material edge
{
	technique
	{
		cull_hardware front
		shader edge
	}
}
material blood
{
	technique
	{
		pass
		{
		
			cull_hardware none
			scene_blend specialalpha

			texture_unit
			{
				texture blood1
			}
			shader blood
			shader_param scroll 0
	
		}
	}
}

material robot1
{
	technique
	{
		pass
		{

			texture_unit
			{
				alpha_as_spec_map
				texture robot1
				tex_coord_set 0
				colour_op modulate
				scale 1 1
				scroll 0 0
				rotate 0
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			ambient  0.96 0.740 0.3 1.0
		}
	}
}
material spiningenemy
{
	technique
	{
		pass
		{
			cast_shadows

			texture_unit
			{
				texture spinningenemy
				tex_coord_set 0
				colour_op modulate
				scale 1 1
				scroll 0 0
				rotate 0
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			ambient 0.96 0.740 0.3 1.0
		}
	}
}

material properller
{
	technique
	{
		pass
		{

			scene_blend alpha_blend
			depth_write off
			cull_hardware none
			texture_unit
			{
				texture propeller
				tex_coord_set 0
				colour_op modulate
				scale 1 1
				scroll 0 0
				rotate 0
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.96 0.740 0.3 1.0
		}
	}
}
material turret
{
	technique
	{
		pass
		{

			texture_unit
			{
				alpha_as_spec_map
				texture turret
				tex_coord_set 0
				colour_op modulate
				scale 1 1
				scroll 0 0
				rotate 0
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			ambient 0.96 0.740 0.3 1.0

		}
	}
}
material shroom
{
	technique
	{
		pass
		{

			texture_unit
			{
				texture white
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchcollight
			outlines

		}
	}
}
material turretbullet
{
	technique
	{
		pass
		{

			scene_blend alpha_blend
			lighting off
			fog_override true none
			texture_unit
			{
				texture bullet
				tex_coord_set 0
				colour_op modulate
				scale 1 1
				scroll 0 0
				rotate 0
			}
		}
	}
}



material exhaustflame
{
	technique
	{
		pass
		{
			texture_unit
			{
				
				texture exhaustflame

			}
			scene_blend alpha
			shader exhaustflame

		}
	}
}
material train_boss
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/train_boss
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader

			ambient 1.0 1.0 1.0 1.0

		}
	}
}
material boss1
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/boss1
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 1.0 1.0 1.0 1.0

		}
	}
}
material bionicboss
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/bionic
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.66 0.740 0.95 1.0


		}
	}
}
material finalboss
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/finalboss
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.66 0.740 0.95 1.0


		}
	}
}
material finalboss2
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/finalboss
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.66 0.740 0.95 1.0


		}
	}
}
material bosshand
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/finalboss
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.66 0.740 0.95 1.0


		}
	}
}

material boss1_alpha
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/boss1
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchalphashader
			cull_hardware none
	
			ambient 1.0 1.0 1.0 1.0

		}
	}
}

material cowboy
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture cowboy
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.96 0.740 0.65 1.0

		}
	}
}

material blaj
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture blaj
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.96 0.740 0.65 1.0

		}
	}
}

material maingun
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture standardtexture
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.96 0.740 0.65 1.0

		}
	}
}
material horse
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture horse
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.7 0.20 0.55 1.0

		}
	}
}
material horsehair
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture horsehair
	
			}
				

			shader coloralpha
			ambient 0.7 0.20 0.55 1.0
			cull_hardware none
			scene_blend alpha_blend
			depth_write off

		}
	}
}
material rabbit
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture standardtexture
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchstatic
			outlines
			ambient 1.0 0.940 0.85 1.0

		}
	}
}
material duck
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture standardtexture
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 1.0 0.940 0.85 1.0

		}
	}
}
material coyote_mat
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture standardtexture
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.9 0.640 0.65 1.0

		}
	}
}
material bandit1
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture enemies/bandit1
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 0.66 0.740 0.95 1.0

		}
	}
}
material damsel
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture damsel
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchshader
			outlines
			ambient 1 0.8 0.95 1.0

		}
	}
}
material lambert1
{
	technique
	{
		pass
		{
			cast_shadows
		}
	}
}
material elecbox
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture white
	
			}
			texture_unit
			{
				texture shadowimage
			}				

			shader sketchstatic
			ambient 0.7 0.5 1 1.0
		}
	}
}
material bat
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture cave/wall
	
			}
			texture_unit
			{
				texture shadowimage
			}	
				
			outlines
			shader sketchshader
			ambient 0.9 0.4 0.8 1.0

		}
	}
}

