Template:PatchDiff/September 4, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/all class/xcom badge blue.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models/player/items/all_class/xcom_badge_blue"
N/A4// "$bumpmap" "models/player/items/all_class/xcom_badge_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" "5"
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 "$yellow" "0"
N/A10 
N/A11 "$phong" "1"
N/A12 "$phongexponent" "8"
N/A13 "$phongboost" "2"
N/A14// "$lightwarptexture" "models/lightwarps/weapon_lightwarp"
N/A15 "$phongfresnelranges" "[.25 1 4]"
N/A16 "$basemapalphaphongmask" "0"
N/A17 
N/A18 "$envmap" "env_cubemap"
N/A19 "$envmaptint" "[.3 .3 .3]"
N/A20 
N/A21 // Rim lighting parameters
N/A22 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A23 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A24 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A25 
N/A26 // Cloaking
N/A27 "$cloakPassEnabled" "1"
N/A28 "Proxies"
N/A29 {
N/A30 "weapon_invis"
N/A31 {
N/A32 }
N/A33 "AnimatedTexture"
N/A34 {
N/A35 "animatedtexturevar" "$detail"
N/A36 "animatedtextureframenumvar" "$detailframe"
N/A37 "animatedtextureframerate" 30
N/A38 }
N/A39 "BurnLevel"
N/A40 {
N/A41 "resultVar" "$detailblendfactor"
N/A42 }
N/A43 "YellowLevel"
N/A44 {
N/A45 "resultVar" "$yellow"
N/A46 }
N/A47 "Equals"
N/A48 {
N/A49 "srcVar1" "$yellow"
N/A50 "resultVar" "$color2"
N/A51 }
N/A52 
N/A53 }
N/A54}
N/A55