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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_body.vmt
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"VertexLitGeneric" | ||
{ | ||
"$baseTexture" "bee2/models/player/chell_p1/chell_body" | ||
"$bumpmap" "bee2/models/player/chell_p1/chell_body_normal" | ||
"$halflambert" "1" | ||
"$nodecal" "1" | ||
"$model" "1" | ||
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"$phong" "1" | ||
"$phongexponenttexture" "bee2/models/player/chell_p1/chell_body_exponent" | ||
// "$phongexponent" "25" | ||
"$phongboost" "6 " | ||
"$lightwarptexture" "bee2/models/player/chell_p1/chell_body_lightwarp" | ||
"$phongfresnelranges" "[0.04 0.4 1]" | ||
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} | ||
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_body.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_face.vmt
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"VertexLitGeneric" | ||
{ | ||
"$baseTexture" "bee2/models/player/chell_p1/chell_face" | ||
"$bumpmap" "bee2/models/player/chell_p1/chell_face_normal" | ||
"$halflambert" "1" | ||
"$nodecal" "1" | ||
"$model" "1" | ||
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"$ambientocclusiontexture" "models/alyx/chell_occlusion" | ||
// "$phongexponent" "25" | ||
"$phongexponenttexture" "bee2/models/player/chell_p1/chell_face_exponent" | ||
"$phongboost" "4" | ||
"$lightwarptexture" "bee2/models/player/chell_p1/chell_face_lightwarp" | ||
"$phongfresnelranges" "[0 0.5 1]" | ||
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} | ||
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_face.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_hair.vmt
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"VertexLitGeneric" | ||
{ | ||
"$baseTexture" "bee2/models/player/chell_p1/chell_hair" | ||
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"$bumpmap" "bee2/models/player/chell_p1/chell_hair_normal" | ||
"$phong" "1" | ||
"$phongexponenttexture" "bee2/models/player/chell_p1/chell_hair_exponent" | ||
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"$phongboost" "10" | ||
// "$lightwarptexture" "bee2/models/player/chell_p1/chell_hair_lightwarp" | ||
"$phongfresnelranges" "[0 0.5 1]" | ||
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"$translucent" 1 | ||
"$halflambert" 1 | ||
"$nodecal" "1" | ||
"$nocull" 1 | ||
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} |
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/chell_hair.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/eyeball_l.vmt
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EyeRefract | ||
{ | ||
$Iris "/bee2/models/player/chell_p1/eyeball_l" // Iris color in RGB with cornea noise in A | ||
$AmbientOcclTexture "/bee2/models/player/chell_p1/eyeball_l_ambient" // Ambient occlusion in RGB, A unused | ||
$Envmap "Engine/eye-reflection-cubemap-" // Reflection environment map | ||
$CorneaTexture "Engine/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA | ||
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$EyeballRadius "0.6" // Default 0.5 | ||
$AmbientOcclColor "[0.13 0.13 0.13]" // Default 0.33, 0.33, 0.33 | ||
$Dilation "0.75" // Default 0.5 | ||
$ParallaxStrength "0.25" // Default 0.25 | ||
$CorneaBumpStrength "1.0" // Default 1.0 | ||
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$halflambert 1 | ||
$nodecal 1 | ||
$ambientocclusion 1 | ||
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// These effects are only available in ps.2.0b and later | ||
$RaytraceSphere 1 // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round | ||
$SphereTexkillCombo 0 // Default 1 - Enables killing pixels that don't ray-intersect the sphere | ||
} |
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/eyeball_l_dx8.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/eyeball_r.vmt
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EyeRefract | ||
{ | ||
$Iris "/bee2/models/player/chell_p1/eyeball_l" // Iris color in RGB with cornea noise in A | ||
$AmbientOcclTexture "/bee2/models/player/chell_p1/eyeball_l_ambient" // Ambient occlusion in RGB, A unused | ||
$Envmap "Engine/eye-reflection-cubemap-" // Reflection environment map | ||
$CorneaTexture "Engine/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA | ||
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$EyeballRadius "0.6" // Default 0.5 | ||
$AmbientOcclColor "[0.13 0.13 0.13]" // Default 0.33, 0.33, 0.33 | ||
$Dilation "0.75" // Default 0.5 | ||
$ParallaxStrength "0.25" // Default 0.25 | ||
$CorneaBumpStrength "1.0" // Default 1.0 | ||
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$halflambert 1 | ||
$nodecal 1 | ||
$ambientocclusion 1 | ||
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// These effects are only available in ps.2.0b and later | ||
$RaytraceSphere 1 // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round | ||
$SphereTexkillCombo 0 // Default 1 - Enables killing pixels that don't ray-intersect the sphere | ||
} |
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/eyeball_r.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/eyeball_r_dx8.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/pupil_l.vmt
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"Eyeball" | ||
{ | ||
"$basetexture" "bee2/models/player/chell_p1/pupil_l" | ||
} |
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/pupil_l.vtf
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/pupil_r.vmt
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"Eyeball" | ||
{ | ||
"$basetexture" "models/player/pupil_r" | ||
} |
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packages/styles/p1_style/resources/materials/BEE2/models/player/chell_p1/pupil_r.vtf
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packages/styles/p1_style/resources/models/BEE2/player/chell_p1.dx90.vtx
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packages/styles/p1_style/resources/models/BEE2/player/chell_p1_animations.mdl
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