Template:PatchDiff/October 13, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/soldier/fwk soldier pocketmedic.vmt

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