// Comments start with a double slash and end with a semicolon. They're ignored by the game.;
// Every script operation must end with a semicolon. Spaces or line returns are ignored.;
// Base game material file names are a number, so only use non-number names to add new materials. Ex: BlueChickenMaterial.txt;
// Don't put spaces in file names.;
// Not all script operations must be defined for a material to work. Default values will be used instead. This file contains all possible ones, but comments some of them.;
// The file name of the base texture;
texture = BlueChicken.png;
// The file name of the OPTIONAL normal texture;
// Normal textures are used to give a 3D effect to textures via bump mapping.;
// https://cpetry.github.io/NormalMap-Online/ is an excellent free tool for generating bump maps from height maps;
normal = BlueChickenNormal.png;
// The file name of the OPTIONAL emissive texture;
// Emissive textures will overwrite material effects and lighting and keep the non-black pixels in it fully bright;
//emissive = None;
// The file name of the OPTIONAL specular texture;
// Specular textures will affect the specular setting of the material. It needs to be grayscale. It makes things shiny.
specular = BlueChickenSpecular.png;
// The file name of the OPTIONAL metallic texture;
// Metallic textures will affect the metallic setting of the material. It needs to be grayscale. It makes things shiny.
//metallic = None;
// The file name of the OPTIONAL roughness texture;
// Roughness textures will affect the roughness setting of the material. It needs to be grayscale. It makes things matte.
roughness = BlueChickenRoughness.png;
// The number of columns in the sprite sheet. Leave to 1 if this isn't a sprite sheet.;
columns = 2;
// The number of rows in the sprite sheet. Leave to 1 if this isn't a sprite sheet.;
rows = 2;
// How fast the sprite sheet animation will play. A smaller number will play it slower. Ignored if this isn't a sprite sheet.;
animationFactor = 0.75;
// The amount of frames in the sprite sheet animation. Leave to 1 if this isn't a sprite sheet.;
frameAmount = 4;
// Apply a hue shift to the texture. 0.0 to 1.0.;
//hue = 0.0;
// Percentage of desaturation of the texture. 0.0 to 1.0.;
//desaturation = 0.0;
// Set to true if you want meshes using this material to drop shadows into the world. false will disable dropping shadows.;
shadow = false;
// Set to true if you want this material to display rain wetness effects if the mesh is under rain. Do not use for materials used in dynamic sprites like enemies.;
allowWetness = false;
// The step sound to play if the player character is stepping on a mesh using this material.;
//stepSound = 830;