Template:PatchDiff/October 22, 2012 Patch (Beta)/team fortress 2 beta materials.gcf/tf beta/materials/models/player/items/sniper/tw shako.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\sniper\tw_shako"
N/A4 "$bumpmap" "models\player\items\sniper\tw_shako_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" 5
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 "$yellow" 0
N/A10 
N/A11 "$blendtintbybasealpha" 1
N/A12 "$blendtintcoloroverbase" 0
N/A13 
N/A14 "$color2" "{173 45 50}" //Red
N/A15 "$colortint_base" "{173 45 50}"
N/A16 "$colortint_tmp" "[0 0 0]"
N/A17 
N/A18 "$phong" 1
N/A19 "$phongexponent" 15
N/A20 "$phongboost" 5
N/A21 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A22 "$phongfresnelranges" "[.25 .5 2]"
N/A23 "$normalmapalphaphongmask" 1
N/A24 
N/A25 
N/A26 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A27 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A28 "$rimlightboost" "1" // Boost for ambient cube component of rim lighting
N/A29 
N/A30 
N/A31 "Proxies"
N/A32 {
N/A33 "weapon_invis"
N/A34 {
N/A35 }
N/A36 "AnimatedTexture"
N/A37 {
N/A38 "animatedtexturevar" "$detail"
N/A39 "animatedtextureframenumvar" "$detailframe"
N/A40 "animatedtextureframerate" 30
N/A41 }
N/A42 "BurnLevel"
N/A43 {
N/A44 "resultVar" "$detailblendfactor"
N/A45 }
N/A46 "YellowLevel"
N/A47 {
N/A48 "resultVar" "$yellow"
N/A49 }
N/A50 "Equals"
N/A51 {
N/A52 "srcVar1" "$yellow"
N/A53 "resultVar" "$color2"
N/A54 }
N/A55 "ItemTintColor"
N/A56 {
N/A57 "resultVar" "$colortint_tmp"
N/A58 }
N/A59 "SelectFirstIfNonZero"
N/A60 {
N/A61 "srcVar1" "$colortint_tmp"
N/A62 "srcVar2" "$colortint_base"
N/A63 "resultVar" "$color2"
N/A64 }
N/A65 
N/A66 }
N/A67}