Template:PatchDiff/October 27, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/engineer/hwn engineer misc1.vmt

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< Template:PatchDiff/October 27, 2011 Patch
Revision as of 05:55, 28 October 2011 by MousseBOT (talk | contribs) (Diff of file "team fortress 2 materials.gcf/tf/materials/models/player/items/engineer/hwn_engineer_misc1.vmt" for patch October 27, 2011 Patch.)
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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models/player/items/engineer/hwn_engineer_misc1"
N/A4 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A5 "$detailscale" "5"
N/A6 "$detailblendfactor" .01
N/A7 "$detailblendmode" 6
N/A8 "$yellow" "0"
N/A9 
N/A10 "$baseAlphaEnvMapMask" "1"
N/A11 "$additive" 1
N/A12 
N/A13 
N/A14 "$phong" "1"
N/A15 "$phongexponent" "30"
N/A16 "$phongboost" "3"
N/A17// "$lightwarptexture" "models/player/items/engineer/hwn_engineer_warp"
N/A18 "$phongfresnelranges" "[.5 .5 .5]"
N/A19 "$phongwarptexture" "models/player/items/engineer/hwn_engineer_warp"
N/A20 "$basemapalphaphongmask" "1"
N/A21 
N/A22 ">=DX90"
N/A23 {
N/A24 "$envmap" "env_cubemap"
N/A25 "$envmaptint" "[.6 .6 .6]"
N/A26 }
N/A27 
N/A28 
N/A29 
N/A30 
N/A31 // Rim lighting parameters
N/A32 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A33 "$rimlightexponent" "15" // Exponent for phong component of rim lighting
N/A34 "$rimlightboost" "4" // Boost for ambient cube component of rim lighting
N/A35 
N/A36 // Cloaking
N/A37 "$cloakPassEnabled" "1"
N/A38 
N/A39 "Proxies"
N/A40 {
N/A41 "weapon_invis"
N/A42 {
N/A43 }
N/A44 "AnimatedTexture"
N/A45 {
N/A46 "animatedtexturevar" "$detail"
N/A47 "animatedtextureframenumvar" "$detailframe"
N/A48 "animatedtextureframerate" 30
N/A49 }
N/A50 "BurnLevel"
N/A51 {
N/A52 "resultVar" "$detailblendfactor"
N/A53 }
N/A54 "YellowLevel"
N/A55 {
N/A56 "resultVar" "$yellow"
N/A57 }
N/A58 "Equals"
N/A59 {
N/A60 "srcVar1" "$yellow"
N/A61 "resultVar" "$color2"
N/A62 }
N/A63 }
N/A64}