//this stuff gets added to your materials.cs with the textures and models in the same folder.
//Nothing needs to be changed this way if you change map folder names.  Only use what's BELOW this line(s) of instructions!
//Add this to the end of any Materials.cs file, or make a new one and add this stuff in, provided you KEEP IT IN THE SAME FOLDER
//as the graphics, otherwise, it won't find them.  If you can't follow this simple step, I can't help you.
//Then after starting (or re-starting) BeamNG, go into the editor and add track pieces to forest brush!  Enjoy!
//If you FAIL to use these in the forest brush, you may, with enough things, hit the map object limit of 4096 objects total!


singleton Material(shawn2)
{
    mapTo = "shawn2";
    diffuseColor[0] = "0.996078 0.996078 0.996078 1";
    specular[0] = "0.996078 0.996078 0.996078 1";
    specularPower[0] = "1";
    doubleSided = "0";
    translucentBlendOp = "None";
    diffuseMap[0] = "shawn2.dds";
    detailScale[0] = "0.7 0.7";
    normalMap[0] = "";
    specularMap[0] = "shawn2.dds";
    materialTag2 = "track";
    materialTag0 = "beamng";
    useAnisotropic[0] = "1";
    detailMap[0] = "";
    specularStrength[0] = "0.588235";
};



singleton Material(stone_trackbase)
{
    mapTo = "stone_trackbase";
    diffuseColor[0] = "1 1 1 1";
    specular[0] = "0.996078 0.996078 0.996078 1";
    specularPower[0] = "1";
    doubleSided = "0";
    translucentBlendOp = "None";
    diffuseMap[0] = "Overlay_01.dds";
    detailScale[0] = "1 1";
    normalMap[0] = "Concrete_03_ddn.dds";
    specularMap[0] = "";
    materialTag2 = "track";
    materialTag0 = "beamng";
    useAnisotropic[0] = "1";
    detailMap[0] = "Concrete_03_diff.dds";
    specularStrength[0] = "0.588235";
};


singleton Material(tracktexture)
{
    mapTo = "tracktexture";
    vertColor[0] = "1";
    diffuseMap[0] = "tracktexture.dds";
    specularMap[0] = "";
    normalMap[0] = "";
    specularPower[0] = "32";
    pixelSpecular[0] = "1";
    diffuseColor[0] = "1 1 1 1";
    useAnisotropic[0] = "1";
    castShadows = "0";
    translucent = "1";
    translucentBlendOp = "None";
    alphaTest = "1";
    alphaRef = "90";
    doubleSided = "0";
    //cubemap = "global_cubemap_metalblurred";
    materialTag0 = "beamng"; materialTag1 = "track";
    annotation = "BUILDINGS";
};


singleton Material(road_asphalt)
{
    mapTo = "road_asphalt";
    vertColor[0] = "1";
    diffuseMap[0] = "road_asphalt_2lane_d.dds";
    specularMap[0] = "road_asphalt_2lane_s.dds";
    normalMap[0] = "road_asphalt_2lane_n.dds";
    specularPower[0] = "32";
    pixelSpecular[0] = "1";
    diffuseColor[0] = "0.8 0.8 0.8 1";
    useAnisotropic[0] = "1";
    castShadows = "1";
    translucent = "1";
    translucentBlendOp = "None";
    alphaTest = "0";
    alphaRef = "0";
    materialTag0 = "track"; materialTag1 = "road";
    //detailMap[1] = "";
    detailScale[1] = "8 2";
    annotation = "STREET";
};


singleton Material(slabs_large)
{
    mapTo = "slabs_large";
    vertColor[0] = "1";
    diffuseMap[0] = "slabs_large_d.dds";
    specularMap[0] = "slabs_large_s.dds";
    normalMap[0] = "slabs_large_n.dds";
    specularPower[0] = "32";
    pixelSpecular[0] = "1";
    diffuseColor[0] = "0.8 0.8 0.8 1";
    useAnisotropic[0] = "1";
    castShadows = "1";
    translucent = "1";
    translucentBlendOp = "None";
    alphaTest = "0";
    alphaRef = "0";
    materialTag0 = "track"; materialTag1 = "road";
    //detailMap[1] = "";
    detailScale[1] = "2 2";
    annotation = "SIDEWALK";
};
