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Archives/BF1942/levels/BangBangOw_s Custom DC Maps/Act_of_Valor.rfa
bf1942/levels/Act_of_Valor/StandardMesh/ah64_1p.rs
subshader "ah64_1p_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}
subshader "ah64_1p_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
materialSpecular 0.156863 0.156863 0.156863;
materialSpecularPower 13;
envmap true;
depthwrite false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}
subshader "ah64_1p_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}
subshader "ah64_1p_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
materialSpecular 0.156863 0.156863 0.156863;
materialSpecularPower 13;
envmap true;
depthwrite false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}
subshader "ah64_1p_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/DesertCombat/Ah64/ah64_1p";
}