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archives/bf1942/levels/fht_dutch_resistance-1941.rfa
bf1942/levels/fht_dutch_resistance-1941/Objects/Hanomag/Art/Hanomag_Whe2L_M1.rs
shader "Material0"
{
technique
{
transparent true;
pass
{
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh2_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}
shader "Material1"
{
technique
{
transparent true;
pass
{
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh1_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}
shader "Material2"
{
technique
{
transparent true;
pass
{
cullMode none;
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh2_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}
{
technique
{
transparent true;
pass
{
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh2_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}
shader "Material1"
{
technique
{
transparent true;
pass
{
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh1_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}
shader "Material2"
{
technique
{
transparent true;
pass
{
cullMode none;
lighting true;
lightingSpecular true;
materialAmbient 1 1 1;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
alphaTest greater 0.7;
stage
{
texture "texture/HanWh2_f";
combine color mul texture diffuse;
combine alpha single texture;
}
}
}
}