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Archives/bf1942/levels/DC_No_Fly_Zone.rfa
bf1942/levels/DC_No_Fly_Zone/standardMesh/mil_radar_m1.rs
subshader "mil_radar_m1_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/radar_sphere";
}
subshader "mil_radar_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/IndustrialMetal";
}
subshader "mil_radar_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/radar_edge";
}
subshader "mil_radar_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/Radar_Base";
}
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/radar_sphere";
}
subshader "mil_radar_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/IndustrialMetal";
}
subshader "mil_radar_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/radar_edge";
}
subshader "mil_radar_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 0.588 0.588 0.588;
lightingSpecular false;
texture "bf1942/levels/DC_No_Fly_Zone/texture/Radar_Base";
}