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Archives/bf1942/levels/Gold_Beach-1944.rfa
bf1942/levels/Gold_Beach-1944/AIMeshes/Todt_bunker_a1.rs
subshader "Todt_bunker_m1_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_conc2_a";
}
subshader "Todt_bunker_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_conc1_a";
}
subshader "Todt_bunker_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_floor_a";
}
subshader "Todt_bunker_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_roof_a";
}
subshader "Todt_bunker_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
envmap true;
texture "texture/ventilation";
}
subshader "Todt_bunker_m1_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Todt_defgun";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_conc2_a";
}
subshader "Todt_bunker_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_conc1_a";
}
subshader "Todt_bunker_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_floor_a";
}
subshader "Todt_bunker_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/o_bunker_roof_a";
}
subshader "Todt_bunker_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
envmap true;
texture "texture/ventilation";
}
subshader "Todt_bunker_m1_Material5" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/Todt_defgun";
}