Template:PatchDiff/October 27, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/props halloween/haunted eyeball.vmt

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N/A1"VertexLitGeneric"
N/A2{
N/A3 "$baseTexture" "models\props_halloween\haunted_eyeball"
N/A4 "$bumpmap" "models\props_halloween\haunted_eyeball_normal"
N/A5 "$surfaceprop" "default"
N/A6 "$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 "$one" "1"
N/A13 
N/A14 
N/A15// "$bbqamount" "1"
N/A16// "$two" "2.35"
N/A17// "$one" "1"
N/A18// "$absburnminusone" "1"
N/A19// "$burnminusone" "1"
N/A20// "$finalburnlevel" "1"
N/A21// "$burnlevel" "0"
N/A22 
N/A23 
N/A24 "$phong" "1"
N/A25 "$phongexponent" "10"
N/A26 "$phongboost" ".3"
N/A27 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A28 "$phongfresnelranges" "[.1 1 8]"
N/A29 "$halflambert" "0"
N/A30 
N/A31 
N/A32 
N/A33 // Rim lighting parameters
N/A34 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A35 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A36 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A37 
N/A38 // Cloaking
N/A39 "$cloakPassEnabled" "1"
N/A40 
N/A41 "Proxies"
N/A42 {
N/A43 "spy_invis"
N/A44 {
N/A45 }
N/A46 "AnimatedTexture"
N/A47 {
N/A48 "animatedtexturevar" "$detail"
N/A49 "animatedtextureframenumvar" "$detailframe"
N/A50 "animatedtextureframerate" 30
N/A51 }
N/A52 "BurnLevel"
N/A53 {
N/A54 "resultVar" "$detailblendfactor"
N/A55 }
N/A56 "YellowLevel"
N/A57 {
N/A58 "resultVar" "$yellow"
N/A59 }
N/A60 "Equals"
N/A61 {
N/A62 "srcVar1" "$yellow"
N/A63 "resultVar" "$color2"
N/A64 }
N/A65 
N/A66 }
N/A67}