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archives/bf1942/levels/gooddaytodie_ii.rfa
bf1942/levels/gooddaytodie_ii/standardmesh/ClockTower_M2.rs
subshader "ClockTower_M2_Material0" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/CHROF1_S";
}

subshader "ClockTower_M2_Material1" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/TowerTop";
}

subshader "ClockTower_M2_Material2" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/wmill_wood4_s";
}

subshader "ClockTower_M2_Material3" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Wood_18";
}

subshader "ClockTower_M2_Material4" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/BrickWal_1";
}

subshader "ClockTower_M2_Material5" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/TowerClock";
}

subshader "ClockTower_M2_Material6" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/MP44Pi_r";
}

subshader "ClockTower_M2_Material7" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Gray";
}

subshader "ClockTower_M2_Material8" "StandardMesh/Default"
{
   lighting false;
   lightingSpecular false;
   materialDiffuse 0.588235 0.588235 0.588235;
   texture "texture/WindowsAndDoors_1";
}