DarkTree Old Plating Version: 2.00 Modified: 05/16/2001 Author: DarkSim - August // Rusted metal plating 2D only. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Pattern 1 : Bricks Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 0.25, 0, 0, -0.5 Trans_1 : 0, 0.25, 0, -0.5 Trans_2 : 0, 0, 0.25, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.2 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : 0 Mortar : 0.5 } Pattern 2 : Dots Color { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Dot_Size : Link_To 5 | Percent Blend_Function : 0 Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Dot : Link_To 0 | Rivet Rust Background : Link_To 11 | Color } Pattern 3 : Dots Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 4, 0, 0, 2 Trans_1 : 0, 4, 0, 2 Trans_2 : 0, 0, 4, 0 Common: Dot_Size : Link_To 7 | Percent Blend_Function : 0 Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Dot : 0 Background : Link_To 12 | Bump Bevel_Width : Link_To 7 | Percent Bevel_Profile : 0 Bump_Scale : 10 } Pattern 4 : Bricks Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 1.5, 0, 0, -0.5 Trans_1 : 0, 1.50001, 0, -0.5 Trans_2 : 0, 0, 1.50001, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.03 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Brick : Link_To 3 | Bump Mortar : 0 Bevel_Width : 0.03 Bevel_Profile : 0 Bump_Scale : 0.02 } Pattern 5 : Bricks Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 0.25, 0, 0, -0.5 Trans_1 : 0, 0.25, 0, -0.5 Trans_2 : 0, 0, 0.25, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.25 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : 0 Mortar : Link_To 8 | Percent } Natural 6 : Lumps Color { DarkData: 5, 0, 200 Transform: Trans_0 : 8.00001e+006, 0, 0, -40.0004 Trans_1 : 0, 8.00004e+006, 0, -40.0002 Trans_2 : 0, 0, 8.00004e+006, 0 Common: Lump_Size : 0.265 Density : 0 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Color: Background : Link_To 0 | Base Rust 1 Lumps : Link_To 0 | Base Rust 2 } Pattern 7 : Bricks Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 0.25, 0, 0, -0.5 Trans_1 : 0, 0.25, 0, -0.5 Trans_2 : 0, 0, 0.25, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.2 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : 0 Mortar : 0.5 } Noise 8 : Fractal Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 1, 0, 0, 0.5 Trans_1 : 0, 0.99999, 0, 0.499995 Trans_2 : 0, 0, 0.99999, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Rivet Rust Size Contrast : 0.805 Input_Seed : 1 Percent: Low : 0.355 High : 1 } Pattern 9 : Dots Color { DarkData: 1, 0, 200 Transform: Trans_0 : 6.00001, 0, 0, -1.81198e-005 Trans_1 : 0, 6.00003, 0, 0 Trans_2 : 0, 0, 6.00003, 0 Common: Dot_Size : Link_To 1 | Percent Blend_Function : 0 Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Dot : Link_To 0 | Rivet Background : Link_To 2 | Color } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 0.666667, 0, 0, -0.333333 Trans_1 : 0, 0.666667, 0, -0.333333 Trans_2 : 0, 0, 0.666667, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.6 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.14 Light2_Rotate : 0 Surface_Color : Link_To 9 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0 Specular_Function : 0.5 Glossiness : 0.15 Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 4 | Bump Alpha : 1 } Noise 11 : Rough Color { DarkData: 4, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0.500004 Trans_1 : 0, 0.249999, 0, 0.5 Trans_2 : 0, 0, 0.249999, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.62 Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Plate Erosion Contrast : 0.7 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Base Plate High : Link_To 6 | Color } Noise 12 : Fractal Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 0.25, 0, 0, 0.5 Trans_1 : 0, 0.249998, 0, 0.5 Trans_2 : 0, 0, 0.249998, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_INT Tweak : Random Seed Tweak : 1 Tweak : IF_COLOR Tweak : Base Plate Tweak : 65, 65, 65 Tweak : IF_COLOR Tweak : Rivet Tweak : 129, 98, 67 Tweak : IF_COLOR Tweak : Rivet Rust Tweak : 171, 101, 22 Tweak : IF_COLOR Tweak : Base Rust 1 Tweak : 156, 126, 97 Tweak : IF_COLOR Tweak : Base Rust 2 Tweak : 253, 126, 0 Tweak : IF_PERCENT Tweak : Plate Erosion Tweak : 0.5 Tweak : IF_PERCENT Tweak : Rivet Rust Size Tweak : 0.5 }