ACE3/addons/spottingscope/data/ace_spottingscope_rubber_damage.rvmat
commy2 a38afac04b spotting scope updates (#5880)
* add tanoha forces spotting scopes and add preview picture

* factory standard preview picture...

* spotting scope damage materials, hide damage anim, buff hp

* delete unused model

* make ai call out spotting scope, proper thread and cost, better icon

* spotting scope death effects

* disable smoke effect
2017-12-10 12:01:27 -06:00

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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[] = {0.25,0.25,0.25,1};
specularPower = 90;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture = "z\ace\addons\spottingscope\data\ace_spottingscope_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 = "a3\data_f\destruct\destr_rubber_half_dt.paa";
uvSource = "tex";
class uvTransform {
aside[] = {5,0,0};
up[] = {0,5,0};
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[] = {3,0,0};
up[] = {0,3,0};
dir[] = {0,0,0};
pos[] = {0.1,0.23,0};
};
};
class Stage4 {
texture = "z\ace\addons\spottingscope\data\ace_spottingscope_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 = "z\ace\addons\spottingscope\data\ace_spottingscope_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(1.5,1.22)";
uvSource = "none";
};
class Stage7 {
texture = "a3\data_f\env_land_co.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};