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Archives/BF1942/levels/BangBangOw_s Custom DC Maps/Zero_Dark_Thirty.rfa
bf1942/levels/Zero_Dark_Thirty/standardmesh/q8_hotel1_m1.rs
subshader "q8_hotel1_m1_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/whitewall";
}
subshader "q8_hotel1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
texture "texture/whitewall";
}
subshader "q8_hotel1_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
transparent true;
envmap true;
depthWrite false;
texture "texture/facade2";
}
subshader "q8_hotel1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
texture "texture/bldgoffice2/marble_beige";
}
subshader "q8_hotel1_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/whitewall1";
}
subshader "q8_hotel1_m1_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/sto_conc3_s";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/whitewall";
}
subshader "q8_hotel1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
texture "texture/whitewall";
}
subshader "q8_hotel1_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
transparent true;
envmap true;
depthWrite false;
texture "texture/facade2";
}
subshader "q8_hotel1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
texture "texture/bldgoffice2/marble_beige";
}
subshader "q8_hotel1_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/whitewall1";
}
subshader "q8_hotel1_m1_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/sto_conc3_s";
}