Commented out "USE_SELF_LIGHT" because the lack of an alpha channel in many specular textures may cause problems on some systems. Per discussion with historicbruno.
This was SVN commit r12609.
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@ -12,7 +12,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<define name="USE_AO" value="1"/>
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@ -12,7 +12,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>-->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<define name="USE_AO" value="1"/>
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@ -12,7 +12,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!--<define name="USE_AO" value="1"/>-->
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@ -12,7 +12,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>-->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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@ -10,7 +10,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<define name="USE_AO" value="1"/>
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@ -10,7 +10,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<define name="USE_AO" value="1"/>
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@ -10,7 +10,7 @@
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!--<define name="USE_AO" value="1"/>-->
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@ -4,7 +4,7 @@
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<alternative material="player_trans.xml" quality="1"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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@ -4,7 +4,7 @@
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<alternative material="player_trans.xml" quality="1"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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@ -34,7 +34,7 @@
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="0"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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@ -33,7 +33,7 @@
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="0"/>
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<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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