Template:PatchDiff/May 5, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/medic/medic officer.vmt

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Revision as of 00:56, 10 September 2011 by WindBOT (talk | contribs) (Diff of file "team fortress 2 materials.gcf/tf/materials/models/player/items/medic/medic_officer.vmt" for patch May 5, 2011 Patch.)
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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\medic/medic_officer"
N/A4 "$bumpmap" "models\player\items\soldier/soldier_officer_normal"
N/A5 //"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 //"$detailscale" "5"
N/A7 //"$detailblendfactor" .01
N/A8 //"$detailblendmode" 6
N/A9 "$yellow" "0"
N/A10 
N/A11 
N/A12 "$phong" "1"
N/A13 "$phongexponent" "7"
N/A14 "$phongboost" "15"
N/A15 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A16 "$phongfresnelranges" "[.25 .5 1]"
N/A17 
N/A18 
N/A19 // Rim lighting parameters
N/A20 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A21 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A22 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A23 
N/A24 // Cloaking
N/A25 "$cloakPassEnabled" "1"
N/A26 
N/A27 "Proxies"
N/A28 {
N/A29 "weapon_invis"
N/A30 {
N/A31 }
N/A32 "AnimatedTexture"
N/A33 {
N/A34 "animatedtexturevar" "$detail"
N/A35 "animatedtextureframenumvar" "$detailframe"
N/A36 "animatedtextureframerate" 30
N/A37 }
N/A38 "BurnLevel"
N/A39 {
N/A40 "resultVar" "$detailblendfactor"
N/A41 }
N/A42 "YellowLevel"
N/A43 {
N/A44 "resultVar" "$yellow"
N/A45 }
N/A46 "Equals"
N/A47 {
N/A48 "srcVar1" "$yellow"
N/A49 "resultVar" "$color2"
N/A50 }
N/A51 
N/A52 }
N/A53}