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Archives/bf1942/levels/DC_No_Fly_Zone.rfa
bf1942/levels/DC_No_Fly_Zone/standardMesh/mil_wpbunker_wreck.rs
subshader "mil_wpbunker_wreck_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/HANFL1_S";
}
subshader "mil_wpbunker_wreck_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/bunkyt_b";
}
subshader "mil_wpbunker_wreck_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/HANCON_S";
}
subshader "mil_wpbunker_wreck_Material5" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/bunkft_b";
}
subshader "mil_wpbunker_wreck_Material6" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/pafbr1_s";
}
subshader "mil_wpbunker_wreck_Material12" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/shedconc1_s";
}
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/HANFL1_S";
}
subshader "mil_wpbunker_wreck_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/bunkyt_b";
}
subshader "mil_wpbunker_wreck_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/HANCON_S";
}
subshader "mil_wpbunker_wreck_Material5" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/bunkft_b";
}
subshader "mil_wpbunker_wreck_Material6" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/pafbr1_s";
}
subshader "mil_wpbunker_wreck_Material12" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/shedconc1_s";
}