//////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.52 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class bdf_camo : Heads\lrrpcamo01\m_white_05_injury.rvmat{ class StageTI { texture = "a3\characters_f\heads\data\m_ti_ca.paa"; }; ambient[] = {2,2,2,1}; diffuse[] = {0.45,0.42,0.4,1}; forcedDiffuse[] = {0.2,0.4,0.4,0.1}; emmisive[] = {0.8,0.3,0.65,0.7}; specular[] = {0.8,0.8,0.8,1}; specularPower = 30; PixelShaderID = "Skin"; VertexShaderID = "Skin"; class Stage1 { texture = "a3\characters_f\heads\data\m_white_05_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "braf\braf_characters_army\face\white\braf_white_30_co_injuri.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "a3\characters_f\heads\data\m_white_05_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "a3\characters_f\heads\data\m_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 = "a3\characters_f\heads\data\m_white_05_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,64,64,1)fresnel(0.5,0.3)"; uvSource = "none"; }; //};