# Template:PatchDiff/October 26, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/spy/spy head blue zombie.vmt

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N/A1"VertexLitGeneric"

N/A2

N/A3{

N/A4 "$basetexture" "models/player/spy/spy_head_blue_zombie"

N/A5 // $bumpmap is a shared 16x16 flat normal map, and is needed or lightwarp won't shade correctly.

N/A6 "$bumpmap" "models/player/shared/shared_normal"

N/A7 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"

N/A8 "$detailscale" "1"

N/A9 "$detailblendfactor" .01

N/A10 "$detailblendmode" 6

N/A11

N/A12

N/A13 "$yellow" "0"

N/A14 "$one" "1"

N/A15

N/A16 "$phong" "1"

N/A17 "$phongexponent" "20"

N/A18 "$phongboost" ".1"

N/A19 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"

N/A20 "$phongfresnelranges" "[.3 1 8]"

N/A21 "$halflambert" "0"

N/A22

N/A23 // Rim lighting parameters

N/A24 "$rimlight" "1" // To enable rim lighting (requires phong)

N/A25 "$rimlightexponent" "4" // Exponent for phong component of rim lighting

N/A26 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting

N/A27

N/A28 // Cloaking

N/A29 "$cloakPassEnabled" "1"

N/A30

N/A31 "Proxies"

N/A32 {

N/A33 "spy_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

N/A56 }

N/A57}