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Archives/bf1942/levels/DC_Urban_Siege.rfa
bf1942/levels/DC_Urban_Siege/standardmesh/AussieHipPack.rs
subshader "AussieHipPack_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pistolbag_z";
}
subshader "AussieHipPack_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
texture "texture/radio_m";
}
subshader "AussieHipPack_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Assaultbackpack";
}
subshader "AussieHipPack_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Assaultbackpack";
}
subshader "AussieHipPack_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/ammobag_z";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pistolbag_z";
}
subshader "AussieHipPack_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
texture "texture/radio_m";
}
subshader "AussieHipPack_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Assaultbackpack";
}
subshader "AussieHipPack_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Assaultbackpack";
}
subshader "AussieHipPack_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/ammobag_z";
}