// List of resources to bundle.
//
// The output will be a header file (.h) used at compile time,
// and a packed resource file (.xpr) used at runtime.

out_version        XPR1
out_header         Textures.h
out_packedresource Textures.xpr
out_error          Textures.err

Texture Bigmap
{
   Name   fromMax:Bigmap.tga
   Source Bigmap.tga
   Format D3DFMT_A8R8G8B8
}

Texture Fish
{
   Name   fromMax:Fish.bmp
   Source Fish.bmp
   Format D3DFMT_A8R8G8B8
}

Texture Frond
{
   Name   fromMax:Frond.bmp
   Source Frond.bmp
   Format D3DFMT_A8R8G8B8
}

Texture House
{
   Name   fromMax:House.bmp
   Source House.bmp
   Format D3DFMT_A8R8G8B8
}

Texture PeninsulaMap
{
   Name   fromMax:PeninsulaMap.bmp
   Source PeninsulaMap.bmp
   Format D3DFMT_A8R8G8B8
}

Texture Pier
{
   Name   fromMax:Pier.bmp
   Source Pier.bmp
   Format D3DFMT_A8R8G8B8
}

Texture ShipBurn2
{
   Name   fromMax:ShipBurn2.tga
   Source ShipBurn2.tga
   Format D3DFMT_A8R8G8B8
}

Texture TallRock
{
   Name   fromMax:TallRock.bmp
   Source TallRock.bmp
   Format D3DFMT_A8R8G8B8
}

Texture TeeRexMap
{
   Name   fromMax:TeeRexMap.tga
   Source TeeRexMap.tga
   Format D3DFMT_A8R8G8B8
}

Texture Tower
{
   Name   fromMax:Tower.bmp
   Source Tower.bmp
   Format D3DFMT_A8R8G8B8
}

Texture Trunk
{
   Name   fromMax:Trunk.bmp
   Source Trunk.bmp
   Format D3DFMT_A8R8G8B8
}

Texture Weapons
{
   Name   fromMax:Weapons.tga
   Source Weapons.tga
   Format D3DFMT_A8R8G8B8
}
