----------------------------------------------------------------
--  MODULE: Armaetus Materials for Doom/Ultimate Doom
----------------------------------------------------------------
--
--  Copyright (C) 2019-2020 MsrSgtShooterPerson
--  Copyright (C) 2015-2019 Armaetus
--
--  This program is free software; you can redistribute it and/or
--  modify it under the terms of the GNU General Public License
--  as published by the Free Software Foundation; either version 2
--  of the License, or (at your option) any later version.
--
--  This program is distributed in the hope that it will be useful,
--  but WITHOUT ANY WARRANTY; without even the implied warranty of
--  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--  GNU General Public License for more details.
--
------------------------------------------------------------------

ARMAETUS_DOOM1_LIQUID_MATS =
{
  hotlava  = { mat="XLAV1", special=5, light_add=56, damage=10 }
  magma  = { mat="MAGMA1",  special=5, light_add=56, damage=10 }
  qlava  = { mat="QLAVA1", special=5, light_add=56, damage=10 }
  sludge = { mat="OSLIME01", special=0 }
  gwater   = { mat="SLUDGE01", special=0 }
  ice   = { mat="SNOW9", special=0 } --Looks best when outdoor environment is snow only
  ice2   = { mat="SNOW2", special=0 } --Looks best when outdoor environment is snow only
  purwater   = { mat="PURW1", special=0 }


}

ARMAETUS_DOOM1_MATERIALS = {

  -- Organic / Semi-organic
  ALTASH = { t="ALTASH", f="RROCK03" } --ASPHALT from Evilution
  ASH01  = { t="ASH01",  f="FLOOR6_2" } --ASHWALL2
  ASH02  = { t="ASH02",  f="RROCK03" } --ASHWALL3
  ASH03  = { t="ASH03",  f="FLAT10" } --ASHWALL4
  ASH04 = { t="ASH04", f="RROCK18" } --ASHWALL7 variant
  ASH05  = { t="ASH05",  f="FLOOR6_2" } --ASHWALL
  ASHWALL1  = { t="ASHWALL1", f="RROCK03" } --ASHWALL2 & ASHWALL3 combo
  GREEN01 = { t="GREEN01", f="RROCK20" } --Plutonia 2
  GREEN02 = { t="GREEN02", f="RROCK20" } --Plutonia 2
  GREEN03 = { t="GREEN03", f="RROCK20" } --Plutonia 2
  VINES1 = { t="VINES1", f="RROCK16" }
  VINES2 = { t="VINES2", f="RROCK16" }
  VINES3 = { t="VINES3", f="RROCK16" }
  VINES4 = { t="VINES4", f="RROCK16" }
  ZIM1 = { t="ZIM1", f="RROCK20" } --ZIMMER1
  ZIM2 = { t="ZIM2", f="RROCK20" } --ZIMMER2
  ZIM3 = { t="ZIM3", f="RROCK18" } --ZIMMER3
  ZIM4 = { t="ZIM4", f="RROCK18" } --ZIMMER4

  -- Doors
  BIGDOOR8  = { t="BIGDOOR8",  f="CEIL5_2" } --Similar to BIGDOOR7
  BIGDOOR9  = { t="BIGDOOR9",  f="CEIL5_2" } --Similar to BIGDOOR7
  BIGDOOR0  = { t="BIGDOOR0",  f="CEIL5_2" } --Similar to BIGDOOR7
  BIGDOORA  = { t="BIGDOORA",  f="FLOOR7_1" } --Similar to BIGDOOR4
  BIGDOORB  = { t="BIGDOORB",  f="CEIL5_2" } --Similar to BIGDOOR7, 64x128
  BIGDOORC  = { t="BIGDOORC",  f="CEIL5_1" }
  BIGDOORD  = { t="BIGDOORD",  f="CEIL5_1" }
  BIGDOORE  = { t="BIGDOORE",  f="FLOOR7_1" }
  BIGDOORF  = { t="BIGDOORF",  f="CEIL5_1" }
  BIGDOORG  = { t="BIGDOORG",  f="FLAT20" }
  BIGDOORH  = { t="BIGDOORH",  f="CEIL5_1" }
  BIGDOORI  = { t="BIGDOORI",  f="CEIL5_2" }
  BIGDOORJ  = { t="BIGDOORJ",  f="CEIL5_2" }
  BIGDOORK  = { t="BIGDOORK",  f="CEIL5_2" }
  BIGDOORL  = { t="BIGDOORL",  f="G08" }
  BIGDOORM  = { t="BIGDOORM",  f="WARN1" }
  BIGDOORN  = { t="BIGDOORN",  f="FLAT5_4" }
  DOORHI  = { t="DOORHI",  f="FLAT19" } -- Tall 64x128 door. From Doom1
  ICKDOOR1  = { t="ICKDOOR1",  f="FLAT19" } -- ICKWALL style door. From Doom1

  -- Bricks / Concrete
  BIGSTONE = { t="BIGSTONE", f="FLAT5_4" }
  BIGSTON2 = { t="BIGSTON2", f="FLAT5_4" }
  BIGSTON3 = { t="BIGSTON3", f="FLAT1" }
  BIGSTON4 = { t="BIGSTON4", f="FLOOR7_1" }
  BLIT01 = { t="BLIT01", f="RROCK10" } --BRICKLIT
  BRIKS01 = { t="BRIKS01", f="FLAT5_4" } --White bricks, 128x128
  BRIKS02 = { t="BRIKS02", f="FLOOR7_1" } --Brown bricks, 128x128
  BRIKS03 = { t="BRIKS03", f="RROCK09" } --Tan bricks, 128x128
  BRIKS04 = { t="BRIKS04", f="FLAT19" } --Cream bricks, 64x128
  BRIKS05 = { t="BRIKS05", f="FLOOR0_1" } --Tan bricks, 64x128
  BRIKS06 = { t="BRIKS06", f="FLAT5_5" } --Tan bricks, 128x128
  BRIKS07 = { t="BRIKS07", f="FLOOR7_1" } --Brown bricks, 128x128
  BRIKS08 = { t="BRIKS08", f="RROCK14" } --BIGBRIK1
  BRIKS09 = { t="BRIKS09", f="FLAT5_4" } --BIGBRIK2
  BRIKS10 = { t="BRIKS10", f="FLAT5_4" }
  BRIKS11 = { t="BRIKS11", f="BLACK0" }
  BRIKS12 = { t="BRIKS12", f="RROCK09" }
  BRIKS13 = { t="BRIKS13", f="FLAT1" }
  BRIKS14 = { t="BRIKS14", f="RROCK09" }
  BRIKS15 = { t="BRIKS15", f="FLOOR7_1" } --Brown
  BRIKS16 = { t="BRIKS16", f="FLOOR7_1" } --Brown
  BRIKS17 = { t="BRIKS17", f="FLOOR7_1" } --Brown
  BRIKS18 = { t="BRIKS18", f="FLAT5_4" } --Gray
  BRIKS19 = { t="BRIKS19", f="FLAT5_5" } --Tan
  BRIKS20 = { t="BRIKS20", f="FLAT5_5" } --Tan
  BRIKS21 = { t="BRIKS21", f="FLAT5_4" } --Gray
  BRIKS22 = { t="BRIKS22", f="FLAT5_5" } --Tannish
  BRIKS23 = { t="BRIKS23", f="FLAT5_4" } --Gray
  BRIKS24 = { t="BRIKS24", f="FLAT5_5" } --Tannish
  BRIKS25 = { t="BRIKS25", f="RROCK20" } --Green
  BRIKS26 = { t="BRIKS26", f="FLAT5_4" } --Gray
  BRIKS27 = { t="BRIKS27", f="FLAT5_4" } --Gray
  BRIKS28 = { t="BRIKS28", f="RROCK16" } --Brown w/ vines
  BRIKS29 = { t="BRIKS29", f="FLAT1" }
  BRIKS30 = { t="BRIKS30", f="GSTN01" }
  BRIKS31 = { t="BRIKS31", f="FLOOR7_1" }
  BRIKS32 = { t="BRIKS32", f="FLAT5_4" }
  BRIKS33 = { t="BRIKS33", f="FLOOR7_1" }
  BRIKS34 = { t="BRIKS34", f="FLAT5_4" }
  BRIKS35 = { t="BRIKS35", f="BLACK0" }
  BRIKS36 = { t="BRIKS36", f="BLACK0" }
  BRIKS37 = { t="BRIKS37", f="FLAT5_4" } -- Blue
  BRIKS38 = { t="BRIKS38", f="FLAT5_4" } -- Blue
  BRIKS39 = { t="BRIKS39", f="GSTN02" }
  BRIKS40 = { t="BRIKS40", f="RROCK09" }
  BRIKS41 = { t="BRIKS41", f="RROCK09" }
  BRIKS42 = { t="BRIKS42", f="FLOOR7_1" }
  BRIKS43 = { t="BRIKS43", f="FLAT1" }

  BST01  = { t="BST01",  f="RROCK11" } --BSTONE1
  BST02  = { t="BST02",  f="RROCK12" } --BSTONE2
  BST03  = { t="BST03",  f="RROCK12" } --BSTONE3

  BRVINE  = { t="BRVINE",  f="FLOOR0_1" } --BROVINE

  GRAY6 = { t="GRAY6", f="FLAT18" }
  GRAY8 = { t="GRAY8", f="FLAT18" }
  GRAY9 = { t="GRAY9", f="FLAT5_4" }
  GRAYDANG = { t="GRAYDANG", f="FLAT18" } -- GRAY1 w/ no entry sign. From Doom1

  STON4 = { t="STON4", f="FLAT5_4" } --STONE4
  STON6 = { t="STON6", f="RROCK09" } --STONE6
  STON7 = { t="STON7", f="FLAT5_4" }
  STONE8 = { t="STONE8", f="FLAT1" }
  STONE9 = { t="STONE9", f="FLAT1" }
  STONE10 = { t="STONE10", f="FLAT5_4" }
  STONGARG = { t="STONGARG", f="FLAT1" } -- STONE3 with gargoyle faces. From Doom1

  -- Urban specific
  CITY01 = { t="CITY01", f="RROCK10" } -- BRICK1 style
  CITY02 = { t="CITY02", f="FLOOR0_1" } -- Tannish marble w/ window
  CITY03 = { t="CITY03", f="FLOOR7_1" } -- Darker tan bricks w/ window
  CITY04 = { t="CITY04", f="FLOOR7_1" } -- Same as CITY03 but different window
  CITY05 = { t="CITY05", f="FLAT1" } -- Gray bricks and black windows
  CITY06 = { t="CITY06", f="FLOOR0_1" } -- BROWN1 style and black windows
  CITY07 = { t="CITY07", f="FLAT1" } -- Industrial looking
  CITY08 = { t="CITY08", f="FLAT1" } -- Gray bricks with stone arch window
  CITY09 = { t="CITY09", f="FLAT1" } -- Small gray bricks with stone arch window
  CITY10 = { t="CITY10", f="FLOOR7_1" } -- Small brown bricks with stone arch window
  CITY11 = { t="CITY11", f="FLOOR7_1" }
  CITY12 = { t="CITY12", f="FLAT5_5" }
  CITY13 = { t="CITY13", f="FLOOR7_1" }
  CITY14 = { t="CITY14", f="CEIL5_2"}

  URBAN1 = { t="URBAN1", f="RROCK10" }
  URBAN2 = { t="URBAN2", f="FLAT1" }
  URBAN3 = { t="URBAN3", f="FLAT5_4" }
  URBAN4 = { t="URBAN4", f="FLOOR0_1" }

  -- These 4 can be useful for the urban shutters instead of the STEP# textures
  URBAN5 = { t="URBAN5", f="FLOOR7_1" } -- Brown
  URBAN6 = { t="URBAN6", f="FLOOR7_1" } -- Brown, warning lines
  URBAN7 = { t="URBAN7", f="FLAT1" } -- Gray
  URBAN8 = { t="URBAN8", f="FLAT1" } -- Gray, warning lines


  -- Cement
 -- Copies of the CEMENT# textures so they can be used normally.
  CEM01  = { t="CEM01",  f="FLAT19" } --CEMENT7
  CEM02  = { t="CEM02",  f="FLAT19" } --CEMENT9
  CEM03  = { t="CEM03",  f="FLAT19" } --CEMENT1
  CEM04  = { t="CEM04",  f="FLAT19" } --CEMENT5
  CEM05  = { t="CEM05",  f="FLAT19" } --CEMENT2
  CEM06  = { t="CEM06",  f="FLAT19" } --CEMENT3
  CEM07  = { t="CEM07",  f="FLAT19" } --CEMENT6
  CEM08  = { t="CEM08",  f="FLAT19" } --CEMENT4
  CEM09  = { t="CEM09",  f="FLAT19" }

   -- Not CEMENT type, just concrete type
  CEM10  = { t="CEM10",  f="FLAT19" }
  CEM11  = { t="CEM11",  f="FLOOR0_1" } --Tan

  DRKCMT01  = { t="DRKCMT01",  f="RROCK03" } --Dark version of CEMENT1
  DRKCMT02  = { t="DRKCMT02",  f="RROCK03" } --Dark version of CEMENT5
  DRKCMT03  = { t="DRKCMT03",  f="RROCK03" } --Dark version of CEMENT3
  DRKCMT04  = { t="DRKCMT04",  f="RROCK03" } --Dark version of CEMENT6
  DRKCMT05  = { t="DRKCMT05",  f="RROCK03" } --Dark version of CEMENT7
  DRKCMT06  = { t="DRKCMT06",  f="RROCK03" } --Dark version of CEMENT9

  HELLCMT1  = { t="HELLCMT1",  f="FLAT19" } --Red and white
  HELLCMT2  = { t="HELLCMT2",  f="FLAT19" } --Red and white
  HELLCMT3  = { t="HELLCMT3",  f="FLAT19" } --Red and white
  HELLCMT4  = { t="HELLCMT4",  f="FLAT19" } --Red and white
  HELLCMT5  = { t="HELLCMT5",  f="FLAT19" } --Red and white
  HELLCMT6  = { t="HELLCMT6",  f="FLAT19" } --Red and white
  HELLCMT7  = { t="HELLCMT7",  f="FLAT19" } --Black and white
  HELLCMT8  = { t="HELLCMT8",  f="FLAT19" } --Black and white

  -- Bronze & Brown
  BRONZE5 =  { t="BRONZE5", f="MFLR8_2" }
  BRONZE6 =  { t="BRONZE6", f="MFLR8_2" }
  BRONZEG1 = { t="BRONZEG1", f="GMET07" }
  BRONZEG2 = { t="BRONZEG2", f="GMET07" }
  BRONZEG3 = { t="BRONZEG3", f="GMET07" }
  BROWN2   = { t="BROWN2",  f="FLAT5_4" }
  BROWN3   = { t="BROWN3",  f="FLAT5_4" }
  BROWNGR2 = { t="BROWNGR2", f="FLOOR7_1" }
  BROWNGR3 = { t="BROWNGR3", f="FLOOR7_1" }
  BROWNGR4 = { t="BROWNGR4", f="FLOOR7_1" }
  NUKESLAD = { t="NUKESLAD", f="FLOOR7_1" } -- Hey, from Doom1!

  -- Computers / Tech
  CGCANI00 = { t="CGCANI00", f="CEIL5_1" } --Animated
  CMPOHSO = { t="CMPOHSO", f="FLOOR7_1" } --COMPOHSO
  CMPTILE = { t="CMPTILE", f="CEIL5_1" }  --COMPTILE
  COMPBLAK = { t="COMPBLAK", f="FLOOR1_6" } --Black COMPBLUE
  COMPFUZ1 = { t="COMPFUZ1", f="CEIL5_1" } --Animated
  COMPGREN = { t="COMPGREN", f="GRENFLOR" } --Green COMPBLUE
  COMPRED = { t="COMPRED", f="FLOOR1_6" } --Red COMPBLUE
  COMPSTA3 = { t="COMPSTA3", f="FLAT23" }
  COMPSTA4 = { t="COMPSTA4", f="FLAT23" }
  COMPSTA5 = { t="COMPSTA5", f="FLAT23" }
  COMPSTA6 = { t="COMPSTA6", f="FLAT23" }
  COMPSTA7 = { t="COMPSTA7", f="FLAT23" }
  COMPSTA8 = { t="COMPSTA8", f="FLAT23" }
  COMPSTA9 = { t="COMPSTA9", f="FLAT23" }
  COMPSTAA = { t="COMPSTAA", f="FLAT23" }
  COMPSTAB = { t="COMPSTAB", f="FLAT23" }
  COMPTIL2 = { t="COMPTIL2", f="FLOOR1_6" } --Red COMPTILE
  COMPTIL3 = { t="COMPTIL3", f="CEIL5_1" } --Black COMPTILE
  COMPTIL4 = { t="COMPTIL4", f="CEIL5_1" } --Green COMPTILE
  COMPTIL5 = { t="COMPTIL5", f="CEIL5_1" } --Yellow COMPTILE
  COMPTIL6 = { t="COMPTIL6", f="CEIL5_1" } --Purple COMPTILE
  COMPSA1 = { t="COMPSA1", f="CEIL5_1" } -- Animated broken screen
  COMPSC1 = { t="COMPSC1", f="CEIL5_1" } -- Animated UAC screen
  COMPSD1 = { t="COMPSD1", f="CEIL5_1" } -- Animated 4 green screens
  COMPU1 = { t="COMPU1", f="CEIL5_1" }
  COMPU2 = { t="COMPU2", f="CEIL5_1" }
  COMPU3 = { t="COMPU3", f="CEIL5_1" }
  COMPVENT = { t="COMPVENT", f="CEIL5_1" }
  COMPVEN2 = { t="COMPVEN2", f="CEIL5_1" }
  COMPY1 = { t="COMPY1", f="CEIL5_1" } --Animated
  COMPCT01 = { t="COMPCT01", f="CEIL5_1" }
  COMPCT02 = { t="COMPCT02", f="CEIL5_1" }
  COMPCT03 = { t="COMPCT03", f="CEIL5_1" }
  COMPCT04 = { t="COMPCT04", f="CEIL5_1" }
  COMPCT05 = { t="COMPCT05", f="CEIL5_1" }
  COMPCT06 = { t="COMPCT06", f="CEIL5_1" }
  COMPCT07 = { t="COMPCT07", f="CEIL5_1" } --256x128
  CONSOLE1 = { t="CONSOLE1", f="CEIL5_1" } --SPACEW3
  CONSOLE2 = { t="CONSOLE2", f="FLAT23" } --PLANET1
  CONSOLE3 = { t="CONSOLE3", f="CEIL5_1" } --COMP2
  CONSOLE4 = { t="CONSOLE4", f="FLAT19" } --COMPUTE1
  CONSOLE5 = { t="CONSOLE5", f="CEIL5_1" } --COMPUTE2
  CONSOLE6 = { t="CONSOLE6", f="CEIL5_1" }
  CONSOLE7 = { t="CONSOLE7", f="CEIL5_1" }
  CONSOLE8 = { t="CONSOLE8", f="CEIL5_1" }
  CONSOLE9 = { t="CONSOLE9", f="CEIL5_1" }
  CONSOLEA = { t="CONSOLEA", f="FLAT23" }
  CONSOLEB = { t="CONSOLEB", f="FLAT23" }
  CONSOLEC = { t="CONSOLEC", f="FLAT23" }
  CONSOLED = { t="CONSOLED", f="FLAT23" }
  CONSOLEE = { t="CONSOLEE", f="FLAT23" }
  CONSOLEF = { t="CONSOLEF", f="FLAT23" }
  CONSOLEG = { t="CONSOLEG", f="FLAT23" }
  DECMP04A = { t="DECMP04A", f="CEIL5_1" } --Animated
  GRAYBLU1 = { t="GRAYBLU1", f="FLAT14" }
  NMONIA1 = { t="NMONIA1", f="FLAT1" } --Animated
  NOISE1 = { t="NOISE1", f="CEIL5_1" } --Animated
  NOISE2A = { t="NOISE2A", f="CEIL5_1" } --Animated
  NOISE3A = { t="NOISE3A", f="CEIL5_1" } --Animated
  PLAN1 = { t="PLAN1", f="FLAT23" }
  PLAN2 = { t="PLAN2", f="FLAT23" }
  SPACEW5  = { t="SPACEW5",  f="SLIME14" }
  SPACEW6  = { t="SPACEW6",  f="SLIME15" }
  STARTAN1  = { t="STARTAN1",  f="FLOOR0_1" } -- Plain STARTAN2. From Doom1

  -- Glass
  GLASS1 = { t="GLASS1", f="CEIL5_1" } --Red
  GLASS2 = { t="GLASS2", f="CEIL5_1" } --Blue
  GLASS3 = { t="GLASS3", f="CEIL5_1" } --Green
  GLASS4 = { t="GLASS4", f="CEIL5_1" } --White
  GLASS5 = { t="GLASS5", f="CEIL5_1" } --Black
  GLASS6 = { t="GLASS6", f="CEIL5_1" } --Orange
  GLASS7 = { t="GLASS7", f="CEIL5_1" }
  GLASS8 = { t="GLASS8", f="CEIL5_1" } --Multicolored

  -- These are 32x128 but tile to fit on pictures
  GLASS9 = { t="GLASS9", f="CEIL5_1" } --Multicolored
  GLASS10 = { t="GLASS10", f="CEIL5_1" } --Hexen
  GLASS11 = { t="GLASS11", f="CEIL5_1" } --Yellow
  GLASS12 = { t="GLASS12", f="CEIL5_1" } --Orange
  GLASS13 = { t="GLASS13", f="CEIL5_1" } --Red
  GLASS14 = { t="GLASS14", f="CEIL5_1" } --Blue
  WINGLAS1 = { t="WINGLAS1", f="CEIL5_1" } -- Yellow dragon, 192px tall
  WINGLAS2 = { t="WINGLAS2", f="CEIL5_1" } -- Red dragon in flame, 192px tall
  WINGLAS3 = { t="WINGLAS3", f="CEIL5_1" } -- Red Dragon, 192px tall
  WINGLAS4 = { t="WINGLAS4", f="CEIL5_1" } -- Blue Dragon, 192px tall

  -- Gothic
  BISHOP  = { t="BISHOP",  f="CEIL5_1" }
  GOTH01 = { t="GOTH01", f="FLOOR7_1" } --Multicolor brown bricks
  GOTH02 = { t="GOTH02", f="GSTN03" } --Brown metallic bricks
  GOTH03 = { t="GOTH03", f="GSTN05" } --Brown metallic multicolored bricks
  GOTH04 = { t="GOTH04", f="GSTN05" } --Same as GOTH03 but with red inverted cross design
  GOTH05 = { t="GOTH05", f="MFLR8_2" } --Like GOTH02 but white cross design on it
  GOTH06 = { t="GOTH06", f="GSTN02" } --Dark gray bricks
  GOTH07 = { t="GOTH07", f="GSTN01" } --Gray bricks
  GOTH08 = { t="GOTH08", f="G13" } --Bloody red bricks
  GOTH09 = { t="GOTH09", f="G11" } --Dark gray stone
  GOTH10 = { t="GOTH10", f="G20" } --Like GOTH09 but a green tinge
  GOTH11 = { t="GOTH11", f="FLOOR7_3" } --Gray marble
  GOTH12 = { t="GOTH12", f="RROCK22" } --Grayscale ZIMMER texture
  GOTH13 = { t="GOTH13", f="FLAT5_4" } --Grayscale BRICK3
  GOTH14 = { t="GOTH14", f="GWOD01" } --Vertical wood
  GOTH15 = { t="GOTH15", f="GMET05" } --Dark metallic wall
  GOTH16 = { t="GOTH16", f="G15" } --Riveted metal wall
  GOTH17 = { t="GOTH17", f="G15" } --Horizontal metal wall
  GOTH18 = { t="GOTH18", f="G15" } --Block design version of GOTH16
  GOTH19 = { t="GOTH19", f="G18" } --Inverted cross version of GOTH18
  GOTH20 = { t="GOTH20", f="G18" } --Smaller cross version of GOTH19
  GOTH21 = { t="GOTH21", f="G18" } --Red line version of GOTH17
  GOTH22 = { t="GOTH22", f="GMET05" } --Horizontal dark metallic wall with rivets
  GOTH23 = { t="GOTH23", f="G06" } --Black metallic wall
  GOTH24 = { t="GOTH24", f="G15" } --Slightly different version of GOTH23
  GOTH25 = { t="GOTH25", f="G07" } --Very similar to GOTH22
  GOTH26 = { t="GOTH26", f="G05" } --Black wall
  GOTH27 = { t="GOTH27", f="G08" } --Black wall with rivets
  GOTH28 = { t="GOTH28", f="G19" } --Black wall with faces
  GOTH29 = { t="GOTH29", f="QFLAT02" } --Quake style wall
  GOTH30 = { t="GOTH30", f="QFLAT03" } --Quake style wall, cracked
  GOTH31 = { t="GOTH31", f="G06" } --Black marble
  GOTH32 = { t="GOTH32", f="GMET04" } --Rusty riveted metal support
  GOTH33 = { t="GOTH33", f="CEIL5_1" } --Black wall with inverted red crosses
  GOTH34 = { t="GOTH34", f="G01" } --Dark brown bricks
  GOTH35 = { t="GOTH35", f="FLOOR7_1" } --Brown designed wall
  GOTH36 = { t="GOTH36", f="G09" } --Darker version of GOTH18
  GOTH37 = { t="GOTH37", f="G09" } --Darker version of GOTH17
  GOTH38 = { t="GOTH38", f="G09" } --Lighter version of GOTH17
  GOTH39 = { t="GOTH39", f="G09" } --Like GOTH38, but more lines horizontally
  GOTH40 = { t="GOTH40", f="G09" } --Vertical black metal supports
  GOTH41 = { t="GOTH41", f="G09" } --Like GOTH40, but more rivets
  GOTH42 = { t="GOTH42", f="GSTN03" } --BRONZE type wall
  GOTH43 = { t="GOTH43", f="SLIME15" } --Wall version of SLIME15 flat
  GOTH44 = { t="GOTH44", f="G21" } --Olive color marble tiles
  GOTH45 = { t="GOTH45", f="G21" } --Olive colored bricks
  GOTH46 = { t="GOTH46", f="QFLAT05" }
  GOTH47 = { t="GOTH47", f="QFLAT06" }
  GOTH48 = { t="GOTH48", f="QFLAT06" }
  GOTH49 = { t="GOTH49", f="QFLAT05" }
  GOTH50 = { t="GOTH50", f="BLACK0" }
  GOTH51 = { t="GOTH51", f="BLACK0" }
  GUY1 = { t="GUY1", f="FLAT1" }

  -- Marble
  BLAKFACE = { t="BLAKFACE", f="BMARB3" } -- Black MARBFACE
  BLAKFAC2 = { t="BLAKFAC2", f="BMARB3" } -- Black MARBFAC2
  BLAKFAC3 = { t="BLAKFAC3", f="BMARB3" } -- Black MARBFAC3
  BLAKMBGY = { t="BLAKMBGY", f="BMARB1" } -- Black MARBGRAY
  BLAKMBG2 = { t="BLAKMBG2", f="BMARB1" } -- Black MARBFAC4
  GOATMARB = { t="GOATMARB", f="FLAT1" } -- Goat/Baphomet relief thing
  GSTONE3 = { t="GSTONE3", f="FLOOR7_2" }
  ICONMRB1 = { t="ICONMRB1", f="FLOOR7_2" }
  KMARBLE1 = { t="KMARBLE1", f="BMARB2" } -- Black MARBLE1
  KMARBLE2 = { t="KMARBLE2", f="BMARB2" } -- Black MARBLE2
  KMARBLE3 = { t="KMARBLE3", f="BMARB2" } -- Black MARBLE3
  KSTONE1 = { t="KSTONE1", f="BMARB1" } -- Black GSTONE
  KSTONE2 = { t="KSTONE2", f="BMARB3" } -- Black GSTONE, red edging
  KSTONE3 = { t="KSTONE3", f="BMARB3" } -- Black GSTONE, green edging
  KSTFONT1 = { t="KSTFONT1", f="BMARB3" } -- Black GSTONE, red fountain
  KSTFNTG1 = { t="KSTFNTG1", f="BMARB3" } -- Black GSTONE, green fountain
  KSTGARG = { t="KSTGARG", f="BMARB3" }
  KSTLION = { t="KSTLION", f="BMARB3" }
  KSTSATYR = { t="KSTSATYR", f="BMARB3" }
  LIONMRB1 = { t="LIONMRB1", f="TILES4" } -- White marble lion
  LIONMRB2 = { t="LIONMRB2", f="FLAT1" } -- White marble lion (grayer)
  LIONMRB3 = { t="LIONMRB3", f="TILES4" } -- White marble lion
  MARBF01 = { t="MARBF01", f="FLOOR7_2" }
  MARBF02 = { t="MARBF02", f="FLOOR7_2" }
  MARBF03 = { t="MARBF03", f="FLOOR7_2" }
  MARBFAB1 = { t="MARBFAB1", f="G11" }
  MARBFAB2 = { t="MARBFAB2", f="G11" }
  MARBFAB3 = { t="MARBFAB3", f="G11" }
  MARBFAC5 = { t="MARBFAC5", f="FLOOR7_2" } --Plutonia 2
  MARBFAC6 = { t="MARBFAC6", f="FLOOR7_2" }
  MARBFAC7 = { t="MARBFAC7", f="FLOOR7_2" }
  MARBFAC8 = { t="MARBFAC8", f="FLOOR7_2" } -- Craneo's doing
  MARBFAC9 = { t="MARBFAC9", f="FLOOR7_2" } -- Craneo's doing
  MARBFACA = { t="MARBFACA", f="FLOOR7_2" } -- Craneo's doing
  MARBFACB = { t="MARBFACB", f="FLOOR7_2" } -- Craneo's doing
  MARBFACF = { t="MARBFACF", f="FLOOR7_2" }
  MARBLE = { t="MARBLE", f="FLOOR7_2" }
  MARBLE4 = { t="MARBLE4", f="FLOOR7_2" }
  MARBLE5 = { t="MARBLE5", f="FLOOR7_2" }
  MARBLE6 = { t="MARBLE6", f="FLOOR7_2" }
  MARBLE7 = { t="MARBLE7", f="FLOOR7_2" }
  MARBLE8 = { t="MARBLE8", f="FLOOR7_2" }
  MARBLFAC = { t="MARBLFAC", f="TILES4" } -- Greek inspired wall
  MBGRY = { t="MBGRY", f="FLOOR7_2" } --MARBGRAY
  MBGRY2 = { t="MBGRY2", f="FLOOR7_2" } --MARBFAC4

  REDMARB1 = { t="REDMARB1", f="BMARB3" }
  REDMARB2 = { t="REDMARB2", f="RMARB1" }
  REDMARB3 = { t="REDMARB3", f="RMARB2" }

  -- Metal / Rust
  DARKMET1 = { t="DARKMET1", f="DARKM01" }
  EVILFACE = { t="EVILFACE", f="CEIL5_2" } --From Plutonia 2
  EVILFAC2 = { t="EVILFAC2", f="FLAT5_4" }
  EVILFAC3 = { t="EVILFAC3", f="FLAT5" }
  EVILFAC4 = { t="EVILFAC4", f="BLACK0" }
  EVILFAC5 = { t="EVILFAC5", f="BLACK0" }
  EVILFAC6 = { t="EVILFAC6", f="GRATE4" }
  EVILFAC7 = { t="EVILFAC7", f="GRATE4" }
  EVILFAC8 = { t="EVILFAC8", f="GRATE4" }
  EVILFAC9 = { t="EVILFAC9", f="GRATE4" }
  EVILFACA = { t="EVILFACA", f="GRATE4" }
  GRAYMET1 = { t="GRAYMET1", f="FLAT23" }
  GRAYMET2 = { t="GRAYMET2", f="SHINY04" }
  GRAYMET3 = { t="GRAYMET3", f="SHINY04" }
  GRAYMET4 = { t="GRAYMET4", f="SHINY04" }
  GRAYMET5 = { t="GRAYMET5", f="SHINY04" }
  GRAYMET6 = { t="GRAYMET6", f="SHINY04" } -- Blue plating inside
  GRAYMET7 = { t="GRAYMET7", f="SHINY04" } -- Purple
  GRAYMET8 = { t="GRAYMET8", f="SHINY04" } -- Green
  GRAYMET9 = { t="GRAYMET9", f="SHINY04" } -- Red
  GRAYMETA = { t="GRAYMETA", f="SHINY04" } -- Cyan
  GRAYMETB = { t="GRAYMETB", f="SHINY04" } -- Purple-ish
  GRAYMETC = { t="GRAYMETC", f="SHINY04" } -- Orange
  MET2  = { t="MET2", f="CEIL5_2" } -- METAL2
  MET3  = { t="MET3", f="CEIL5_2" } -- METAL3
  MET4  = { t="MET4", f="CEIL5_2" } -- METAL4
  MET5  = { t="MET5", f="CEIL5_2" } -- METAL5
  MET6  = { t="MET6", f="CEIL5_2" } -- METAL6
  MET7  = { t="MET7", f="CEIL5_2" } -- METAL7
  METACOMP  = { t="METACOMP", f="CEIL5_2" }
  METAL8  = { t="METAL8", f="CEIL5_2" }
  METAL9  = { t="METAL9", f="CEIL5_2" }
  METAL10  = { t="METAL10", f="CEIL5_2" }
  METAL11  = { t="METAL11", f="FLOOR4_8" }

  METL01 = { t="METL01", f="CEIL5_2" } --METAL2
  METL02 = { t="METL02", f="GMET01" }
  METL03 = { t="METL03", f="GMET01" }
  METL04 = { t="METL04", f="SLIME16" } --SPACEW4

  RUSTWALL  = { t="RUSTWALL", f="GRATE8" }
  RUSTWAL2  = { t="RUSTWAL2", f="G08" }
  RUSTWAL3  = { t="RUSTWAL3", f="G08" }
  RUSTWAL4  = { t="RUSTWAL4", f="G08" }

  --Memento Mori 2 textures
  HELMET2 = { t="HELMET2", f="CEIL5_2" }
  MM205 = { t="MM205", f="MFLR8_4" } --Rock with metal patterns
  MM206 = { t="MM206", f="G20" } --Green rock
  MM207 = { t="MM207", f="G20" } --Green brick
  MM208 = { t="MM208", f="RROCK03" } --Brown and black stripe wall

  -- Egypt
  EGYPT01   = { t="EGYPT01",   f="FLAT1_1" } --64x64
  EGYPT02   = { t="EGYPT02",   f="FLOOR7_1" } --128x128
  EGYPT03   = { t="EGYPT03",   f="FLOOR7_1" } --64x128, doesn't tile horizontally that well
  EGYPT04   = { t="EGYPT04",   f="SAND2" } --128x128
  EGYPT05   = { t="EGYPT05",   f="RROCK09" } --128x128
  EGYPT06   = { t="EGYPT06",   f="RROCK09" } --128x128

  ESAND1   = { t="ESAND1",   f="SAND1" } -- Sand dune texture
  ESAND2   = { t="ESAND2",   f="SAND2" } -- Sand dune texture

  EGDOOR1  = { t="EGDOOR1",  f="FLOOR7_1" } -- Door

  -- Egypt wall murals
  MURAL3   = { t="MURAL3",   f="FLAT1_1" } --96x128
  MURAL4   = { t="MURAL4",   f="FLAT1_1" } --96x128
  MURAL5   = { t="MURAL5",   f="FLAT1_1" }
  MURAL6   = { t="MURAL6",   f="FLAT1_1" }
  MURAL7   = { t="MURAL7",   f="RROCK09" } --256x128
  MURAL8   = { t="MURAL8",   f="RROCK03" } --256x128
  MURAL9   = { t="MURAL9",   f="RROCK09" }
  MURAL10  = { t="MURAL10",  f="RROCK09" }
  MURAL11  = { t="MURAL11",  f="RROCK09" }
  MURAL12  = { t="MURAL12",  f="RROCK09" }
  MURAL13  = { t="MURAL13",  f="RROCK09" }
  MURAL14  = { t="MURAL14",  f="RROCK09" }
  MURAL15  = { t="MURAL15",  f="RROCK09" }
  MURAL16  = { t="MURAL16",  f="RROCK09" }
  MURAL17  = { t="MURAL17",  f="RROCK09" }

  -- Rocks / Natural
  CATACMB1 = { t="CATACMB1", f="RROCK03" } -- Dark gray rock, bones
  CATACMB2 = { t="CATACMB2", f="RROCK03" } -- Dark gray rock, empty
  CATACMB3 = { t="CATACMB3", f="RROCK03" } -- Dark gray rock
  CATACMB4 = { t="CATACMB4", f="FLOOR7_1" } -- Dark brown rock, bones
  CATACMB5 = { t="CATACMB5", f="FLOOR7_1" } -- Dark brown rock, empty
  CATACMB6 = { t="CATACMB6", f="FLOOR7_1" } -- Dark brown rock
  GRNSTONE = { t="GRNSTONE", f="GRNRKF" }
  RDROK1 = { t="RDROK1", f="RROCK01" }
  RDROK2 = { t="RDROK2", f="FLOOR6_1" }
  ROK01 = { t="ROK01", f="RROCK16" } --ROCK4
  ROK02 = { t="ROK02", f="RROCK09" } --ROCK5
  ROK03 = { t="ROK03", f="RROCK03" }
  ROK04 = { t="ROK04", f="RROCK03" }
  ROK05 = { t="ROK05", f="RROCK03" }
  ROK06 = { t="ROK06", f="RROCK18" }
  ROK07 = { t="ROK07", f="RROCK17" }
  ROK08 = { t="ROK08", f="GRNROCK" }
  ROK09 = { t="ROK09", f="GRNROCK" }
  ROK10 = { t="ROK10", f="RROCK13" }
  ROK11 = { t="ROK11", f="SLIME13" } --BRICK10
  ROK12 = { t="ROK12", f="FLAT10" }
  ROK13 = { t="ROK13", f="QFLAT07" }
  ROK14 = { t="ROK14", f="RROCK03" }
  ROK15 = { t="ROK15", f="RROCK03" }
  ROK16 = { t="ROK16", f="FLOOR7_1" } --Brownish version of ROCK3
  ROK17 = { t="ROK17", f="FLAT5_4" }  --Light gray bricks
  ROK18 = { t="ROK18", f="FLAT5_4" }  --Dark gray bricks (Flat needed)
  ROK19 = { t="ROK19", f="FLOOR7_1" }  --Brown/tan bricks (Flat needed)
  ROK20 = { t="ROK20", f="RROCK03" }
  ROK21 = { t="ROK21", f="FLAT10" }
  ROK22 = { t="ROK22", f="RROCK18" }
  ROK23 = { t="ROK23", f="RROCK03" }
  ROK24 = { t="ROK24", f="RROCK03" }
  ROK25 = { t="ROK25", f="RROCK17" }
  ROK26 = { t="ROK26", f="RROCK16" }
  TNROK1 = { t="TNROK1", f="RROCK09" } --TANROCK4
  TNROK2 = { t="TNROK2", f="RROCK03" } --TANROCK5

  -- Pipes
  PIPESV1 = { t="PIPESV1", f="FLAT1" }
  PIPESV2 = { t="PIPESV2", f="FLAT5_5" }
  PIPESV3 = { t="PIPESV3", f="RROCK20" }
  PIPEDRK1 = { t="PIPEDRK1", f="RROCK03" }
  PIPEWAL5 = { t="PIPEWAL5", f="RROCK03" }

  -- Silver / Shiny
  HEX01 = { t="HEX01", f="SHINY03" }
  SHAWN4 = { t="SHAWN4", f="FLAT23" }
  SHAWN5 = { t="SHAWN5", f="FLAT23" }
  SHAWN01C = { t="SHAWN01C", f="FLAT23" }
  SHAWN01D = { t="SHAWN01D", f="FLAT23" }
  SHAWN01E = { t="SHAWN01E", f="FLAT23" }
  SHAWN01F = { t="SHAWN01F", f="FLAT23" }
  SHAWN01G = { t="SHAWN01G", f="FLAT23" }
  SHAWN01H = { t="SHAWN01H", f="FLAT23" }
  SHAWCOMP = { t="SHAWCOMP", f="FLAT23" }
  SHAWGRY4 = { t="SHAWGRY4", f="FLAT23" }
  SHAWHOSO = { t="SHAWHOSO", f="FLAT23" }
  SHAWNDR = { t="SHAWNDR", f="FLAT20" }
  SHAWVENT = { t="SHAWVENT", f="FLAT23" }
  SHAWVEN2 = { t="SHAWVEN2", f="FLAT23" }
  SILVBLU1 = { t="SILVBLU1", f="FLAT23" }
  SILVCOMP = { t="SILVCOMP", f="FLAT23" }

  SILVER2G = { t="SILVER2G", f="FLAT23" }
  SILVER2R = { t="SILVER2R", f="FLAT23" }
  SILVER2O = { t="SILVER2O", f="FLAT23" }
  SILVER2Y = { t="SILVER2Y", f="FLAT23" }
  SILVER2W = { t="SILVER2W", f="FLAT23" }

  UACCRT1 = { t="UACCRT2", f="FLAT23" }
  UACCRT2 = { t="UACCRT2", f="FLAT23" }

  -- Skin and Hell
  BODIES1 = { t="BODIES1", f="BODIESFL" } -- Copy of AASHITTY
  BODIESB = { t="BODIESB", f="BODIESFL" } --Dark red AASHITTY/SP_FACE2
  BODIESC = { t="BODIESC", f="BODIESF2" } --Dark brown AASHITTY/SP_FACE2
  BONES1 = { t="BONES1", f="FLAT5_6" } -- Brown bones
  BONES2 = { t="BONES2", f="FLAT5_6" } -- Gray bones
  BONES3 = { t="BONES3", f="FLAT5_6" } -- Bloody bones
  CORPSES = { t="CORPSES", f="FLAT5_6" } --SLOPPY1
  CRACKRED = { t="CRACKRED", f="RROCK01" }
  CRACKRD2 = { t="CRACKRD2", f="RROCK01" }
  CRAK01 = { t="CRAK01", f="RROCK01" } --CRACKLE2
  CRAK02 = { t="CRAK02", f="RROCK02" } --CRACKLE4
  DEATH1 = { t="DEATH1", f="FLAT5_4" }
  DEATH2 = { t="DEATH2", f="FLAT5_4" }
  DEATH3 = { t="DEATH3", f="FLAT5_4" }
  DEMSTAT = { t="DEMSTAT", f="GMET07" } -- Demon statue, Craneo's stuff
  HELMET1 = { t="HELMET1", f="CEIL5_1" }
  HELWAL1 = { t="HELWAL1", f="RROCK03" } --Memento Mori 2
  HELLROK1 = { t="HELLROK1", f="FLOOR6_1" }
  HELWAL2 = { t="HELWAL2", f="FLOOR6_1" } --Plutonia 2
  PENTA1 = { t="PENTA1", f="RROCK03" }
  SKIN3 = { t="SKIN3", f="SFLR6_4" }
  SKIN4 = { t="SKIN4", f="SKINFLT1" }
  SKINHEAD = { t="SKINHEAD", f="SFLR6_4" }
  SKINLOW1  = { t="SKINLOW1",  f="FLAT5_2" } --128x128 version of SKINLOW
  SKINMET3 = { t="SKINMET3", f="CEIL5_2" }
  SKINMET4 = { t="SKINMET4", f="CEIL5_2" }
  SKINMET5 = { t="SKINMET5", f="CEIL5_2" }
  SKINMET6 = { t="SKINMET6", f="CEIL5_2" }
  SKINMET7 = { t="SKINMET7", f="CEIL5_2" }
  SKTEK01 = { t="SKTEK01", f="FLAT5_5" } --SKINTEK1
  SKTEK02 = { t="SKTEK02", f="FLAT5_5" } --SKINTEK2
  SKULLS = { t="SKULLS", f="FLOOR6_1" } --SP_FACE2
  SKULLS2 = { t="SKULLS2", f="FLAT5_6" }
  SKULLS3 = { t="SKULLS3", f="FLAT5_6" } --SKULWAL3
  SKULLS4 = { t="SKULLS4", f="FLAT5_6" } --SKULWALL
  SPDUDE3 = { t="SPDUDE3", f="FLOOR7_2" } --SP_DUDE3
  SPDUDE6 = { t="SPDUDE6", f="FLOOR7_2" } --SP_DUDE6
  SPDUDE7 = { t="SPDUDE7", f="FLOOR5_4" } --SP_DUDE7
  SPDUDE8 = { t="SPDUDE8", f="FLOOR5_4" } --SP_DUDE8
  SP_HOT2 = { t="SP_HOT2", f="BMARB3" }
  SP_HOT3 = { t="SP_HOT3", f="RMARB3" }
  SPINE01 = { t="SPINE01", f="SFLR6_4" }

  --Snow and Ice
  SNOW01 = { t="SNOW01", f="SNOW1" }
  SNOW02 = { t="SNOW02", f="SNOW1" }
  SNOW03 = { t="SNOW03", f="SNOW5" }
  SNOW04 = { t="SNOW04", f="SNOW8" }
  SNOW05 = { t="SNOW05", f="SNOW6" }
  SNOW06 = { t="SNOW06", f="SNOW8" }
  SNOW07 = { t="SNOW07", f="SNOW6" }
  SNOW08 = { t="SNOW08", f="SNOW1" }
  SNOW09 = { t="SNOW09", f="SNOW5" }
  SNOW10 = { t="SNOW10", f="SNOW1" }
  SNOW11 = { t="SNOW11", f="SNOW6" }
  SNOW12 = { t="SNOW12", f="SNOW6" }
  SNOW13 = { t="SNOW13", f="SNOW13F" } -- 256x256, beautiful ice
  SNOW14 = { t="SNOW14", f="SNOW6" } -- 256x256
  SNOW15 = { t="SNOW15", f="SNOW1" }

  SNOWBOX1 = { t="SNOWBOX1", f="SNOW6" }
  SNOWBOX2 = { t="SNOWBOX2", f="SNOW1" }

  SNOWWAL1 = { t="SNOWWAL1", f="SHINY01" }
  SNOWWAL2 = { t="SNOWWAL2", f="SHINY02" }
  SNOWWAL3 = { t="SNOWWAL3", f="SHINY02" }
  SNOWWAL4 = { t="SNOWWAL4", f="SHINY01" }

  -- Desert textures
  DESBRIK1 = { t="DESBRIK1", f="RROCK09" } -- Tan brick facade
  DESBRIK2 = { t="DESBRIK2", f="RROCK09" } -- Tan brick facade
  DESBRIK3 = { t="DESBRIK3", f="FLOOR7_1" } -- Brown brick facade w/ trim
  DESBRIK4 = { t="DESBRIK4", f="RROCK09" } -- Tan brick facade
  DESBRIK5 = { t="DESBRIK5", f="RROCK09" } -- Tan brick facade
  DESBRIK6 = { t="DESBRIK6", f="RROCK09" } -- Tan brick facade w/ trim
  DESBRIK7 = { t="DESBRIK7", f="FLOOR7_1" } -- Tan brick facade
  DESMARB1 = { t="DESMARB1", f="RROCK09" } -- Elegant tan marble
  DESMARB2 = { t="DESMARB2", f="RROCK09" } -- Elegant tan marble
  DESROCK1 = { t="DESROCK1", f="RROCK03" } -- Brown rock
  DESROCK2 = { t="DESROCK2", f="QFLAT07" } -- Brown rock
  DESROCK3 = { t="DESROCK3", f="FLOOR7_1" } -- Brown rock
  DESROCK4 = { t="DESROCK4", f="RROCK09" } -- Tan rock
  DESROCK5 = { t="DESROCK5", f="RROCK17" } -- Brown rock

  -- Tekwall / Startan-types
  STARBR1 = { t="STARBR1", f="FLOOR0_2" }
  STARGRY1 = { t="STARGRY1", f="SHINY01" }
  TEKGRBLU = { t="TEKGRBLU", f="RROCK20" }
  TEKGRDR = { t="TEKGRDR", f="CEIL5_2" } -- Usable as a door
  TEKGRN01 = { t="TEKGRN01", f="RROCK20" } --RROCK20
  TEKGRY01 = { t="TEKGRY01", f="RROCK21" }
  TEKGRY02 = { t="TEKGRY02", f="RROCK21" }
  TEKSHAW = { t="TEKSHAW", f="SHINY02" }
  TEKWALL2 = { t="TEKWALL2", f="CEIL5_1" }
  TEKWALL2 = { t="TEKWALL2", f="CEIL5_1" }
  TEKWALL7 = { t="TEKWALL7", f="FLOOR7_1" }
  TEKWALL8 = { t="TEKWALL8", f="TEK1" } -- Red
  TEKWALL9 = { t="TEKWALL9", f="TEK2" } -- Green
  TEKWALLA = { t="TEKWALLA", f="TEK3" } -- Purple
  TEKWALLB = { t="TEKWALLB", f="TEK4" } -- Blue
  TEKWALLC = { t="TEKWALLC", f="TEK5" } -- Magenta
  TEKWALLD = { t="TEKWALLD", f="TEK6" } -- Cyan/Aqua
  TEKWALLE = { t="TEKWALLE", f="TEK7" } -- Orange
  TVSNOW01 = { t="TVSNOW01", f="CEIL5_1" } --Animated

  -- Auxiliary
  COLLITE1 = { t="COLLITE1", f="RROCK20" } --Green version of REDWALL1
  COLLITE2 = { t="COLLITE2", f="ORANFLOR" } --Orange version of REDWALL1
  COLLITE3 = { t="COLLITE3", f="CEIL4_2" } --Blue version of REDWALL1
  DFAN1 = { t="DFAN1", f="METAL" } -- Essentially a wall version of FAN1
  EXITDOR2 = { t="EXITDOR2", f="CEIL5_1" } -- Hellish style exit door
  EXITSIG2 = { t="EXITSIG2", f="CEIL5_2" } -- Rusty vertical exit sign
  EXITSIG3 = { t="EXITSIG3", f="FLAT1" } -- Gray techy vertical exit sign
  LITE2 = { t="LITE2", f="FLOOR0_1" } -- BROWN1 variant w/ lights. From Doom1
  LITE4 = { t="LITE4", f="FLAT19" } -- LITE5 and bigger light on bottom. From Doom1
  LITE96 = { t="LITE96", f="FLOOR7_1" } -- BROWN96 variant w/ lights. From Doom1
  LITEBLU3 = { t="LITEBLU3", f="CEIL5_1" } -- Large blue lights. From Doom1
  LITESTON = { t="LITESTON", f="MFLR8_1" } -- STONE2 variant w/ lights. From Doom1
  RDLITE01 = { t="RDLITE01", f="FLOOR1_6" } --REDLITE
  RDWAL01 = { t="RDWAL01", f="FLOOR1_6" } --REDWALL1
  SANDBAGS = { t="SANDBAGS", f="RROCK09" }
  SUPPORT4 = { t="SUPPORT4", f="FLAT23" }
  WHEEL1 = { t="WHEEL1", f="CEIL5_1" } -- Truck wheel
  WHEEL2 = { t="WHEEL2", f="CEIL5_1" } -- Car wheel
  WHEEL3 = { t="WHEEL3", f="CEIL5_1" } -- Compact car wheel

  -- Steps
  WARNSTEP = { t="WARNSTEP", f="WARN1", sane=1 }

  -- Wood / Panel / Urban
  GUNRACK = { t="GUNRACK", f="RROCK09" } -- Weapons rack by OSJ Clatchford, ZDoom custom texture thread, page 80
  PANBOOK2 = { t="PANBOOK2", f="RROCK09" } -- 128x128
  PANBOOK3 = { t="PANBOOK3", f="RROCK09" } -- 128x128
  PANBOOK4 = { t="PANBOOK4", f="RROCK09" } -- 64x128
  PANBOOK5 = { t="PANBOOK5", f="RROCK09" } -- 64x96
  STUC01 = { t="STUC01", f="RROCK09" } --STUCCO
  THATCH1 = { t="THATCH1", f="G03" }
  THATCH2 = { t="THATCH2", f="G02" }
  WD01 = { t="WD01", f="FLAT5_2" } --WOOD8
  WD02 = { t="WD02", f="FLAT5_2" } --WOOD9
  WD03 = { t="WD03", f="FLAT5_2" }
  WD04 = { t="WD04", f="FLAT5_1" }
  WODCRAT1 = { t="WODCRAT1", f="FLAT5_2" } -- Wooden TNT UAC crate, 64x128
  WODCRAT2 = { t="WODCRAT2", f="FLAT5_2" } -- Wooden TNT UAC crate, 64x64
  WODCRAT3 = { t="WODCRAT3", f="FLAT5_2" } -- Wooden TNT UAC crate, 128x64
  WODCRAT4 = { t="WODCRAT4", f="FLAT5_2" } -- Wooden UAC crate, 64x64
  WODCRAT5 = { t="WODCRAT5", f="FLAT5_2" } -- Wooden UAC crate, 64x128
  WOODDEM1 = { t="WOODDEM1", f="FLAT5_1" } -- Ugly wooden demon relief
  WOODFACE = { t="WOODFACE", f="FLAT5_2" }
  WOODSKUL = { t="WOODSKUL", f="FLAT5_2" } -- Wood with skull on it. From Doom1
  WOOD13 = { t="WOOD13", f="FLAT5_2" }
  WOOD14 = { t="WOOD14", f="FLAT5_2" }
  WOOD15 = { t="WOOD15", f="FLAT5_2" }
  WOOD16 = { t="WOOD16", f="FLAT5_2" }
  WOOD17 = { t="WOOD17", f="FLAT5_2" }
  WOOD18 = { t="WOOD18", f="FLAT5_2" }
  WDMET01 = { t="WDMET01", f="CEIL5_2" } --WOODMET1
  WDMET02 = { t="WDMET02", f="CEIL5_2" } --WOODMET2
  WDMET03 = { t="WDMET03", f="CEIL5_2" }

  -- Jimmy's custom textures from Jimmytex
  MOSROK3   = { t="MOSROK3", f="RROCK09" } -- Plutonia MOSROK, but brown

  -- Doom 2 Panels
  PANNY01   = { t="PANNY01", f="RROCK09" } --PANEL1
  PANNY02   = { t="PANNY02",   f="RROCK09" } --PANEL2
  PANNY03   = { t="PANNY03",   f="RROCK09" } --PANEL3
  PANNY04   = { t="PANNY04",   f="RROCK09" } --PANEL4
  PANNY05   = { t="PANNY05",   f="RROCK09" } --PANEL6
  PANNY06   = { t="PANNY06",   f="RROCK09" } --PANEL7
  PANNY07   = { t="PANNY07",   f="RROCK09" } --PANEL8
  PANNY08   = { t="PANNY08",   f="RROCK09" } --PANEL9
  PANNY09 = { t="PANNY09", f="RROCK09" } --PANCASE2
  PANNYA = { t="PANNYA", f="RROCK09" } --TANROCK3

  -- Animated liquid walls
  GRYFALL1   = { t="GRYFALL1", f="SLUDGE01", sane=1 }
  MFALL1     = { t="MFALL1", f="MAGMA1", sane=1 }
  PURFAL1     = { t="PURFAL1", f="PURW1", sane=1 }
  SLMFALL1   = { t="SLMFALL1", f="SLIME01", sane=1 }
  OFALL1     = { t="OFALL1", f="OSLIME01", sane=1 }
  LFAL21     = { t="LFAL21", f="QLAVA1", sane=1 }
  LFALL1     = { t="LFALL1", f="XLAV1", sane=1 }
  ICEFALL    = { t="ICEFALL", f="SNOW9", sane=1 } --Not animated

  -- Animated but not fully liquid walls
   SLADRIP1 = { t="SLADRIP1", f="FLOOR7_1" }

  -- Candles / Misc Animated
  CANDLE1     = { t="CANDLE1", f="MAGMA1", sane=1 } -- Burning candles, for decor, not walls
  FIREBLK1 = { t="FIREBLK1", f="FLOOR6_2", sane=1 } -- Black FIREBLU1
  LAVBLAK1 = { t="LAVBLAK1", f="RROCK03", sane=1 } -- Black FIRELAVA
  LAVBLUE1 = { t="LAVBLUE1", f="FASHBLU", sane=1 } -- Blue FIRELAVA
  LAVGREN1 = { t="LAVGREN1", f="FASHGREN", sane=1 } -- Green FIRELAVA
  LAVWHIT1 = { t="LAVWHIT1", f="FASHWITE", sane=1 } -- White FIRELAVA

  -- Switches
  SW1CHN = { t="SW1CHN", f="FLAT5_2" }
  SW2CHN = { t="SW2CHN", f="FLAT5_2" }
  SW1GOTH = { t="SW1GOTH", f="CEIL5_2" }
  SW2GOTH = { t="SW2GOTH", f="CEIL5_2" }
  SW1PENT = { t="SW1PENT", f="CEIL5_2" }
  SW2PENT = { t="SW2PENT", f="CEIL5_2" }
  SW1QUAK = { t="SW1QUAK", f="CEIL5_2" }
  SW2QUAK = { t="SW2QUAK", f="CEIL5_2" }
  SW1SKUL1 = { t="SW1SKUL1", f="CEIL5_2" }
  SW2SKUL1 = { t="SW2SKUL1", f="CEIL5_2" }

  -- Fencing & spacings
  BARBWIRE = { t="BARBWIRE", rail_h=32 } -- Razor barbwire
  FENCE1 = { t="FENCE1", rail_h=128 }
  FENCE2 = { t="FENCE2", rail_h=128 }
  FENCE3 = { t="FENCE3", rail_h=64 }
  FENCE4 = { t="FENCE4", rail_h=128 }
  FENCE5 = { t="FENCE5", rail_h=72 }
  FENCE6 = { t="FENCE6", rail_h=72 }
  FENCE7 = { t="FENCE7", rail_h=128 }
  FENCE8 = { t="FENCE8", rail_h=96 } -- Shiny
  FENCE9 = { t="FENCE9", rail_h=96 } -- Rusty
  FENCEA = { t="FENCEA", rail_h=128 } -- Shiny
  FENCEB = { t="FENCEB", rail_h=128 } -- Rusty
  FENCEC = { t="FENCEC", rail_h=128 } -- Fencing with vegetation(?) on it, from Evilution
  MIDSPAC2 = { t="MIDSPAC2", f="CEIL5_1", rail_h = 128 } -- Darker
  MIDSPAC3 = { t="MIDSPAC3", f="CEIL5_1", rail_h = 128 } -- A thicker, metallic look
  MIDSPAC4 = { t="MIDSPAC4", f="WARN1", rail_h = 128 } -- Warning stripes
  MIDSPAC5 = { t="MIDSPAC5", f="WARN1", rail_h = 128 } -- Warning stripes
  MIDSPAC6 = { t="MIDSPAC6", f="CEIL5_2", rail_h = 128 } -- Diamond holes
  MIDSPAC7 = { t="MIDSPAC7", f="CEIL5_2", rail_h = 128 } -- Rectangular holes
  MIDSPAC8 = { t="MIDSPAC8", f="CEIL5_2", rail_h = 128 } --  Diagonal holes
  MIDVINE1 = { t="MIDVINE1", f="CEIL5_1", rail_h = 128 } -- 256x128, brown vines
  MIDVINE2 = { t="MIDVINE2", f="CEIL5_1", rail_h = 128 } -- 256x128, brown & green vines
  RAIL1 = { t="RAIL1", rail_h=32 }

  -- Transparent windows
  MIDWIND1 = { t="MIDWIND1", f="CEIL5_1", rail_h = 128 } -- 32x128
  MIDWIND2 = { t="MIDWIND2", f="CEIL5_1", rail_h = 128 } -- 32x128
  MIDWIND3 = { t="MIDWIND3", f="CEIL5_1", rail_h = 128 } -- 64x128
  MIDWIND4 = { t="MIDWIND4", f="CEIL5_1", rail_h = 96 } -- 32x96
  MIDWIND5 = { t="MIDWIND5", f="CEIL5_1", rail_h = 128 } -- 64x128
  MIDWIND6 = { t="MIDWIND6", f="CEIL5_1", rail_h = 96} -- 32x96
  MIDWIND7 = { t="MIDWIND7", f="CEIL5_1", rail_h = 128 } -- 32x128
  MIDWIND8 = { t="MIDWIND8", f="CEIL5_1", rail_h = 128 } -- 128x128


  -- Oblige flags
  -- Note: Due to being over 128 height, we may need to use HI_START/HI_END lumps if
  -- we have problems with the textures being cut off in-game.
  OBDNBNR1 = { t="OBDNBNR1", f="CRATOP2" } -- OBLIGE flag, yellow
  OBDNBNR2 = { t="OBDNBNR2", f="SFLR6_4" } -- OBLIGE flag, hellish

  -- Vending machine textures (from vending_machine_textures.wad) --
  OBVNMCH1 = { t="OBVNMCH1", f="CEIL5_1" }
  OBVNMCH2 = { t="OBVNMCH2", f="CEIL5_1" }
  OBVNMCH3 = { t="OBVNMCH3", f="CEIL5_1" }
  OBVNMCH4 = { t="OBVNMCH4", f="CEIL5_1" }
  OBVNMCH5 = { t="OBVNMCH5", f="CEIL5_1" }

  CRATJOKE = { t="CRATJOKE", f="CRATOP2"}

  -- Existing textures with new definitions, especially so some prefabs using Doom 2 textures should
  -- look a bit better with replacements for some of the Doom1 textures included in the Epic texture
  -- set with the included Doom 2 flats.

  ASHWALL2 = { t="ASH01",  f="FLOOR6_2" }
  ASHWALL3 = { t="ASH02", f="RROCK03" }
  ASHWALL4 = { t="ASH03", f="FLAT10" }
  BIGBRIK1 = { t="BRIKS08",  f="FLOOR7_1" }
  BIGBRIK2 = { t="BRIKS09", f="FLAT5_4" }
  BRICK10 = { t="ROK11",  f="SLIME13" }
  BRICKLIT = { t="BLIT01",  f="RROCK10" }
  BRONZE1  = { t="BRONZE5",  f="FLOOR7_1" }
  BRONZE2  = { t="BRONZE5",  f="FLOOR7_1" }
  BRONZE3  = { t="BRONZE5",  f="FLOOR7_1" }
  BSTONE1  = { t="BST01", f="RROCK11" }
  BSTONE2  = { t="BST02", f="RROCK12" }
  BSTONE3  = { t="BLIT02", f="RROCK12" }
  CEMENT7  = { t="CEM01",  f="FLOOR7_2" }
  CEMENT9  = { t="CEM02",  f="FLOOR7_2" }
  CRACKLE2 = { t="CRAK01", f="RROCK01" }
  CRACKLE4 = { t="CRAK02", f="RROCK02" }
  FIREBLU1 = { t="FIREBLU1", f="FIRELAF1" }
  FIREBLU2 = { t="FIREBLU2", f="FIRELAF2" }
  FIRELAV2 = { t="FIRELAV2", f="FLOOR6_1" }
  FIREWALA = { t="FIREWALA", f="FLOOR6_1" }
  MARBFAC4 = { t="MBGRY2", f="DEM1_5" }
  MARBGRAY = { t="MBGRY",  f="FLOOR7_2" }
  METAL2  = { t="MET2", f="CEIL5_2" }
  METAL3  = { t="MET3", f="CEIL5_2" }
  METAL4  = { t="MET4", f="CEIL5_2" }
  METAL5  = { t="MET5", f="CEIL5_2" }
  METAL6  = { t="MET6", f="CEIL5_2" }
  METAL7  = { t="MET7", f="CEIL5_2" }
  PANBOOK  = { t="PANBOOK4", f="RROCK09" }
  PANCASE1 = { t="PANNY09", f="RROCK09" }
  PANCASE2 = { t="PANNYA",  f="RROCK09" }
  PANEL1   = { t="PANNY01", f="RROCK09" }
  PANEL2   = { t="PANNY02", f="RROCK09" }
  PANEL3   = { t="PANNY03", f="RROCK09" }
  PANEL4   = { t="PANNY04", f="RROCK09" }
  PANEL6   = { t="PANNY05", f="RROCK09" }
  PANEL7   = { t="PANNY06", f="RROCK09" }
  PANEL8   = { t="PANNY07", f="RROCK09" }
  PANEL9   = { t="PANNY08", f="RROCK09" }
  PIPES    = { t="PIPESV2", f="FLOOR0_1" }
  PIPEWAL2 = { t="PIPEWAL5", f="FLOOR4_5" }
  ROCK1    = { t="ROK08",   f="GRNROCK" }
  ROCK2    = { t="ROK09",   f="GRNROCK" }
  ROCK3    = { t="ROK10",   f="RROCK12" }
  ROCK4    = { t="ROK01",   f="RROCK15" } -- Can't think of a better flat for this one
  ROCK5    = { t="ROK02",   f="RROCK09" }
  SFALL1    = { t="NFALL1",   f="NUKAGE1" }
  SILVER2  = { t="SILVER2R", f="FLAT23" }
  SILVER3  = { t="PLANET1",  f="FLAT23" }
  SPACEW3  = { t="CONSOLE1", f="CEIL5_1" }
  SLOPPY1  = { t="CORPSES", f="FLAT5_6" }
  SLOPPY2  = { t="CORPSES", f="FLAT5_6" }
  SP_DUDE7 = { t="SPDUDE7", f="FLOOR5_4" }
  SP_DUDE8 = { t="SPDUDE8", f="FLOOR5_4" }
  SP_FACE2 = { t="BODIES1", f="BODIESFL" }
  STONE4   = { t="STON4",    f="FLAT5_4" }
  STONE6   = { t="STON6", f="FLOOR7_1" }
  STUCCO   = { t="STUC01", f="FLAT5_5" }
  SW1MET2  = { t="SW1DIRT",   f="FLOOR7_1" }
  TANROCK4 = { t="TNROK1", f="RROCK09" }
  TANROCK5 = { t="TNROK2", f="FLOOR7_1" }
  TEKGREN2 = { t="TEKGRN01",   f="RROCK20" }
  TEKWALL4 = { t="TEKWALL4", f="TEKFLR4" }
  TEKWALL6 = { t="TEKWALL7", f="CEIL5_1" }
  WOOD8    = { t="WD01",    f="FLAT5_2" }
  WOOD9    = { t="WD02",    f="FLAT5_2" }
  WOODMET1 = { t="WDMET01",  f="CEIL5_2" }
  WOODMET2 = { t="WDMET02",  f="CEIL5_2" }
  ZIMMER1  = { t="ZIM1", f="RROCK20" }
  ZIMMER2  = { t="ZIM2", f="RROCK20" }
  ZIMMER3  = { t="ZIM3", f="FLAT10" }
  ZIMMER4  = { t="ZIM4", f="FLAT10" }
  ZZWOLF1  = { t="STONE", f="FLAT5_4" }
  ZZWOLF2  = { t="STONE", f="FLAT5_4" }
  ZZWOLF3  = { t="MARBFACE", f="FLOOR7_2" }
  ZZWOLF4  = { t="MARBFAC3", f="FLOOR7_2" }
  ZZWOLF5  = { t="WOOD1", f="FLAT5_2" }
  ZZWOLF6  = { t="WOOD4", f="FLAT5_1" }
  ZZWOLF7  = { t="MARBFACE", f="FLOOR7_2" }
  ZZWOLF9  = { t="STONE3", f="FLAT1" }
  ZZWOLF10  = { t="SHAWN2", f="FLAT23" }
  ZZWOLF11  = { t="ROCKRED1", f="FLOOR6_1" }
  ZZWOLF12  = { t="MARBFAC2", f="FLOOR7_2" }
  ZZWOLF13  = { t="TEKWALL4", f="CEIL5_1" }

  -- Replacement rails
  MIDBARS1 = { t="FENCE1", rail_h=128 }
  MIDBRONZ = { t="MIDSPAC8", rail_h=128 }
  MIDSPACE = { t="MIDSPAC4", rail_h=128 }

  --------------------
  --------------------
  --- Extra floors ---
  --------------------
  --------------------

  -- Organic
  BODIESFL = { f="BODIESFL", t="BODIESB" }
  BODIESF2 = { f="BODIESF2", t="BODIESC" }
  FASHBLU = { f="FASHBLU", t="LAVBLUE1" } -- These four are to accompany the colored FIRELAVAs..
  FASHGREN = { f="FASHGREN", t="LAVGREN1" }
  FASHWITE = { f="FASHWITE", t="LAVWHIT1" }
  FASHBLAK = { f="FASHBLAK", t="LAVBLAK1" }

  -- Carpet
  CARPET1 = { t="PANNYA",  f="CARPET1" }
  CARPET2 = { t="WOOD1",  f="CARPET2" }
  CARPET3 = { t="PANNYA",  f="CARPET3" }
  CARPET4 = { t="WOOD3",  f="CARPET4" }
  CARPET5 = { t="WOOD1",  f="CARPET5" }
  CARPET6 = { t="WOOD1",  f="CARPET6" }
  CARPET7 = { t="WOOD1",  f="CARPET7" }
  CARPET8 = { t="WOOD1",  f="CARPET8" }

  -- Various Decayed Tech Flooring / etc
  DARKF01 = { t="BROWNGRN",  f="DARKF01" }
  DARKF02 = { t="BROWNGRN",  f="DARKF02" }
  DARKF03 = { t="METL01",  f="DARKF03" }
  FLOOR46D = { t="PIPEDRK1",  f="FLOOR46D" }
  FLOOR46E = { t="PIPEDRK1",  f="FLOOR46E" }
  FLAT15 = { t="COMPRED",  f="FLAT15" }
  FLOOR1_2 = { t="COMPRED",  f="FLOOR1_2" }
  FLOOR4_7 = { f="FLOOR4_7", t="STARGR1" }
  FLOOR51C = { f="FLOOR51C", t="METAL1" }
  FLOOR7_3 = { f="FLOOR7_3", t="GOTH11" }

  -- Egypt
  EG01  = { t="EGYPT03",  f="EG01" }
  EG02  = { t="STONE6",  f="EG02" }
  EG03  = { t="EGYPT03",  f="EG03" }
  EG04  = { t="STONE6",  f="EG04" }
  EG05  = { t="EGYPT04",  f="EG05" }
  EG06  = { t="BRIKS06",  f="EG06" }
  SAND1  = { t="ESAND1",  f="SAND1" }
  SAND2  = { t="ESAND2",  f="SAND2" }
  SAND3  = { t="DESROCK2",  f="SAND3" }
  SAND4  = { t="DESROCK3",  f="SAND4" }
  SAND5  = { t="DESROCK4",  f="SAND5" }
  SAND6  = { t="DESROCK2",  f="SAND6" }
  SAND7  = { t="DESROCK5",  f="SAND7" }

  -- Gothic
  G01 = { t="GOTH34",  f="G01" } --Dark brown BRICK8-9 bricks
  G02 = { t="THATCH2",  f="G02" }  --Dark brown thatch pattern
  G03 = { t="THATCH1",  f="G03" }  --Brown thatch pattern
  G04 = { t="GOTH16",  f="G04" } --Dark metal with 4 rivets
  G05 = { t="GOTH26",  f="G05" } --Black carpety tiled floor
  G06 = { t="GOTH23",  f="G06" } --Black tiles
  G07 = { t="GOTH25",  f="G07" } --Black riveted floor
  G08 = { t="GOTH27",  f="G08" } --Black riveted floor with darker rivets
  G09 = { t="GOTH36",  f="G09" } --Dark brown 4 square metal/bricks
  G10 = { t="GOTH25",  f="G10" } --Same as G09 but with rivets
  G11 = { t="GOTH09",  f="G11" } --Black rocks
  G12 = { t="GOTH25",  f="G12" } --Gray bricks
  G13 = { t="GOTH08",  f="G13" } --Bloody red bricks
  G14 = { t="GOTH25",  f="G14" } --Lighter version of G09
  G15 = { t="GOTH23",  f="G15" } --Darker black tiles
  G16 = { t="GOTH17",  f="G16" } --Horizontal metal
  G17 = { t="GOTH18",  f="G17" } --Vertical metal
  G18 = { t="GOTH15",  f="G18" } --Metal squares
  G19 = { t="GOTH26",  f="G19" } --Black wavey floor
  G20 = { t="GOTH10",  f="G20" } --Green bricks
  G21 = { t="GOTH44",  f="G21" } --Olive tiles

  -- Glass
  GGLAS01 = { t="GLASS9",  f="GGLAS01" }
  GGLAS02 = { t="GLASS9",  f="GGLAS02" }

  --Most of Gothic lights are red
  GLITE01 = { t="METL01",  f="GLITE01" }
  GLITE02 = { t="METAL",  f="GLITE02" }
  GLITE03 = { t="METL01",  f="GLITE03" }
  GLITE04 = { t="METL01",  f="GLITE04" }
  GLITE05 = { t="METL01",  f="GLITE05" } --Orange
  GLITE06 = { t="METL01",  f="GLITE06" }
  GLITE07 = { t="METL01",  f="GLITE07" } --Green
  GLITE08 = { t="METL01",  f="GLITE08" } --White
  GLITE09 = { t="METL01",  f="GLITE09" } --Blue

  -- Metal / Rust
  DARKM01 = { t="DARKMET1",  f="DARKM01" }
  GMET01 = { t="METL02",  f="GMET01" }
  GMET02 = { t="METL02",  f="GMET02" } --Rivets
  GMET03 = { t="METL02",  f="GMET03" } --Less rivets
  GMET04 = { t="GOTH32",  f="GMET04" }
  GMET05 = { t="GOTH15",  f="GMET05" }
  GMET06 = { t="GOTH15",  f="GMET06" }
  GMET07 = { t="METL01",  f="GMET07" }
  MEM01 = { t="HELMET2",  f="MEM01" }

  -- Bricks
  BLACK0 = { t="ALTASH",  f="BLACK0" }
  BRIK01 = { t="BRIKS06",  f="BRIK01" }
  GSTN01 = { t="GOTH07",  f="GSTN01" } --Gray
  GSTN02 = { t="GOTH07",  f="GSTN02" } --Dark gray
  GSTN03 = { t="GOTH02",  f="GSTN03" } --Dark brown bricks/bronze plates
  GSTN04 = { t="GOTH07",  f="GSTN04" } --Light brown
  GSTN05 = { t="GOTH07",  f="GSTN05" } --Multicolored brown
  URB1 = { f="URB1", t="URBAN1" }
  URB2 = { f="URB2", t="URBAN2" }

  -- Rock
  GRNRKF  = { f="GRNRKF", t="GRNSTONE" } --Green SP_ROCK1/MFLR8_3
  RROCK14Z  = { f="RROCK14Z", t="BRIKS09" } --Gray version
  RROCK21  = { f="RROCK21", t="TEKGRY01" }  --Grayscale version of RROCK20

  -- Wood flooring
  GWOD01 = { t="WOOD1",  f="GWOD01" } -- Tiles poorly
  GWOD02 = { t="WOOD1",  f="GWOD02" } -- Tiles poorly
  GWOD03 = { t="WD01",  f="GWOD03" }
  GWOD04 = { t="WD02",  f="GWOD04" }
  WOODTIL = { t="WD03",  f="WOODTIL" }
  WOODTI2 = { t="WD04",  f="WOODTI2" }

  -- Marble
  BMARB1 = { t="KMARBLE1",  f="BMARB1" }
  BMARB2 = { t="KMARBLE2",  f="BMARB2" }
  BMARB3 = { t="KMARBLE1",  f="BMARB3" }
  RMARB1 = { t="REDMARB1",  f="RMARB1" }
  RMARB2 = { t="REDMARB3",  f="RMARB2" }
  RMARB3 = { t="REDMARB2",  f="RMARB3" }


  -- Grating
  GRATE1 = { t="METL01",  f="GRATE1" }
  GRATE2 = { t="METL01",  f="GRATE2" }
  GRATE3 = { t="METL01",  f="GRATE3" }
  GRATE4 = { t="METL01",  f="GRATE4" }
  GRATE5 = { t="METL01",  f="GRATE5" }
  GRATE6 = { t="METL01",  f="GRATE6" }
  GRATE7 = { t="METL01",  f="GRATE7" }
  GRATE8 = { t="METL01",  f="GRATE8" }

  -- Overhead Lights
  LITBL3F1 = { t="COMPSPAN", f="LITBL3F1" }
  LITBL3F2 = { t="COMPSPAN", f="LITBL3F2" }
  LITE4F1 = { t="SHAWN2", f="LITE4F1" }
  LITE4F2 = { t="SHAWN2", f="LITE4F2" }
  LITES01 = { t="METL01",  f="LITES01" }
  LITES02 = { t="METL01",  f="LITES02" }
  LITES03 = { t="METL01",  f="LITES03" }
  LITES04 = { t="METL01",  f="LITES04" }
  LIGHTS1 = { t="METL01",  f="LIGHTS1" }
  LIGHTS2 = { t="METL01",  f="LIGHTS2" }
  LIGHTS3 = { t="METL01",  f="LIGHTS3" }
  LIGHTS4 = { t="METL01",  f="LIGHTS4" }
  PLITE1 = { f="PLITE1", t="COMPSPAN" }
  TLITE5_1 = { f="TLITE5_1", t="COMPSPAN" }
  TLITE5_2 = { f="TLITE5_2", t="COMPSPAN" }
  TLITE5_3 = { f="TLITE5_3", t="COMPSPAN" }
  TLITE65B = { f="TLITE65B", t="COMPSPAN" }
  TLITE65G = { f="TLITE65G", t="COMPSPAN" }
  TLITE65O = { f="TLITE65O", t="COMPSPAN" }
  TLITE65P = { f="TLITE65P", t="COMPSPAN" }
  TLITE65W = { f="TLITE65W", t="COMPSPAN" }
  TLITE65Y = { f="TLITE65Y", t="COMPSPAN" }

  -- Quake
  QFLAT01 = { t="BRIKS07",  f="QFLAT01" }
  QFLAT02 = { t="BRIKS07",  f="QFLAT02" }
  QFLAT03 = { t="BRIKS07",  f="QFLAT03" }
  QFLAT04 = { t="BRIKS07",  f="QFLAT04" }
  QFLAT05 = { t="BRIKS03",  f="QFLAT05" }
  QFLAT06 = { t="BRIKS03",  f="QFLAT06" }
  QFLAT07 = { t="BRIKS07",  f="QFLAT07" }
  QFLAT09 = { t="METL01",  f="QFLAT09" }
  QFLAT10 = { t="METAL1",  f="QFLAT10" }

  -- Various shiny floors
  SHINY01 = { t="SHAWN2",  f="SHINY01" }
  SHINY02 = { t="SHAWN2",  f="SHINY02" }
  SHINY03 = { t="HEX01",  f="SHINY02" }
  SHINY04 = { t="SHAWN2",  f="SHINY04" }

  -- Snow and Ice
  SNOW1 = { t="SNOW10",  f="SNOW1" } --Snow
  SNOW2 = { t="ICEFALL",  f="SNOW2" } --Ice
  SNOW3 = { t="SNOW05",  f="SNOW3" } --Snowy stone
  SNOW4 = { t="SNOW01",  f="SNOW4" } --Snowy stone
  SNOW5 = { t="SNOW03",  f="SNOW5" } --Snowy wall
  SNOW6 = { t="SNOW10",  f="SNOW6" } --Snow
  SNOW7 = { t="SNOW10",  f="SNOW7" } --Snow
  SNOW8 = { t="SNOW10",  f="SNOW8" } --Snow
  SNOW9 = { t="ICEFALL",  f="SNOW9" } --Ice
  SNOW10F = { t="SNOW10",  f="SNOW10F" }  -- Named like this to avoid texture conflict of the same name
  SNOW11F = { t="SNOW12",  f="SNOW11F" }
  SNOW12F = { t="SNOW15",  f="SNOW12F" }
  SNOW13F = { t="SNOW13",  f="SNOW13F" }
  SNOW14F = { t="SNOW10",  f="SNOW14F" }
  SNOWBRIK = { t="SNOW01",  f="SNOWBRIK" }
  SNOWROCK = { t="SNOW12",  f="SNOWROCK" }
  SNOWSTON = { t="SNOW14",  f="SNOWSTON" }

  -- Dirt/Ground/Grass
  GROUND01 = { t="DESROCK2",  f="GROUND01" } -- Deadish looking grass
  GROUND02 = { t="DESROCK2",  f="GROUND02" } -- Same as GROUND01, but less tile friendly
  GROUND03 = { t="DESROCK3",  f="GROUND03" } -- Grass
  GROUND04 = { t="DESROCK5",  f="GROUND04" } -- Less saturated grass

  -- Tech flats
  CEIL4_4 = { f="CEIL4_4", t="COMPBLUE" }
  GRENFLOR = { f="GRENFLOR",  t="COMPGREN" }
  GRNLITE2 = { f="GRNLITE2", t="TEKGRN01" }
  ORANFLOR = { f="ORANFLOR", t="COLLITE2" }
  STARBR2F = { t="STARBR2", f="STARBR2F" } -- Unused
  STARG1F = { t="STARG1", f="STARG1F" } -- Unused
  STARGRF = { t="STARG1", f="STARGRF" } -- Unused
  STARTANF = { t="STARTAN2", f="STARTANF" } -- Currently unused
  TEK1 = { t="TEKWALL8",  f="TEK1" }
  TEK2 = { t="TEKWALL9",  f="TEK2" }
  TEK3 = { t="TEKWALLA",  f="TEK3" }
  TEK4 = { t="TEKWALLB",  f="TEK4" }
  TEK5 = { t="TEKWALLC",  f="TEK5" }
  TEK6 = { t="TEKWALLD",  f="TEK6" }
  TEK7 = { t="TEKWALLE",  f="TEK7" }
  TEKFLR4 = { t="TEKWALL4",  f="TEKFLR4" }

  -- Tiles
  FFLAT01 = { t="GRAY8",  f="FFLAT01" }
  TILES1 = { t="STARGRY1",  f="TILES1" }
  TILES2 = { t="BROWN1",  f="TILES2" }
  TILES3 = { t="STUC01",  f="TILES3" }
  TILES4 = { t="GRAY1",  f="TILES4" }
  TILES5 = { t="STARGRY1",  f="TILES5" }
  TILES6 = { t="GRAY5",  f="TILES6" }

  -- Teleporter pads

  GATE4BL    = { f="GATE4BL", t="METAL" } -- Blue
  GATE4MG    = { f="GATE4MG", t="METAL" } -- Magenta
  GATE4OR    = { f="GATE4OR", t="METAL" } -- Orange
  GATE4PU    = { f="GATE4PU", t="METAL" } -- Purple
  GATE4RD    = { f="GATE4RD", t="METAL" } -- Red, just brighter
  GATE4TN    = { f="GATE4TN", t="METAL" } -- Skin-like

  -- Asphalt
  ROAD1 = { f="ROAD1", t="STONE2" } -- Consult New_Road.wad for its use!
  ROAD2 = { f="ROAD2", t="BRIKS04" }
  ROAD3 = { f="ROAD3", t="BIGSTONE" }
  ROAD4 = { f="ROAD4", t="BRIKS05" }

---------------------------------------------------------------
-- Overwriting existing flats to use new patches for textures
---------------------------------------------------------------

  WFALL1   = { t="WFALL1", f="FWATER1", sane=1 }
  FWATER1  = { t="WFALL1", f="FWATER1", sane=1 }

  LFALL1   = { t="LFALL1", f="LAVA1", sane=1 } --FIREMAG1

  BFALL1   = { t="BFAL1",  f="BLOOD1", sane=1 }
  BLOOD1   = { t="BFAL1",  f="BLOOD1", sane=1 }

  SFALL1   = { t="NFALL1",  f="NUKAGE1", sane=1 }
  NUKAGE1  = { t="NFALL1",  f="NUKAGE1", sane=1 }

  KFALL1   = { t="SLMFALL1", f="SLIME01", sane=1 }  -- new patches
  KFALL5   = { t="SLMFALL1", f="SLIME05", sane=1 }
  SLIME01  = { t="SLMFALL1", f="SLIME01", sane=1 }
  SLIME05  = { t="SLMFALL1", f="SLIME05", sane=1 }

  -- Also needed so x_doom1.lua's Compatiblity section doesn't fuck things over.
  -- Some flats lack materials, so I'll leave them commented out until we could
  -- figure out a matching texture.

  FLOOR6_2 = { f="FLOOR6_2", t="ASH05" }
  GRASS1 = { f="GRASS1", t="ZIM1" }
  GRASS2 = { f="GRASS2", t="ZIM2" }
  GRNLITE1 = { f="GRNLITE1", t="TEKGRN01" }
  GRNROCK = { f="GRNROCK", t="ROK09" }

  RROCK01 = { f="RROCK01", t="CRAK01" }
  RROCK02 = { f="RROCK02", t="CRAK02" }
  RROCK03 = { f="RROCK03", t="ASH03" }
  RROCK04 = { f="RROCK04", t="ROK05" }
  RROCK09 = { f="RROCK09", t="TNROK01" }
  -- RROCK10 = { f="RROCK10", t="ZIM1" }
  RROCK11 = { f="RROCK11", t="BST01" }
  RROCK12 = { f="RROCK12", t="BST02" }
  RROCK13 = { f="RROCK13", t="ROK10" }
  RROCK14 = { f="RROCK14", t="BRIKS08" }
  -- RROCK15 = { f="RROCK15", t="ZIM1" }
  RROCK16 = { f="RROCK16", t="VINES3" }
  RROCK17 = { f="RROCK17", t="ROK06" }
  RROCK18 = { f="RROCK18", t="ROK22" }
  RROCK19 = { f="RROCK19", t="ROK24" }
  RROCK20 = { f="RROCK20", t="ZIM2" }
  SLIME13 = { f="SLIME13", t="ROK11" }
  SLIME14 = { f="SLIME14", t="METAL9" }
  SLIME15 = { f="SLIME15", t="METAL10" }
  SLIME16 = { f="SLIME16", t="STARBR1" } -- Could be better

  -------------------------
  -- New animated floors --
  -------------------------

  FAN1     = { f="FAN1",   t="METAL"    } -- Ceiling fan

  FIRELAF1 = { t="FIREBLU1",  f="FIRELAF1" }
  FIRELAF2 = { t="FIREBLU2",  f="FIRELAF2" }

  ------------------
  -- Craneo Stuff --
  ------------------

  BANKDOOR = { t="BANKDOOR", f="FLAT23"}
  MONYFRON = { t="MONYFRON", f="MONYFLAT"}
  MONYSIDE = { t="MONYSIDE", f="MONYFLAT"}
  MONYFLAT = { t="MONYFRON", f="MONYFLAT"}

  CREYEWLL = { t="CREYEWLL", f="FLAT15"} -- red skin wall with eyes
  CRFSHWLL = { t="CRFSHWLL", f="FLAT15"} -- red flesh wall
  CRGRSWLL = { t="CRGRSWLL", f="FLAT5_5"} -- brown flesh wall with lacerations
  CRHRTWLL = { t="CRHRTWLL", f="FLAT15"} -- red flesh wall with lacerations

  -- Craneo's arcade machine screens
  ARCD2 = { t="ARCD2", f="CEIL4_3"}
  ARCD3 = { t="ARCD3", f="CEIL4_3"}
  ARCD4 = { t="ARCD4", f="CEIL4_3"}
  ARCD5 = { t="ARCD5", f="CEIL4_3"}
  ARCD6 = { t="ARCD6", f="CEIL4_3"}
  ARCD7 = { t="ARCD7", f="CEIL4_3"}
  ARCD8 = { t="ARCD8", f="CEIL4_3"}
  ARCD9 = { t="ARCD9", f="CEIL4_3"}
  ARCD10 = { t="ARCD10", f="CEIL4_3"}
  ARCD11 = { t="ARCD11", f="CEIL4_3"}

  ----------------------------------------
  -- End new animated non-liquid floors --
  ----------------------------------------

  -- New liquids --

  SLUDGE01  = { t="GRYFALL1", f="SLUDGE01", sane=1 }
  MAGMA1   = { t="MFALL1", f="MAGMA1", sane=1 }
  SNOW9 = { t="ICEFALL",  f="SNOW9", sane=1 } --Ice
  OSLIME01  = { t="OFALL1", f="OSLIME01", sane=1 }
  XLAV1   = { t="LFALL1", f="XLAV1", sane=1 }
  QLAVA1   = { t="LFAL21", f="QLAVA1", sane=1 }
  PURW1   = { t="PURFAL1", f="PURW1", sane=1 }


  -- Warning Strip --
  WARN1 = { t="WARN1", f="WARN2" }
  WARN2 = { t="WARN2", f="WARN1" }

  -----------------------------------
  -- Walls as flats and vice versa --
  -----------------------------------

  XDARKMET = { t="DARKMET1", f="DARKMET1" }
  XGRATE7 = { t="GRATE7", f="GRATE7" }
  XGREEN01 = { t="GREEN01", f="GREEN01" }

  XSKIN3 = { t="SKIN3", f="SKIN3" }
  XSKIN4 = { t="SKIN4", f="SKIN4" }
  XHELLCMT  = { t="HELLCMT7", f="HELLCMT7" }
  XQFLAT07 = { t="QFLAT07", f="QFLAT07" }

  ----------------------
  -- Special Textures --
  ----------------------

  FINVSBLE = { t="FINVSBLE", f="FINVSBLE"}
}
