VertexLitGeneric { "$baseTexture" "models\weapons\Gauntlotsheild\Gauntletshield_red" "$basemapalphaphongmask" "1" "$phong" "1" "$phongexponent" "10" "$phongboost" "1.3" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$tempvar" "0" "$basephongexponent" "25" "$basephongboost" "5" "$rimlight" "1" "$rimlightexponent" "20" "$rimlightboost" ".125" // Boost for ambient cube component of rim lighting $nocull 1 // This is a messy fix for some inverted faces, Hey, it came to me like this! //--------------- // Visual Effects //--------------- "$glowcolor" "1" "$cloakPassEnabled" "1" "$yellow" "0" "$sheenPassEnabled" "1" "$sheenmap" "cubemaps/cubemap_sheen001" "$sheenmapmask" "Effects/AnimatedSheen/animatedsheen0" "$sheenmaptint" "[ 1 1 1 ]" "$sheenmapmaskframe" "0" "$sheenindex" "0" "Proxies" { "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } "invis" { } "YellowLevel" { "resultVar" "$yellow" } "Multiply" { "srcVar1" "$color2" "srcVar2" "$yellow" "resultVar" "$color2" } "AnimatedWeaponSheen" { "animatedtexturevar" "$sheenmapmask" "animatedtextureframenumvar" "$sheenmapmaskframe" "animatedtextureframerate" "40" } } }