//////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.52 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class grad_trenches_assets : data\zemlia.rvmat{ ambient[] = {1.3,1.3,1.3,1}; diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.37,0.37,0.37,1.0}; specularPower = 1; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "braf\braf_structures\Estruturas\Teste\zemlia_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; Filter = "Anizotropic"; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "braf\braf_structures\Estruturas\Teste\zemlia_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "braf\braf_structures\Estruturas\Teste\zemlia_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(0.99,0.18)"; uvSource = "none"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { useWorldEnvMap = "true"; texture = "a3\data_f\env_land_co.paa"; uvSource = "none"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //};