# Template:PatchDiff/November 16, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/all class/hm duck suit.vmt

N/A1"VertexlitGeneric"

N/A2{

N/A3 "$basetexture" "models/player/items/all_class/hm_duck_suit"

N/A4 "$bumpmap" "models/player/items/all_class/hm_duck_suit_normal"

N/A5

N/A6 "$phong" "1"

N/A7 "$phongexponent" "5"

N/A8 "$phongboost" "0.6"

N/A9 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"

N/A10

N/A11 "$phongfresnelranges" "[.25 1 4]"

N/A12

N/A13 "$yellow" "0"

N/A14

N/A15 "$blendtintbybasealpha" "1"

N/A16 "$blendtintcoloroverbase" "0" // between 0-1 determines how much blended by tinting vs. replacing the color

N/A17

N/A18 "$colortint_base" "{239 161 79}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.

N/A19 "$colortint_tmp" "[1 1 1]"

N/A20 "$color2" "{239 161 79}"

N/A21

N/A22 // Rim lighting parameters

N/A23 "$rimlight" "1" // To enable rim lighting (requires phong)

N/A24 "$rimlightexponent" "9" // Exponent for phong component of rim lighting

N/A25 "$rimlightboost" "1"

N/A26 // Cloaking

N/A27 "$cloakPassEnabled" "1"

N/A28 "Proxies"

N/A29 {

N/A30 "weapon_invis"

N/A31 {

N/A32 }

N/A33 "BurnLevel"

N/A34 {

N/A35 "resultVar" "$detailblendfactor"

N/A36 }

N/A37 "YellowLevel"

N/A38 {

N/A39 "resultVar" "$yellow"

N/A40 }

N/A41 "Equals"

N/A42 {

N/A43 "srcVar1" "$yellow"

N/A44 "resultVar" "$color2"

N/A45 }

N/A46

N/A47 "ItemTintColor"

N/A48 {

N/A49 "resultVar" "$colortint_tmp"

N/A50 }

N/A51 "SelectFirstIfNonZero"

N/A52 {

N/A53 "srcVar1" "$colortint_tmp"

N/A54 "srcVar2" "$colortint_base"

N/A55 "resultVar" "$color2"

N/A56 }

N/A57 }

N/A58}

N/A59