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Archives/bf1942/levels/GC_Lok.rfa
bf1942/levels/GC_Lok/StandardMesh/Oak_treec_M1.rs
subshader "oak_tree_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material3" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material5" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material3" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material4" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}
subshader "oak_tree_m1_Material5" "StandardMesh/Default"
{
lighting true;
lightingSpecular false;
materialDiffuse 1 1 1;
texture "texture/Oak_tree_T";
}