material _missing_material_ { receive_shadows off technique { pass { ambient 0.1 0.1 0.1 1.0 diffuse 0.8 0.0 0.0 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.3 0.3 0.3 1.0 } } } // Kugel genrated by blender2ogre 0.5.8 material Kugel { receive_shadows on technique { pass Kugel { ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0 specular 1.0 1.0 1.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off lighting on normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on texture_unit { texture Head.F.png tex_address_mode wrap scale 1.0 1.0 tex_coord_set 0 colour_op modulate } } } } // Lauf genrated by blender2ogre 0.5.8 material Lauf { receive_shadows on technique { pass Lauf { ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0 specular 1.0 1.0 1.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off lighting on normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on texture_unit { texture Head.F.png tex_address_mode wrap scale 1.0 1.0 tex_coord_set 0 colour_op modulate } } } } // Visier genrated by blender2ogre 0.5.8 material Visier { receive_shadows on technique { pass Visier { ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0 specular 1.0 1.0 1.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off lighting on normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on texture_unit { texture Head.F.png tex_address_mode wrap scale 1.0 1.0 tex_coord_set 0 colour_op modulate } } } }