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Archives/bf1942/levels/Leningrad_001.rfa
bf1942/levels/Leningrad/StandardMesh/love.rs
subshader "material_0" "StandardMesh/Default"
{
   texture "texture/RHand01_r";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_1" "StandardMesh/Default"
{
   texture "texture/Ryssov_r";
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 1.0 1.0 1.0;
}

subshader "material_2" "StandardMesh/Default"
{
   texture "texture/Ryssun_r";
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 1.0 1.0 1.0;
}

subshader "material_3" "StandardMesh/Default"
{
   texture "texture/Germov_r";
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 1.0 1.0 1.0;
}

subshader "material_4" "StandardMesh/Default"
{
   texture "texture/Germun_r";
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 1.0 1.0 1.0;
}

subshader "material_5" "StandardMesh/Default"
{
   texture "texture/F01Rys_r";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_6" "StandardMesh/Default"
{
   texture "texture/Mouth1_Z";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_7" "StandardMesh/Default"
{
   texture "texture/Eye01_r";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_8" "StandardMesh/Default"
{
   texture "texture/face_ger3_h";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_9" "StandardMesh/Default"
{
   texture "texture/Eye02_h";
   lightingSpecular true;
   materialDiffuse 0.4000000059604645 0.4000000059604645 0.4000000059604645;
   materialSpecular 0.0 0.0 0.0;
   materialSpecularPower 12.5;
}

subshader "material_10" "StandardMesh/Default"
{
   texture "texture/finsummercap";
   materialDiffuse 1.0 1.0 1.0;
   materialSpecular 1.0 1.0 1.0;
}