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Archives/bf1942/levels/Operation_Blackknight-1945.rfa
bf1942/levels/Operation_Blackknight-1945/StandardMesh/us_armored_jeep_m1.rs
subshader "030" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 0.8 0.8 0.8;
envmap true;
texture "texture/";
}
subshader "willyusmc_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyrocket_2_z";
}
subshader "willyusmc_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyfh_1_z";
}
subshader "willyusmc_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/WillyFH_3_Z";
}
subshader "willyusmc_m1_Material3" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/WillyFH_4_Z";
}
subshader "willyusmc_m1_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyrocket_5_z";
}
subshader "mat25" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/JPRadio";
}
subshader "mat26" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/JPRadio";
}
subshader "signalpanel_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/signal_s";
}
subshader "METAL01" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 0.8 0.8 0.8;
envmap true;
texture "texture/MetalFloor_1";
}
{
lighting true;
lightingSpecular false;
materialDiffuse 0.8 0.8 0.8;
envmap true;
texture "texture/";
}
subshader "willyusmc_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyrocket_2_z";
}
subshader "willyusmc_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyfh_1_z";
}
subshader "willyusmc_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/WillyFH_3_Z";
}
subshader "willyusmc_m1_Material3" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/WillyFH_4_Z";
}
subshader "willyusmc_m1_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/willyrocket_5_z";
}
subshader "mat25" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/JPRadio";
}
subshader "mat26" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/JPRadio";
}
subshader "signalpanel_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/signal_s";
}
subshader "METAL01" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 0.8 0.8 0.8;
envmap true;
texture "texture/MetalFloor_1";
}