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2026-02-28 14:00:45 -06:00
commit 16d3170787
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<?xml version="1.0" encoding="utf-8"?>
<!--Format:
<Material name="YourMaterialName">
<Texture_Name>YourTextureName.tga</Texture_Name>
<Render_Mode>Your_Render_Mode</Render_Mode>
</Material>
Note: usually you'd not specify the render mode since the default mode "MODULATE" is almost always used.
Default settings: Texture_Name: w_shadow_blob.tga
Render_Mode: MODULATE
In case no material specified for a certain shadow blob, the default material will be used.
Default material is always registered (hardcoded) in terrain (even if this file is missing).-->
<Shadow_Blob_Materials>
<Material name="Terrain_Editor_Brush">
<Texture_Name>editor_select_overlay.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Generic_Shadow">
<Texture_Name>w_shadow_blob.tga</Texture_Name>
<Render_Mode>MODULATE</Render_Mode>
</Material>
<Material name="Tree_Shadow">
<Texture_Name>w_shadow_tree_blob.tga</Texture_Name>
<Render_Mode>MODULATE</Render_Mode>
</Material>
<Material name="Tree_Shadow_Light">
<Texture_Name>w_shadow_tree_blob_light.tga</Texture_Name>
<Render_Mode>MODULATE</Render_Mode>
</Material>
<Material name="Rock_Shadow">
<Texture_Name>w_shadow_rock_blob.tga</Texture_Name>
<Render_Mode>MODULATE</Render_Mode>
</Material>
<Material name="Square_Shadow">
<Texture_Name>w_shadow_square_blob.tga</Texture_Name>
<Render_Mode>MODULATE</Render_Mode>
</Material>
<Material name="Reinforcement_Overlay_Rebel">
<Texture_Name>i_rebel_decal.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Reinforcement_Overlay_Empire">
<Texture_Name>i_empire_decal.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Reinforcement_Overlay_Underworld">
<Texture_Name>i_underworld_decal.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Reinforcement_Overlay_Hutts">
<Texture_Name>i_hutt_decal.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombing_Run_Rebel">
<Texture_Name>i_bombing_run_rebel.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombing_Run_Empire">
<Texture_Name>i_bombing_run_empire.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombing_Run_Underworld">
<Texture_Name>i_bombing_run_rebel.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombing_Run_Hutts">
<Texture_Name>i_bombing_run_empire.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombardment_Rebel">
<Texture_Name>I_bombardment_rebel.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombardment_Empire">
<Texture_Name>I_bombardment_empire.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombardment_Underworld">
<Texture_Name>I_bombardment_underworld.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Bombardment_Hutts">
<Texture_Name>I_bombardment_hutts.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Selection_Rebel_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>i_selection_rebel.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Empire_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>i_selection_empire.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Hutts_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>I_SELECTION_HUTTS.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Rebel_Space">
<Texture_Name>i_selection_cutout_space.tga</Texture_Name>
<Texture_Name_2>i_selection_rebel.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Empire_Space">
<Texture_Name>i_selection_cutout_space.tga</Texture_Name>
<Texture_Name_2>i_selection_empire.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Hutts_Space">
<Texture_Name>i_selection_cutout_space.tga</Texture_Name>
<Texture_Name_2>I_SELECTION_HUTTS.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Garrison_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>i_selection_garrisoned.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Selection_Garrison_Space">
<Texture_Name>i_selection_cutout_space.tga</Texture_Name>
<Texture_Name_2>i_selection_garrisoned.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Invalid_Move_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>i_selection_invalid.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Yellow_Move_Land">
<Texture_Name>i_selection_cutout.tga</Texture_Name>
<Texture_Name_2>i_selection_yellow.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Yellow_Move_Space">
<Texture_Name>i_selection_cutout_space.tga</Texture_Name>
<Texture_Name_2>i_selection_yellow.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<!--A ring around the mouse world location (cursor) to show how far Obiwan's "force distract" will effect potential units-->
<Material name="Rebel_Land_Area_Effect_Range_Overlay">
<Texture_Name>i_circle00.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<!--A ring around Obiwan to show how far he target his "force distract" ping from his location-->
<Material name="Rebel_Land_Ability_Targeting_Range_Overlay">
<Texture_Name>i_circle00.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<!--Currently unused by Empire - Boba Fett does not require this since his jet pack jump has no area effect. Stubbed in just in case-->
<Material name="Empire_Land_Area_Effect_Range_Overlay">
<Texture_Name>i_circle00.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<!--A ring around Boba Fett to show how he can target his jet pack jump from his location-->
<Material name="Empire_Land_Ability_Targeting_Range_Overlay">
<Texture_Name>i_circle00.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Reinforcement_Point_Radius_Overlay">
<Texture_Name>i_circle01.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Selection_Rebel_Hero">
<Texture_Name>i_selection_rebel.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Selection_Empire_Hero">
<Texture_Name>i_selection_empire.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Highlight_Rebel_Hero">
<Texture_Name>i_highlight_rebel_hero.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Highlight_Empire_Hero">
<Texture_Name>i_highlight_empire_hero.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Highlight_Underworld_Hero">
<Texture_Name>i_highlight_underworld_hero.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Highlight_Hutt_Hero">
<Texture_Name>i_highlight_hutt_hero.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Highlight_Pirate_Hero">
<Texture_Name>i_highlight_pirate_hero.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Sensor_Jamming_Blob">
<Texture_Name>i_circle00.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="FCU_Shield_Position_Highlight">
<Texture_Name>i_circle02.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<!-- For selectable healing units (ie. nebulons), merge the circles together for a cleaner look -->
<Material name="Healing_Range_Indicator_Highlight">
<Texture_Name>i_circle03_cutout.tga</Texture_Name>
<Texture_Name_2>i_circle03_green.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<!-- Alternate for use with very large healing ranges (ie. sternenkreuzer ssd) -->
<!-- Probably not needed as idicators only merge on the same space layer -->
<Material name="Healing_Range_Indicator_Highlight_2">
<Texture_Name>i_circle03_cutout.tga</Texture_Name>
<Texture_Name_2>i_circle03_green.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<!-- For ysalamiri cages as blue is used for mdu sensor scrambler -->
<!-- Must be above blue idicator to take overlay priority when selected -->
<Material name="Violet_Range_Indicator_Highlight">
<Texture_Name>i_circle03_cutout.tga</Texture_Name>
<Texture_Name_2>i_circle03_violet.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<!-- For Interdictor and any other blue unit range indicators -->
<Material name="Interdictor_Range_Indicator_Highlight">
<Texture_Name>i_circle03_cutout.tga</Texture_Name>
<Texture_Name_2>i_circle03_blue.tga</Texture_Name_2>
<Shader_Name>BlobStencilMasked.fx</Shader_Name>
</Material>
<Material name="Generic_Range_Indicator_Highlight"> <!-- White, can be colored -->
<Texture_Name>i_circle03.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Generic_Range_Indicator_Highlight_Red"> <!-- Min Range / Minefield explosion range -->
<Texture_Name>i_circle03_red.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Generic_Range_Indicator_Highlight_Green"> <!-- Healing -->
<Texture_Name>i_circle03_green.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Generic_Range_Indicator_Highlight_Blue"> <!-- Other Range Indicator -->
<Texture_Name>i_circle03_blue.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
<Material name="Generic_Range_Indicator_Highlight_Violoet"> <!-- Unused -->
<Texture_Name>i_circle03_violet.tga</Texture_Name>
<Render_Mode>ALPHA</Render_Mode>
</Material>
</Shadow_Blob_Materials>