# BRender Material Script
#

material = [
    identifier = "TOP";
    flags = [light, smooth];
    colour = [34,92,34];
    ambient = 0.269804;
    diffuse = 0.269804;
    specular = 0.269804;
    power = 1.000000;
];

material = [
    identifier = "BODBACK";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "BODBACK";
    index_shade = "shade";
];

material = [
    identifier = "ARMS";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "ARMS";
    index_shade = "shade";
];

material = [
    identifier = "FOOT";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "FOOT";
    index_shade = "shade";
];

material = [
    identifier = "BODY";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "BODY1";
    index_shade = "shade";
];

material = [
    identifier = "FIN";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "FIN";
    index_shade = "shade";
];

material = [
    identifier = "FACE3";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "FACE3";
    index_shade = "shade";
];

material = [
    identifier = "EYE1";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "EYE1";
    index_shade = "shade";
];

material = [
    identifier = "FACE1";
    flags = [light, smooth];
    ambient = 1.000000;
    diffuse = 1.000000;
    specular = 1.000000;
    power = 1.000000;
    index_base = 64;
    index_range = 31;
    colour_map = "FACE4";
    index_shade = "shade";
];
