus3_d
        rgb         0.15 * parm11
    }

}

// Chandelier off

tdm_chandelier_gas40
{
glass
	
	 

	diffusemap		textures/darkmod/glass/chandelier_bronze_out
	bumpmap			textures/darkmod/glass/chandelier_bronze_out_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/nature/foliage/chandelier_bronze_out
        rgb         0.15 * parm11
    }

}


// Pension Vorhang Stoff 1

pens_vorh1
{

	
	 
	
		surftype15
	description "carpet"

	diffusemap		textures/darkmod/fabric/pens_vorh1_d

	
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/fabric/pens_vorh1_d
        rgb         0.15 * parm11
    }

}



// Pension Vorhang Stoff 2

pens_vorh2
{
		surftype15
	description "carpet"
	
	 

	diffusemap		textures/darkmod/fabric/pens_vorh2_d

	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/fabric/pens_vorh2_d
        rgb         0.15 * parm11
    }

}


// Pension Vorhang Stoff 3

pens_vorh3
{
		surftype15
	description "carpet"
	
	 

	diffusemap		textures/darkmod/fabric/pens_vorh3_d

	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/fabric/pens_vorh3_d
        rgb         0.15 * parm11
    }

}


//Church door

pens_chdr
{
	 
	stone

	diffusemap		textures/darkmod/packs/pens_chdr_d
	bumpmap			textures/darkmod/packs/pens_chdr_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/packs/pens_chdr_d
        rgb         0.15 * parm11
    }

}

//Church roof

pens_chrf
{
	 
	stone

	diffusemap		textures/darkmod/packs/pens_chrf_d
	bumpmap			textures/darkmod/packs/pens_chrf_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/packs/pens_chrf_d
        rgb         0.15 * parm11
    }

}

//Church window

pens_chwd
{
	 
	stone

	diffusemap		textures/darkmod/packs/pens_chwd_d
	bumpmap			textures/darkmod/packs/pens_chwd_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/packs/pens_chwd_d
        rgb         0.15 * parm11
    }

}

//Church wall

pens_chwl
{
	 
	stone

	diffusemap		textures/darkmod/packs/pens_chwl_d
	bumpmap			textures/darkmod/packs/pens_chwl_local
	noShadows 
	NoSelfShadow 
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/packs/pens_chwl_d
        rgb         0.15 * parm11
    }

}


//pens shelf

pens_shelf
{
	 
	stone

	diffusemap		textures/darkmod/wood/pens_shelf_d
	bumpmap			textures/darkmod/wood/pens_shelf_local
	specularmap		textures/darkmod/wood/pens_shelf_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/pens_shelf_d
        rgb         0.15 * parm11
    }

}

//pens shelf B

pens_shelfb
{
	 
	stone

	diffusemap		textures/darkmod/wood/pens_shelfb_d
	bumpmap			textures/darkmod/wood/pens_shelfb_local
	specularmap		textures/darkmod/wood/pens_shelfb_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/pens_shelfb_d
        rgb         0.15 * parm11
    }

}

//pens shelf side

pens_shelf2
{
	 
	stone

	diffusemap		textures/darkmod/wood/pens_shelf2_d
	bumpmap			textures/darkmod/wood/pens_shelf2_local
	specularmap		textures/darkmod/wood/pens_shelf2_s
	
	//this param stuff is so the material will frob highlight...
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/wood/pens_shelf2_d
        rgb         0.15 * parm11
    }

}