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Archives/BF1942/levels/BlackMantis.RFA
bf1942/levels/BlackMantis/StandardMesh/buildingP_m1.rs
subshader "buildingP_m1_Material0" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/b4wa1_r";
}
subshader "buildingP_m1_Material1" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/defgun_betong_s";
}
subshader "buildingP_m1_Material2" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/b4wa2_r";
}
subshader "buildingP_m1_Material3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "bf1942/levels/BlackMantis/texture/BoxA";
}
subshader "buildingP_m1_Material4" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "bf1942/levels/BlackMantis/texture/window02";
}
subshader "buildingP_m1_Material5" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "bf1942/levels/BlackMantis/texture/WhiteWall01_lh";
}
subshader "buildingP_m1_Material6" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "bf1942/levels/BlackMantis/texture/ConcreteWall02";
}
subshader "buildingP_m1_Material7" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/hangar_windows_s";
}
subshader "buildingP_m1_Material8" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "bf1942/levels/BlackMantis/texture/window08";
}
subshader "buildingP_m1_Material9" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/HANWIN_S";
}
subshader "buildingP_m1_Material10" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/City_windows_I";
}