Template:PatchDiff/July 1, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/heavy/policehelm blu.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\heavy/policehelm_blu"
N/A4 "$bumpmap" "models\effects\flat_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" "5"
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 "$yellow" "0"
N/A10 
N/A11// "$blendtintbybasealpha" "1"
N/A12// "$blendtintcoloroverbase" "1"
N/A13 
N/A14// "$colortint_base" "{169 62 62}"
N/A15// "$colortint_tmp" "[0 0 0]"
N/A16 
N/A17 "$phong" "1"
N/A18 "$phongexponent" "50"
N/A19 "$phongboost" "1"
N/A20 "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
N/A21 "$phongfresnelranges" "[.25 1 4]"
N/A22 
N/A23 
N/A24 // Rim lighting parameters
N/A25 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A26 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A27 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A28 
N/A29 // Cloaking
N/A30 "$cloakPassEnabled" "1"
N/A31 
N/A32 "Proxies"
N/A33 {
N/A34 "weapon_invis"
N/A35 {
N/A36 }
N/A37 "AnimatedTexture"
N/A38 {
N/A39 "animatedtexturevar" "$detail"
N/A40 "animatedtextureframenumvar" "$detailframe"
N/A41 "animatedtextureframerate" 30
N/A42 }
N/A43 "BurnLevel"
N/A44 {
N/A45 "resultVar" "$detailblendfactor"
N/A46 }
N/A47 "YellowLevel"
N/A48 {
N/A49 "resultVar" "$yellow"
N/A50 }
N/A51 "Equals"
N/A52 {
N/A53 "srcVar1" "$yellow"
N/A54 "resultVar" "$color2"
N/A55 }
N/A56// "ItemTintColor"
N/A57// {
N/A58// "resultVar" "$colortint_tmp"
N/A59// }
N/A60// "SelectFirstIfNonZero"
N/A61// {
N/A62// "srcVar1" "$colortint_tmp"
N/A63// "srcVar2" "$colortint_base"
N/A64// "resultVar" "$color2"
N/A65// }
N/A66 
N/A67 }
N/A68}