//////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.52 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class rh_m4 : data\m16a2.rvmat{ ambient[] = {1,1,1,1.0}; diffuse[] = {1,1,1,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,0.0}; emmisive[] = {0.0,0.0,0.0,1.0}; specular[] = {0.5,0.5,0.5,1.0}; specularPower = 40.0; PixelShaderID = "super"; VertexShaderID = "super"; class Stage1 { texture = "braf\braf_weapons_assault_rifles\mags\556mm_stanag\data\m16a2_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage2 { texture = "braf\braf_weapons_assault_rifles\762mm_FAL\Data\metal_detail_dt.paa"; uvSource = "tex"; class uvTransform { aside[] = {6.0,0.0,0.0}; up[] = {0.0,3.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(0,1,1,1)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "braf\braf_weapons_assault_rifles\mags\556mm_stanag\data\m16a2_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,16,2,2)fresnel(0.45,0.35)"; uvSource = "none"; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; uvSource = "none"; }; class StageTI { texture = "braf\braf_weapons_assault_rifles\mags\556mm_stanag\data\m16a2_ti_ca.paa"; }; //};