
material barrackBaseC1
{
	technique Map#90
	{
		pass Map#91
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 0 0
			scene_blend alpha_blend
			alpha_rejection greater 20
			depth_write off
			depth_bias 3 3

			vertex_program_ref TerrainOverlay_vs
			{
			}

			fragment_program_ref TerrainOverlay_ps
			{
			}

			texture_unit Map#92
			{
				texture_alias Map#92
				texture barrackbaseC1_Diffuse.dds
				filtering linear linear linear
				colour_op_ex source1 src_texture src_current
				colour_op_multipass_fallback one zero
			}

			texture_unit Map#144
			{
				texture_alias Map#144
				texture Barrackbase_Normal.dds
				filtering linear linear linear
			}
		}

	}

}



material barrack_scaffolding
{
	technique Map#138
	{
		pass Map#139
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 1 20

			texture_unit Map#140
			{
				texture_alias Map#140
				texture scaffolding_diffuse.dds
				filtering linear linear linear
			}
		}

	}

}



material barrack
{
	technique Map#66
	{
		pass Map#67
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20
			scene_blend alpha_blend
			alpha_rejection greater 60
			cull_hardware none

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
				param_named useAlpha float4 1 0 0 0
			}

			texture_unit Map#68
			{
				texture_alias Map#68
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#69
			{
				texture_alias Map#69
				texture Barrack_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#70
			{
				texture_alias Map#70
				texture Barrack_Specular.dds
				filtering linear linear linear
			}

			texture_unit Map#96
			{
				texture_alias Map#96
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#97
			{
				texture_alias Map#97
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}
		}

	}

}



material grass
{
	technique Map#75
	{
		pass Map#76
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 1 20
			scene_blend alpha_blend
			alpha_rejection greater 50
			depth_write off
			cull_hardware none

			texture_unit Map#77
			{
				texture_alias Map#77
				texture grass_Diffuse.dds
				filtering linear linear linear
			}
		}

	}

}



material Barrels
{
	technique Map#79
	{
		pass Map#80
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
				param_named useAlpha float4 0 0 0 0
			}

			texture_unit Map#81
			{
				texture_alias Map#81
				texture barrel_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#82
			{
				texture_alias Map#82
				texture barrel_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#83
			{
				texture_alias Map#83
				texture barrel_Specular.dds
				filtering linear linear linear
			}
		}

	}

}



material barrack_L
{
	technique barrack_L01
	{
		pass Map#127
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 0 0

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
			}

			texture_unit Map#128
			{
				texture_alias Map#128
				texture Barrack_L_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#146
			{
				texture_alias Map#146
				texture plain_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#147
			{
				texture_alias Map#147
				texture Plain_Specular.dds
				filtering linear linear linear
			}
		}

	}

}



material barrackBase_L
{
	technique Map#90
	{
		pass Map#91
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 0 0
			scene_blend alpha_blend
			alpha_rejection greater 20
			depth_write off
			depth_bias 3 3

			vertex_program_ref TerrainOverlay_vs
			{
			}

			fragment_program_ref TerrainOverlay_ps
			{
			}

			texture_unit Map#92
			{
				texture_alias Map#92
				texture barrackbase_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#144
			{
				texture_alias Map#144
				texture Barrackbase_Normal.dds
				filtering linear linear linear
			}
		}

	}

}



material barrack
{
	technique Map#66
	{
		pass Map#67
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20
			scene_blend alpha_blend
			alpha_rejection greater 60
			cull_hardware none

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
				param_named useAlpha float4 1 0 0 0
			}

			texture_unit Map#68
			{
				texture_alias Map#68
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#69
			{
				texture_alias Map#69
				texture Barrack_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#70
			{
				texture_alias Map#70
				texture Barrack_Specular.dds
				filtering linear linear linear
			}

			texture_unit Map#96
			{
				texture_alias Map#96
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#97
			{
				texture_alias Map#97
				texture Barrack_Diffuse.dds
				filtering linear linear linear
			}
		}

	}

}



material grass
{
	technique Map#75
	{
		pass Map#76
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 1 20
			scene_blend alpha_blend
			alpha_rejection greater 50
			depth_write off
			cull_hardware none

			texture_unit Map#77
			{
				texture_alias Map#77
				texture grass_Diffuse.dds
				filtering linear linear linear
			}
		}

	}

}



material Barrels
{
	technique Map#79
	{
		pass Map#80
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
				param_named useAlpha float4 0 0 0 0
			}

			texture_unit Map#81
			{
				texture_alias Map#81
				texture barrel_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#82
			{
				texture_alias Map#82
				texture barrel_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#83
			{
				texture_alias Map#83
				texture barrel_Specular.dds
				filtering linear linear linear
			}
		}

	}

}



material sandbags
{
	technique Map#84
	{
		pass Map#85
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 0 0

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
			}

			texture_unit Map#86
			{
				texture_alias Map#86
				texture sandbags_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#88
			{
				texture_alias Map#88
				texture sandbags_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#89
			{
				texture_alias Map#89
				texture sandbags_Specular.dds
				filtering linear linear linear
			}
		}

	}

}



material barrackBase
{
	technique Map#90
	{
		pass Map#91
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0 0 0 0 0
			scene_blend alpha_blend
			alpha_rejection greater 20
			depth_write off
			depth_bias 3 3

			vertex_program_ref TerrainOverlay_vs
			{
			}

			fragment_program_ref TerrainOverlay_ps
			{
			}

			texture_unit Map#92
			{
				texture_alias Map#92
				texture barrackbase_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#144
			{
				texture_alias Map#144
				texture Barrackbase_Normal.dds
				filtering linear linear linear
			}
		}

	}

}



material barrack_Corps
{
	technique Map#103
	{
		pass Map#105
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20

			vertex_program_ref base_normalspecularmap_vs
			{
				param_named wsLightDir float12 0 1 0 0 0 1 0 0 0 1 0 0
			}

			fragment_program_ref base_normalspecularmap_ps
			{
				param_named lightDiffuse float12 0.5 0.5 0.5 0 0.5 0.5 0.5 0 0.5 0.5 0.5 0
				param_named useAlpha float4 0 0 0 0
			}

			texture_unit Map#106
			{
				texture_alias Map#106
				texture BarrackCorps_Diffuse.dds
				filtering linear linear linear
			}

			texture_unit Map#107
			{
				texture_alias Map#107
				texture BarrackCorps_Normal.dds
				filtering linear linear linear
			}

			texture_unit Map#108
			{
				texture_alias Map#108
				texture BarrackCorps_Specular.dds
				filtering linear linear linear
			}
		}

	}

}



material Base_barrack_Corps
{
	technique Map#100
	{
		pass Map#101
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20
			scene_blend alpha_blend
			alpha_rejection greater 30
			depth_write off
			depth_bias 2 2

			vertex_program_ref TerrainOverlay_vs
			{
			}

			fragment_program_ref TerrainOverlay_ps
			{
			}

			texture_unit Map#102
			{
				texture_alias Map#102
				texture BarrackCorps_Diffuse.dds
				filtering linear linear linear
				colour_op_ex source1 src_texture src_current
				colour_op_multipass_fallback one zero
			}

			texture_unit Map#129
			{
				texture_alias Map#129
				texture plain_Normal.dds
				filtering linear linear linear
			}
		}

	}

}



material Base1_barrack_Corps
{
	technique Map#100
	{
		pass Map#101
		{
			ambient 0.698039 0.698039 0.698039 1
			diffuse 0.698039 0.698039 0.698039 1
			specular 0.898039 0.898039 0.898039 1 20
			scene_blend alpha_blend
			alpha_rejection greater 30

			texture_unit Map#102
			{
				texture_alias Map#102
				texture BarrackCorps_Diffuse.dds
				filtering linear linear linear
				colour_op_ex source1 src_texture src_current
				colour_op_multipass_fallback one zero
			}
		}

	}

}


