inicio da config de addon do braf_factions_characters

This commit is contained in:
valmojr
2023-10-18 16:04:26 -03:00
parent 2673e6cc0d
commit 80c7fca452
154 changed files with 0 additions and 0 deletions

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class CfgPatches {
class braf_factions_characters {
author = "BRAF Team";
requiredAddons[] = {
"BRAF_characters_army"
};
requiredVersion = 0.1;
units[] = {
//HIAF
"braf_hiaf_of_regular",
"braf_hiaf_sl_regular",
"braf_hiaf_tl_regular",
"braf_hiaf_rifleman_regular",
"braf_hiaf_riflelight_regular",
"braf_hiaf_ammo_regular",
"braf_hiaf_dmr_regular",
"braf_hiaf_gl_regular",
"braf_hiaf_mp_regular",
"braf_hiaf_ar_regular",
"braf_hiaf_lat_regular",
"braf_hiaf_at_regular",
"braf_hiaf_at_a_regular",
"braf_hiaf_crewman_regular",
"braf_hiaf_aa_regular",
"braf_hiaf_medic_regular",
"braf_hiaf_mortar_regular",
"braf_hiaf_mortar_a_regular",
"braf_hiaf_eng_regular",
"braf_hiaf_hmg_regular",
"braf_hiaf_hmg_a_regular",
//HIAF Marine
"braf_hiaf_of_marine",
"braf_hiaf_sl_marine",
"braf_hiaf_tl_marine",
"braf_hiaf_rifleman_marine",
"braf_hiaf_ammo_marine",
"braf_hiaf_dmr_marine",
"braf_hiaf_gl_marine",
"braf_hiaf_ar_marine",
"braf_hiaf_lat_marine",
"braf_hiaf_crewman_marine",
"braf_hiaf_aa_marine",
"braf_hiaf_medic_marine",
"braf_hiaf_eng_marine",
"braf_hiaf_pointman_marine",
//HIAF Commandos
"braf_hiaf_tl_commando",
"braf_hiaf_rifleman_commando",
"braf_hiaf_diver_commando",
"braf_hiaf_dmr_commando",
"braf_hiaf_pointman_commando",
"braf_hiaf_medic_commando",
"braf_hiaf_eng_commando",
//HIAF Story
"braf_hiaf_paco_story",
"braf_hiaf_boubee_story",
//Cratenia
"braf_cra_of_regular",
"braf_cra_sl_regular",
"braf_cra_tl_regular",
"braf_cra_rifleman_regular",
"braf_cra_riflelight_regular",
"braf_cra_ammo_regular",
"braf_cra_dmr_regular",
"braf_cra_gl_regular",
"braf_cra_ar_regular",
"braf_cra_lat_regular",
"braf_cra_at_regular",
"braf_cra_at_a_regular",
"braf_cra_aa_regular",
"braf_cra_medic_regular",
"braf_cra_mortar_regular",
"braf_cra_mortar_a_regular",
"braf_cra_eng_regular",
"braf_cra_hmg_regular",
"braf_cra_hmg_a_regular",
//Cratenia Jungle
"braf_cra_of_jungle",
"braf_cra_sl_jungle",
"braf_cra_tl_jungle",
"braf_cra_rifleman_jungle",
"braf_cra_riflelight_jungle",
"braf_cra_ammo_jungle",
"braf_cra_dmr_jungle",
"braf_cra_gl_jungle",
"braf_cra_ar_jungle",
"braf_cra_lat_jungle",
"braf_cra_at_jungle",
"braf_cra_at_a_jungle",
"braf_cra_aa_jungle",
"braf_cra_medic_jungle",
"braf_cra_mortar_jungle",
"braf_cra_mortar_a_jungle",
"braf_cra_eng_jungle",
"braf_cra_hmg_jungle",
"braf_cra_hmg_a_jungle",
};
weapons[] = {
//BDU
"braf_horizon_regular_uniform",
"braf_horizon_marine_uniform",
"braf_cratenia_regular_uniform",
"braf_cratenia_regular_uniform_bottons",
"BRAF_Cratenia_Jungle_uniform",
//BDU Rolled Up
"braf_horizon_regular_RolledUp_uniform",
"braf_horizon_marine_RolledUp_uniform",
"braf_cratenia_regular_RolledUp_uniform",
"braf_cratenia_Jungle_RolledUp_uniform",
};
};
};
class cfgFactionClasses {
class BRAF_HIAF {
displayName = "$STR_BRAF_HIAF";
priority = 2;
side = 1;
};
class BRAF_CRATENIA {
displayName = "$STR_BRAF_CRATENIA";
priority = 2;
side = 2;
};
class BRAF_FACTIONS {
displayName = "$STR_BRAF_FAC";
priority = 2;
side = 2;
icon = "";
};
class BRAF_ELPB {
displayName = "$STR_BRAF_ELPB";
priority = 2;
side = 2;
icon = "";
};
class BRAF_Narcos {
displayName = "Narcos";
priority = 2;
side = 2;
};
};
class CfgEditorSubcategories {
class BRAF_REGULAR {
displayName = "$STR_BRAF_REGULAR_2020";
};
class BRAF_JUNGLE {
displayName = "$STR_BRAF_JUNGLE_2020";
};
class BRAF_MARINE {
displayName = "$STR_BRAF_MARINE_2020";
};
class BRAF_STORY {
displayName = "$STR_BRAF_STORY_2020";
};
class BRAF_COMMANDO {
displayName = "$STR_BRAF_COMMANDO_2020";
};
};
class DefaultEventHandlers;
class CfgVehicles {
#include "units\v_factions_base.hpp"
#include "v_uniform.hpp"
#include "units/v_hiaf_army_2020.hpp"
//#include "units/v_hiaf_commando_2020.hpp"
#include "units/v_hiaf_marine_2020.hpp"
#include "units/v_hiaf_story_2020.hpp"
#include "units/v_cratenia_2020.hpp"
#include "units/v_cratenia_jungle_2020.hpp"
};
class CfgWeapons {
class ItemCore;
class HeadGearItem;
class Uniform_Base : ItemCore {
};
class UniformItem;
#include "w_uniform.hpp"
};

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class Attributes {
class rank_insignia {
displayName = "Rank";
tooltip = "Change the Rank Icon";
property = "rank_insignia";
control = "combo";
expression = "_this setObjectTextureGlobal [12,_value]";
defaultValue = "getObjectTexture _this select 12";
class values {
class none{
name = "$STR_Rank_None";
value = "";
default = 0;
};
class private {
name = "$STR_Rank_Private";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAsoldado_co.paa";
};
class corporal {
name = "$STR_Rank_Corporal";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAcabo_co.paa";
};
class sergeant {
name = "$STR_Rank_3SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRA3sarg_co.paa";
};
class mastersergeant {
name = "$STR_Rank_2SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRA2sarg_co.paa";
};
class staffsergeant {
name = "$STR_Rank_1SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRA1sarg_co.paa";
};
class subofficer {
name = "$STR_Rank_PETTYOFFICER";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAsub_co.paa";
};
class 2lieutenant {
name = "$STR_Rank_2LIEUTENANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRA2ten_co.paa";
};
class 1lieutenant {
name = "$STR_Rank_1LIEUTENANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRA1ten_co.paa";
};
class captain {
name = "$STR_Rank_CAPTAIN";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAcap_co.paa";
};
class major {
name = "$STR_Rank_MAJOR";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAmajor_co.paa";
};
class lieutenantcolonel {
name = "$STR_Rank_LIEUTENANTCOLONEL";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAtencel_co.paa";
};
class colonel {
name = "$STR_Rank_COLONEL";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAcel_co.paa";
};
class brigadier {
name = "$STR_Rank_brigadier";
value = "BRAF_Factions\braf_factions_insignia\ranks\CRAbrig_co.paa";
};
};
};
class branch_insignia {
displayName = "Branch";
tooltip = "Change the Branch Icon";
property = "branch_insignia";
control = "combo";
expression = "_this setObjectTextureGlobal [13,_value]";
defaultValue = "getObjectTexture _this select 13";
class values {
class branch_infantry{
name = "$STR_Branch_INFANTRY";
value = "BRAF_Factions\braf_factions_insignia\branch\cratenia\inf_co.paa";
};
class branch_cavalry{
name = "$STR_Branch_CAVALRY";
value = "BRAF_Factions\braf_factions_insignia\branch\cratenia\cav_co.paa";
};
class branch_artillery{
name = "$STR_Branch_ARTILLERY";
value = "BRAF_Factions\braf_factions_insignia\branch\cratenia\art_co.paa";
};
class branch_enginnering{
name = "$STR_Branch_ENGINNERING";
value = "BRAF_Factions\braf_factions_insignia\branch\cratenia\eng_co.paa";
};
class branch_logistics{
name = "$STR_Branch_LOGISTICS";
value = "BRAF_Factions\braf_factions_insignia\branch\cratenia\log_co.paa";
};
};
};
};

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class Attributes {
class rank_insignia {
displayName = "Rank";
tooltip = "Change the Rank Icon";
property = "rank_insignia";
control = "combo";
expression = "_this setObjectTextureGlobal [12,_value]";
defaultValue = "getObjectTexture _this select 12";
class values {
class none{
name = "$STR_Rank_None";
value = "";
default = 0;
};
class private {
name = "$STR_Rank_Private";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFsoldado_co.paa";
};
class corporal {
name = "$STR_Rank_Corporal";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFcabo_co.paa";
};
class sergeant {
name = "$STR_Rank_3SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAF3sarg_co.paa";
};
class mastersergeant {
name = "$STR_Rank_2SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAF2sarg_co.paa";
};
class staffsergeant {
name = "$STR_Rank_1SERGEANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAF1sarg_co.paa";
};
class subofficer {
name = "$STR_Rank_PETTYOFFICER";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFsub_co.paa";
};
class 2lieutenant {
name = "$STR_Rank_2LIEUTENANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAF2ten_co.paa";
};
class 1lieutenant {
name = "$STR_Rank_1LIEUTENANT";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAF1ten_co.paa";
};
class captain {
name = "$STR_Rank_CAPTAIN";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFcap_co.paa";
};
class major {
name = "$STR_Rank_MAJOR";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFmajor_co.paa";
};
class lieutenantcolonel {
name = "$STR_Rank_LIEUTENANTCOLONEL";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFtencoronel_co.paa";
};
class colonel {
name = "$STR_Rank_COLONEL";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFcoronel_co.paa";
};
class brigadier {
name = "$STR_Rank_brigadier";
value = "BRAF_Factions\braf_factions_insignia\ranks\HIAFbrig_co.paa";
};
};
};
class branch_insignia {
displayName = "Branch";
tooltip = "Change the Branch Icon";
property = "branch_insignia";
control = "combo";
expression = "_this setObjectTextureGlobal [13,_value]";
defaultValue = "getObjectTexture _this select 13";
class values {
class branch_infantry{
name = "$STR_Branch_INFANTRY";
value = "BRAF_Factions\braf_factions_insignia\branch\hiaf\inf_co.paa";
};
class branch_cavalry{
name = "$STR_Branch_CAVALRY";
value = "BRAF_Factions\braf_factions_insignia\branch\hiaf\cav_co.paa";
};
class branch_artillery{
name = "$STR_Branch_ARTILLERY";
value = "BRAF_Factions\braf_factions_insignia\branch\hiaf\art_co.paa";
};
class branch_enginnering{
name = "$STR_Branch_ENGINNERING";
value = "BRAF_Factions\braf_factions_insignia\branch\hiaf\eng_co.paa";
};
class branch_logistics{
name = "$STR_Branch_LOGISTICS";
value = "BRAF_Factions\braf_factions_insignia\branch\hiaf\log_co.paa";
};
};
};
};

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<?xml version="1.0" encoding="utf-8"?>
<Project name="BRAF">
<Package name="Units">
<Container name="braf_inf">
<Key ID="STR_braf_backpack_radiopack_cratenia_army">
<English>[CRA] Radio Backpack, lizard</English>
<Portuguese>[CRA] Mochila de Rádio, camuflagem padrão</Portuguese>
</Key>
<Key ID="STR_braf_backpack_radiopack_cratenia_jungle">
<English>[CRA] Radio Backpack, lizard (jungle)</English>
<Portuguese>[CRA] Mochila de Rádio, camuflagem de selva</Portuguese>
</Key>
<Key ID="STR_rank_brigadier">
<English>Brigadier</English>
<Portuguese>Brigadeiro</Portuguese>
</Key>
<Key ID="STR_rank_sergeant">
<English>Sergeant</English>
<Portuguese>Sargento</Portuguese>
</Key>
<Key ID="STR_rank_sergeantmajor">
<English>Sergeant Major</English>
<Portuguese>Sargento Mor</Portuguese>
</Key>
<Key ID="STR_rank_mastersergeant">
<English>Master Sergeant</English>
<Portuguese>Mestre Sargento</Portuguese>
</Key>
<Key ID="STR_rank_mastersergeantmajor">
<English>Master Sergeant Major</English>
<Portuguese>Mestre Sargento Mor</Portuguese>
</Key>
<Key ID="STR_cratenia_flag">
<English>Flag (Cratenia)</English>
<Portuguese>Bandeira (Cratenia)</Portuguese>
</Key>
<!--> Factions <-->
<Key ID="STR_BRAF_HIAF">
<English>Horizon Islands Armed Forces</English>
<Portuguese>Forças Armadas das Ilhas Horizon</Portuguese>
</Key>
<Key ID="STR_BRAF_CRATENIA">
<English>Cratenia</English>
<Portuguese>Cratenia</Portuguese>
</Key>
<Key ID="STR_BRAF_ELPB">
<English>ELPB</English>
<Portuguese>ELPB</Portuguese>
</Key>
<Key ID="STR_BRAF_FAC">
<English>BRAF Factions</English>
<Portuguese>Facções do BRAF</Portuguese>
</Key>
<!--> Subcategories <-->
<Key ID="STR_BRAF_REGULAR_2020">
<English>Men (2020, Regular)</English>
<Portuguese>Homem (2020, Regular)</Portuguese>
</Key>
<Key ID="STR_BRAF_JUNGLE_2020">
<English>Men (2020, Jungle)</English>
<Portuguese>Homem (Selva)</Portuguese>
</Key>
<Key ID="STR_BRAF_CAATINGA_2020">
<English>Men (2020, Caatinga)</English>
<Portuguese>Homem (2020, Caatinga)</Portuguese>
</Key>
<Key ID="STR_BRAF_AIRBORNE_2020">
<English>Men (2020, Airborne)</English>
<Portuguese>Homem (2020, Paraquedista)</Portuguese>
</Key>
<Key ID="STR_BRAF_COMMANDO_2020">
<English>Men (2020, Commando)</English>
<Portuguese>Homem (2020, Comandos)</Portuguese>
</Key>
<Key ID="STR_BRAF_RECON_2020">
<English>Men (2020, Recon)</English>
<Portuguese>Homem (2020, PelRec)</Portuguese>
</Key>
<Key ID="STR_BRAF_MARINE_2020">
<English>Men (2020, Marine)</English>
<Portuguese>Homem (2020, FuzNav)</Portuguese>
</Key>
<Key ID="STR_BRAF_STORY_2020">
<English>Men (2020, Story)</English>
<Portuguese>Homem (2020, História)</Portuguese>
</Key>
<!--> Units <-->
<Key ID="STR_BRAF_MP_1">
<English>Military Police (Rifle)</English>
<Portuguese>Polícia do Exército (Fuzil)</Portuguese>
</Key>
<Key ID="STR_BRAF_MP_2">
<English>Military Police (Shotgun)</English>
<Portuguese>Polícia do Exército (Escopeta)</Portuguese>
</Key>
<Key ID="STR_BRAF_MP_3">
<English>Military Police (Pistol)</English>
<Portuguese>Polícia do Exército (Pistola)</Portuguese>
</Key>
<Key ID="STR_BRAF_LAT">
<English>Rifleman (Light AT)</English>
<Portuguese>Fuzileiro (AT Leve)</Portuguese>
</Key>
<Key ID="STR_BRAF_MG_A">
<English>Machine Gunner Assistant</English>
<Portuguese>Assistente de Metralheiro</Portuguese>
</Key>
<Key ID="STR_braf_driver">
<English>Driver</English>
<Portuguese>Motorista</Portuguese>
</Key>
<Key ID="STR_braf_Mortar">
<English>Mortar Operator</English>
<Portuguese>Atirador de Morteiro Leve</Portuguese>
</Key>
<Key ID="STR_BRAF_Mortar_A">
<English>Mortar Assistant</English>
<Portuguese>Assistente de Morteiro Leve</Portuguese>
</Key>
<Key ID="STR_braf_M2">
<English>M2 Gunner</English>
<Portuguese>Atirador de Metralhadora Pesada</Portuguese>
</Key>
<Key ID="STR_BRAF_M2_A">
<English>M2 Assistant</English>
<Portuguese>Assistente de Metralhadora Pesada</Portuguese>
</Key>
<Key ID="STR_braf_pointman">
<English>Pointman</English>
<Portuguese>Esclarecedor</Portuguese>
</Key>
<Key ID="STR_braf_militia">
<English>Militia</English>
<Portuguese>Milicia</Portuguese>
</Key>
<Key ID="STR_BRAF_CSR_A">
<English>Ammo Bearer (AT)</English>
<Portuguese>Municiador (AT)</Portuguese>
</Key>
<!--> Story <-->
<Key ID="STR_braf_HSto_Paco">
<English>President Paco Jirkernes</English>
<Portuguese>Presidente Paco Jirkernes</Portuguese>
</Key>
<Key ID="STR_braf_HSto_CB">
<English>Colonel Boubée</English>
<Portuguese>Coronel Boubée</Portuguese>
</Key>
</Container>
</Package>
</Project>

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ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.25,0.25,0.25,0};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\gloves_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\gloves_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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\gloves_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\pants_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\pants_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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\pants_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\rolled\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\rolled\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\rolled\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

View File

@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\Cratenia\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\Marine\rolled\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\Marine\rolled\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\Marine\rolled\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\rolled\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\rolled\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\rolled\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,89 @@
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.25,0.25,0.25,0};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\gloves_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\BDU\gloves_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_Factions\braf_factions_characters\Uniform\Data\BDU\gloves_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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@@ -0,0 +1,87 @@
ambient[] = {0.5,0.5,0.5,1};
diffuse[] = {0.5,0.5,0.5,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\gola_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 = "#(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 = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\gola_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(1,0.7)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\Boot\Meia\meia_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\Boot\Meia\meia_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_Factions\braf_factions_characters\Uniform\Data\Boot\Meia\meia_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\Boot\boot_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\Boot\boot_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_Factions\braf_factions_characters\Uniform\Data\Boot\boot_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.25,0.25,0.25,0};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\Luva\gloves_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 = "#(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_Factions\braf_factions_characters\Uniform\Data\Luva\gloves_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_Factions\braf_factions_characters\Uniform\Data\Luva\gloves_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(1,1)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data\env_cloth_neutral_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};

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ambient[] = {0.5,0.5,0.5,1};
diffuse[] = {0.5,0.5,0.5,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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 = "#(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 = "BRAF_Factions\braf_factions_characters\Uniform\Data\feridas\pants_w.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\pants_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(1,0.7)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_ca.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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ambient[] = {0.5,0.5,0.5,1};
diffuse[] = {0.5,0.5,0.5,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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 = "#(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 = "BRAF_Factions\braf_factions_characters\Uniform\Data\feridas\top_w.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "BRAF_Factions\braf_factions_characters\Uniform\Data\BDU\HIAF\top_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(1,0.7)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_ca.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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