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Archives/bf1942/Levels/DC_Basrah_Nights.rfa
bf1942/levels/DC_Basrah_Nights/standardMesh/DesertCombat/Buildings/DC_streetlamp1_m1.rs
subshader "DC_streetlamp1_m1_Material0" "StandardMesh/Default"
{
lighting false;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "Texture/DesertCombat/Buildings/dc_lampglass";
}
subshader "DC_streetlamp1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
materialSpecular 0.4 0.45 0.5;
materialSpecularPower 50.0;
envmap true;
texture "Texture/DesertCombat/Buildings/dc_genericmetal2";
}
subshader "DC_streetlamp1_m1_Material2" "StandardMesh/Default"
{
lighting false;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
transparent true;
depthwrite false;
alphaTestRef 0.5;
texture "bf1942/levels/DC_Basrah_Nights/Texture/DesertCombat/Buildings/dc-lamplight1";
}
subshader "DC_streetlamp1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "Texture/DesertCombat/Buildings/dc_slums_roof1";
}
{
lighting false;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "Texture/DesertCombat/Buildings/dc_lampglass";
}
subshader "DC_streetlamp1_m1_Material1" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular true;
materialSpecular 0.4 0.45 0.5;
materialSpecularPower 50.0;
envmap true;
texture "Texture/DesertCombat/Buildings/dc_genericmetal2";
}
subshader "DC_streetlamp1_m1_Material2" "StandardMesh/Default"
{
lighting false;
materialDiffuse 1 1 1;
lightingSpecular false;
twosided true;
transparent true;
depthwrite false;
alphaTestRef 0.5;
texture "bf1942/levels/DC_Basrah_Nights/Texture/DesertCombat/Buildings/dc-lamplight1";
}
subshader "DC_streetlamp1_m1_Material3" "StandardMesh/Default"
{
lighting true;
materialDiffuse 1 1 1;
lightingSpecular false;
texture "Texture/DesertCombat/Buildings/dc_slums_roof1";
}