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Archives/BF1942/levels/BangBangOw_s Custom DC Maps/Rescue_Mission.rfa
bf1942/levels/Rescue_Mission/StandardMesh/Vulture.rs
subshader "Vulture_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}
subshader "Vulture_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Vulture";
}