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Archives/bf1942/levels/DC_Coastal_Hammer.rfa
bf1942/levels/DC_Coastal_Hammer/CustomMeshes/AL_afrHouse_base1_m1.rs
subshader "AL_afrHouse_base1_m1_Material0" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafwl3_s";
}
subshader "AL_afrHouse_base1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafle1_s";
}
subshader "AL_afrHouse_base1_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafle1_s";
}
subshader "AL_afrHouse_base1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafwl3_s";
}
subshader "AL_afrHouse_base1_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/SBRID1_S";
}
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafwl3_s";
}
subshader "AL_afrHouse_base1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafle1_s";
}
subshader "AL_afrHouse_base1_m1_Material2" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafle1_s";
}
subshader "AL_afrHouse_base1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/pafwl3_s";
}
subshader "AL_afrHouse_base1_m1_Material4" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "texture/SBRID1_S";
}