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Archives/bf1942/levels/Escape_from_Leyte.rfa
bf1942/levels/Escape_from_Leyte/StandardMesh/CVEmodoki_l1.rs
subshader "audacity_hull_l1_Material0" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_HullA1_LOD";
}

subshader "audacity_hull_l1_Material1" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Enterprise_rFadeb_I";
}

subshader "audacity_hull_l1_Material2" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_Deck_LOD";
}

subshader "audacity_hull_l1_Material3" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Enterprise_Roof_I";
}

subshader "audacity_hull_l1_Material4" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_HullB1";
}

subshader "audacity_hull_l1_Material5" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/crane3_s";
}

subshader "audacity_hull_l1_Material6" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_Wall1_Z";
}

subshader "audacity_hull_l1_Material7" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Fle_Wall1_Z";
}

subshader "audacity_hull_l1_Material8" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_Misc1";
}

subshader "audacity_hull_l1_Material9" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.588 0.588 0.588;
   texture "texture/Audacity_Lifeboat";
}

subshader "hata" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 0.8 0.8 0.8;
   texture "texture/US_f";
}