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Archives/bf1942/levels/ABF_Moon.rfa
bf1942/levels/ABF_Moon/standardMesh/Willy_Hul_M1.rs
subshader "Willy_Hul_M1_Material0" "StandardMesh/Default"
{
lighting true;
   lightingSpecular false;
   materialDiffuse 1 1 1;
   texture "texture/Willy2_Z";
}

subshader "Willy_Hul_M1_Material1" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 1 1 1;
   texture "texture/Willy1_Z";

}

subshader "Willy_Hul_M1_Material2" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 1 1 1;
   transparent true;
   twosided true;
   depthWrite false;
   alphaTestRef 0.7;
   texture "texture/Willy3_Z";

}

subshader "Willy_Hul_M1_Material3" "StandardMesh/Default"
{
   lighting true;
   lightingSpecular false;
   materialDiffuse 1 1 1;
   texture "texture/Willy3_Z";

}

subshader "Big_Bomb_M1_Material0" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/Big_bomb_Z";
}

subshader "Big_Bomb_M1_Material0" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/Big_bomb_Z";
}

subshader "Big_Bomb_M1_Material0" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/Big_bomb_Z";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}

subshader "Material #3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/metal_blackened_h";
}