AllowOpacity true VertexColors true SpecularEnable false // blending disable, none, testonly, standard, additive, scaledadditive, modulate, modulate2x // eg: blending additive // or // blending blendbool, testbool, srcblend, destblend // eg: blending true false srccolor srccolor blending none // texture stage mapid uvsource // These can be specified anywhere, such as in the state block with your texture ops if you prefer // mapid defines where the texture and/or transform source is. // These can be seperated if needed (they're seperate in code just not // defined seperately here) // // stage 4 is diffuse, map specifies transform to use only (if you want csn in diffuse for example) // stage 5 is specular, map specifies transform to use only // filter stage min mag mip texaddrmode texture 0 bump uv filter 0 linear linear linear wrap texture 1 diffuse uv filter 1 aniso linear linear wrap texture 2 custom3 worldpos filter 2 linear linear linear wrap // Note, we override UV to CSN or CSRV based on "spheremap" being present when project==1 // (ie: this should only affect mace). texture 3 env csn filter 3 linear linear linear wrap // We specify that we'd like normal diffuse, and that // we don't care what gets output for specular at all. texture 4 none diffuse texture 5 none none states D3DTSS_COLOROP 0 selectarg1 D3DTSS_COLORARG1 0 texture D3DTSS_ALPHAOP 0 selectarg1 D3DTSS_ALPHAARG1 0 texture d3dtss_resultarg 0 temp D3DTSS_COLOROP 1 defaultlightop D3DTSS_COLORARG1 1 texture D3DTSS_COLORARG2 1 diffuse D3DTSS_ALPHAOP 1 modulate D3DTSS_ALPHAARG1 1 texture D3DTSS_ALPHAARG2 1 diffuse D3DTSS_COLOROP 2 defaultlightop D3DTSS_COLORARG1 2 texture D3DTSS_COLORARG2 2 current D3DTSS_ALPHAOP 2 modulate D3DTSS_ALPHAARG1 2 tfactor D3DTSS_ALPHAARG2 2 current D3DTSS_COLOROP 3 multiplyadd D3DTSS_COLORARG1 3 temp D3DTSS_COLORARG2 3 texture D3DTSS_COLORARG0 3 current D3DTSS_ALPHAOP 3 selectarg1 D3DTSS_ALPHAARG1 3 current D3DTSS_COLOROP 4 disable D3DTSS_ALPHAOP 4 disable undo d3dtss_resultarg 0 current