/usr/share/games/searchandrescue/textures.ini is in searchandrescue-data 1.3.0-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 | # SAR Texture References List
#
# Introduction
# ------------
#
# Contains a list of texture reference names and associated file names
# to be loaded whenever a scene (.scn file) is to be loaded.
#
# Try to keep the list as minimal as possable, only the basic textures
# that you know you will need most of the time should be loaded.
#
# All texture reference names specific to the game (the game's basic
# exected to exist textures) should be prefixed with sar_ in their
# reference names.
#
#
# Notes
# -----
#
# First argument to TextureAdd is the texture reference name. It is
# not case sensitive and may not contain white spaces. Avoid using
# any funny characters.
#
# The local data directory will be prefixed to the value of
# TextureFileName and checked if the file exists, if not then the
# global data directory will be prefixed to the value of TextureFileName
# and then checked if the file exists (UNIX version only). It's always
# best to use a relative path statement.
#
# TexturePriority specifies the urgency of the texture to be placed into
# resident texture memory. Higher values will make the texture more likly
# to be placed into resident texture memory.
#
# Celestial
#
# These textures are greyscale unless otherwise noted where pure black is
# transparent. These texture names are used internally by the program by
# may be used in scenery and objects as long as they are not overloaded
# by the scenery or object file.
#
# All celestial textures are displayed as billboards.
#
TextureAdd = sar_sun
TextureFileName = textures/celestial/sun.tex
TextureFlags = 0
TexturePriority = 0.99
TextureAdd = sar_moon
TextureFileName = textures/celestial/moon.tex
TextureFlags = 0
TexturePriority = 0.99
# Weather: Clouds
#
TextureAdd = sar_clouds_clear
TextureFileName = textures/weather/clouds_clear.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_clouds_hazy
TextureFileName = textures/weather/clouds_hazy.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_clouds_scattered
TextureFileName = textures/weather/clouds_scattered.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_clouds_dense
TextureFileName = textures/weather/clouds_dense.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_clouds_overcast
TextureFileName = textures/weather/clouds_overcast.tex
TextureFlags = 0
TexturePriority = 0.95
# Weather: Cloud `Billboards'
#
TextureAdd = sar_clouds_bb_cumulonimbus
TextureFileName = textures/weather/clouds_bb_cumulonimbus01.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_clouds_bb_cumulus
TextureFileName = textures/weather/clouds_bb_cumulus01.tex
TextureFlags = 0
TexturePriority = 0.95
# Skyports: Runways and Helipads
#
TextureAdd = sar_runway
TextureFileName = textures/runway.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_helipad_paved
TextureFileName = textures/helipad_paved.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_helipad_bare
TextureFileName = textures/helipad_bare.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_helipad_building
TextureFileName = textures/helipad_building.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_helipad_vehicle
TextureFileName = textures/helipad_vehicle.tex
TextureFlags = 0
TexturePriority = 0.80
# Special Effects
TextureAdd = sar_smoke_light
TextureFileName = textures/effects/smoke_light.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_smoke_medium
TextureFileName = textures/effects/smoke_medium.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_smoke_dark
TextureFileName = textures/effects/smoke_dark.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_splash
TextureFileName = textures/effects/splash.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_explosion
TextureFileName = textures/effects/explosion.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_explosion_ir
TextureFileName = textures/effects/explosion_ir.tex
TextureFlags = 0
TexturePriority = 0.30
TextureAdd = sar_fire
TextureFileName = textures/effects/fire.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_fire_ir
TextureFileName = textures/effects/fire_ir.tex
TextureFlags = 0
TexturePriority = 0.50
TextureAdd = sar_rotor_wash
TextureFileName = textures/effects/rotor_wash.tex
TextureFlags = 0
TexturePriority = 0.90
TextureAdd = sar_rotor_blade_blur
TextureFileName = textures/effects/rotor_blade_blur.tex
TextureFlags = 0
TexturePriority = 0.95
TextureAdd = sar_water_ripple
TextureFileName = textures/effects/water_ripple.tex
TextureFlags = 0
TexturePriority = 0.90
# Spot light cast
TextureAdd = sar_spotlightcast
TextureFileName = textures/spotlightcast.tex
TextureFlags = 0
TexturePriority = 0.95
# Rescue Basket
TextureAdd = sar_basket_side
TextureFileName = textures/basket_side.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_basket_end
TextureFileName = textures/basket_end.tex
TextureFlags = 0
TexturePriority = 0.80
TextureAdd = sar_basket_bottom
TextureFileName = textures/basket_bottom.tex
TextureFlags = 0
TexturePriority = 0.80
# User created textures (that are definatly needed on almost all scenes)
# should go here.
# TextureAdd = mytexture
# TextureFileName = textures/mytexture.tex
# TextureFlags = 0
# TexturePriority = 0.50
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