Template:PatchDiff/October 27, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/sniper/hwn sniper hat.vmt

From Team Fortress Wiki
Jump to: navigation, search
N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models/player/items/sniper/hwn_sniper_hat"
N/A4// "$bumpmap" "models/player/sniper/sniper_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" "5"
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 
N/A10 ">=DX90"
N/A11 {
N/A12 "$selfIllum" "1"
N/A13 "$envmap" "env_cubemap"
N/A14 "$envmaptint" "[.3 .3 .2]"
N/A15 }
N/A16 
N/A17 "$baseAlphaEnvMapMask" "1"
N/A18 
N/A19 
N/A20 "$yellow" "0"
N/A21 "$one" "1"
N/A22 
N/A23 "$phong" "1"
N/A24 "$phongexponent" "0"
N/A25 "$phongboost" "12"
N/A26 "$lightwarptexture" "models/player/demo/hwn_demo_lightwarp"
N/A27 "$phongfresnelranges" "[.3 1 8]"
N/A28 "$halflambert" "0"
N/A29 "$basemapalphaphongmask" "1"
N/A30 
N/A31 // Rim lighting parameters
N/A32 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A33 "$rimlightexponent" "1" // Exponent for phong component of rim lighting
N/A34 "$rimlightboost" ".5" // Boost for ambient cube component of rim lighting
N/A35 
N/A36 // Cloaking
N/A37 "$cloakPassEnabled" "1"
N/A38 "Proxies"
N/A39 {
N/A40 "spy_invis"
N/A41 {
N/A42 }
N/A43 "AnimatedTexture"
N/A44 {
N/A45 "animatedtexturevar" "$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 
N/A63 }
N/A64}