Template:PatchDiff/October 26, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/soldier/soldier jeepcap.vmt

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11"VertexlitGeneric"
22{
33 "$baseTexture" "models\player\items\soldier/soldier_jeepcap"
4N/A "$bumpmap" "models/effects/flat_normal"
N/A4 "$bumpmap" "models\player\items\soldier/soldier_jeepcap_normal"
55 
66 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
77 "$detailscale" "5"
1313 "$blendtintbybasealpha" "1"
1414 "$blendtintcoloroverbase" "0" // between 0-1 determines how much blended by tinting vs. replacing the color
1515 
16N/A "$colortint_base" "{74 48 64}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
N/A16 // Goggles colour
N/A17 "$colortint_base" "{77 50 78}"
1718 "$colortint_tmp" "[0 0 0]"
1819 
19N/A// "$envmap" "env_cubemap"
20N/A// "$envmaptint" "[.6 .6 .6]"
N/A20 //$envmap" "env_cubemap"
N/A21 //$envmaptint" "[.6 .6 .6]"
2122 
2223 "$phong" "1"
23N/A "$phongexponent" "5"
24N/A "$phongboost" ".1"
N/A24 "$phongexponent" "2.5"
N/A25 "$phongboost" "0.4"
2526 "$lightwarptexture" "models/lightwarps/weapon_lightwarp"
26N/A "$phongfresnelranges" "[.25 1 4]"
N/A27 "$phongfresnelranges" "[.25 .5 4]"
2728 
2829 
2930 // Rim lighting parameters
3031 "$rimlight" "1" // To enable rim lighting (requires phong)
3132 "$rimlightexponent" "10" // Exponent for phong component of rim lighting
32N/A "$rimlightboost" ".75"
N/A33 "$rimlightboost" "2.75"
3334 // Cloaking
3435 "$cloakPassEnabled" "1"
3536 "Proxies"