Template:PatchDiff/October 26, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/soldier/soldier zipperhead.vmt

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< Template:PatchDiff/October 26, 2012 Patch
Revision as of 01:23, 27 October 2012 by MousseBOT (talk | contribs) (Diff of file "team fortress 2 materials.gcf/tf/materials/models/player/items/soldier/soldier_zipperhead.vmt" for patch October 26, 2012 Patch.)

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N/A1"VertexLitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\soldier/soldier_zipperhead"
N/A4 // $bumpmap is a shared 16x16 flat normal map, and is needed or lightwarp won't shade correctly.
N/A5 "$bumpmap" "models/player/shared/shared_normal"
N/A6 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A7 "$detailscale" "1"
N/A8 "$detailblendfactor" .01
N/A9 "$detailblendmode" 6
N/A10 
N/A11 "$yellow" "0"
N/A12 "$one" "1"
N/A13 
N/A14 "$phong" "1"
N/A15 "$phongexponent" "20"
N/A16 "$phongboost" ".3"
N/A17 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A18 "$phongfresnelranges" "[.3 1 8]"
N/A19 "$halflambert" "0"
N/A20 
N/A21 // Rim lighting parameters
N/A22 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A23 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A24 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A25 
N/A26 // Cloaking
N/A27 "$cloakPassEnabled" "1"
N/A28 
N/A29 "Proxies"
N/A30 {
N/A31 "spy_invis"
N/A32 {
N/A33 }
N/A34 "AnimatedTexture"
N/A35 {
N/A36 "animatedtexturevar" "$detail"
N/A37 "animatedtextureframenumvar" "$detailframe"
N/A38 "animatedtextureframerate" 30
N/A39 }
N/A40 "BurnLevel"
N/A41 {
N/A42 "resultVar" "$detailblendfactor"
N/A43 }
N/A44 "YellowLevel"
N/A45 {
N/A46 "resultVar" "$yellow"
N/A47 }
N/A48 "Equals"
N/A49 {
N/A50 "srcVar1" "$yellow"
N/A51 "resultVar" "$color2"
N/A52 }
N/A53 
N/A54 }
N/A55}
N/A56