class = mesh
type = Ram

mesh = sculpture/Ram/RamHT.lwo
mesh1 = sculpture/Ram/RamMT.lwo
mesh2 = sculpture/Ram/RamLT.lwo

LodBias = 0.3

#mesh = Waypoint2.lwo
#mesh = Sculpture/Diva2T.lwo
#mesh = Sculpture/LongFigure4T.lwo

#texture = textures/Waypoint.bmp
#texture = textures/EarthGreen.bmp
#texture = textures/StonePebblesDX.bmp
#texture = textures/Field.bmp
#texture = textures/RockFace.bmp
#texture = textures/EarthBrown.bmp
#texture = textures/TerrainRidgedCourse.bmp
#texture = textures/SnakePurple.bmp
#texture = textures/SnakeSkinGreenBlue.bmp
#texture = textures/MarbleWhiteBlackGold.bmp
#texture = textures/WallpaperGreenGold.bmp
#texture = textures/LizardSkinYellow.bmp
#texture = textures/StoneMosaic.bmp
#texture = textures/EarthCourse.bmp
#texture = textures/WallTexSC5.bmp
#texture = textures/WallTexSC5.bmp
#texture = textures/Fiery2.bmp
#texture = textures/Chrome1.bmp
#texture = textures/Fiery2B.bmp
texture = textures/ChromeYellow.bmp
#texture = textures/CarvedBronze.bmp


#smoothshade = 1

scale = 1.0
collide = 1
mass = 2

envmode = texture
#envmode = blend
#fade = 0.5
fade = 1.0

#envmode = global


RestOnGround = 1
GroundOffset = -2.0

