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Archives/BF1942/levels/BangBangOw_s Custom DC Maps/Oasis_Takeover.rfa
bf1942/levels/Oasis_Takeover/standardmesh/q8_waterfrontlong_m1.rs
subshader "q8_waterfrontlong_m1_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Asphalt1";
}
subshader "q8_waterfrontlong_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
transparent true;
envmap false;
depthwrite false;
texture "texture/dirtylamps";
}
subshader "q8_waterfrontlong_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Concrete3";
}
subshader "q8_waterfrontlong_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Concrete4";
}
subshader "q8_waterfrontlong_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/rocks";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Asphalt1";
}
subshader "q8_waterfrontlong_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
transparent true;
envmap false;
depthwrite false;
texture "texture/dirtylamps";
}
subshader "q8_waterfrontlong_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Concrete3";
}
subshader "q8_waterfrontlong_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Concrete4";
}
subshader "q8_waterfrontlong_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/rocks";
}