Template:PatchDiff/November 29, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/all class/tuxxy blue.vmt

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N/A1"VertexLitGeneric"
N/A2{
N/A3 "$basetexture" "models/player/items/all_class/tuxxy"
N/A4 "$bumpmap" "models/player/items/all_class/tuxxy_normal"
N/A5 
N/A6 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A7 "$detailscale" "5"
N/A8 "$detailblendfactor" .01
N/A9 "$detailblendmode" 6
N/A10 
N/A11 "$blendtintbybasealpha" "1"
N/A12 "$blendtintcoloroverbase" "0"
N/A13 
N/A14 "$colortint_base" "{56 109 136}"
N/A15 "$colortint_tmp" "[1 1 1]"
N/A16 "$color2" "{56 109 136}"
N/A17 
N/A18 "$yellow" "0"
N/A19 "$one" "1"
N/A20 
N/A21 "$phong" "1"
N/A22 "$phongexponent" "20"
N/A23 "$phongboost" ".3"
N/A24 //"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A25 "$phongfresnelranges" "[.3 1 8]"
N/A26 "$halflambert" "0"
N/A27 "$basemapalphaphongmask" "0"
N/A28 
N/A29 // Rim lighting parameters
N/A30 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A31 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A32 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A33 
N/A34 
N/A35 // Cloaking
N/A36 "$cloakPassEnabled" "1"
N/A37 "Proxies"
N/A38 {
N/A39 "spy_invis"
N/A40 {
N/A41 }
N/A42 "AnimatedTexture"
N/A43 {
N/A44 "animatedtexturevar" "$detail"
N/A45 "animatedtextureframenumvar" "$detailframe"
N/A46 "animatedtextureframerate" 30
N/A47 }
N/A48 "BurnLevel"
N/A49 {
N/A50 "resultVar" "$detailblendfactor"
N/A51 }
N/A52 "YellowLevel"
N/A53 {
N/A54 "resultVar" "$yellow"
N/A55 }
N/A56 "Equals"
N/A57 {
N/A58 "srcVar1" "$yellow"
N/A59 "resultVar" "$color2"
N/A60 }
N/A61 
N/A62 "ItemTintColor"
N/A63 {
N/A64 "resultVar" "$colortint_tmp"
N/A65 }
N/A66 "SelectFirstIfNonZero"
N/A67 {
N/A68 "srcVar1" "$colortint_tmp"
N/A69 "srcVar2" "$colortint_base"
N/A70 "resultVar" "$color2"
N/A71 }
N/A72 }
N/A73}