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PC Format (PL) 2013 August
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PC_Format_082013.iso
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gry - zrecznosc
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diver jimmy
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diver-jimmy.exe
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{app}
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data
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Materials
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Fx.mtl
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Text File
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2006-05-08
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2KB
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129 lines
ClassTexture "mtlSunLight"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Sprites\Light2.dds";
}
ClassTexture "mtlKennyBubbles"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\bubblesm.tga";
}
ClassTexture "mtlStars"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\Stars.tga";
}
ClassTexture "mtlDust"
{
BlendMode = BLEND_Alpha;
Texture = "Data\Gfx\smoke2.tga";
}
ClassTexture "mtlDamage"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\smoke2.tga";
}
ClassTexture "mtlCircle"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\circle.tga";
}
ClassTexture "mtlFlash"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\flash2.tga";
}
ClassTexture "mtlExplosion"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\explosion.tga";
}
ClassMultilayer "mtlCheckPointHand"
{
Stages[1] =
{
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Sprites\CheckPoint\Hand.dds";
RgbFactor = RGBFAC_Procedural;
RgbFactorProc =
{
Color1 = (1 ; 1 ; 1 ; 1);
Color2 = (0 ; 0 ; 0 ; 1);
Func = RGBFUNC_Wave;
fPhase = 0;
fFreq = 1;
}
}
}
}
ClassMultilayer "mtlCaustics"
{
Stages[2] =
{
{
BlendMode = BLEND_Modulate2x;
Texture = "Data\Gfx\Fx\q3pool.jpg";
Transforms[2] =
{
{
Type = TRANS_ScrollX;
Func = TFUNC_Wave;
Params = ( 0.5 ; 0.05 ; 0 );
},
{
Type = TRANS_ScrollY;
Func = TFUNC_Wave;
Params = ( 0.5 ; 0.01 ; 0.5 );
}
}
},
{
BlendMode = BLEND_Modulate2x;
Texture = "Data\Gfx\Fx\q3pool.jpg";
Transforms[2] =
{
{
Type = TRANS_ScrollX;
Func = TFUNC_Wave;
Params = ( 0.5 ; -0.05 ; 0.2 );
},
{
Type = TRANS_ScrollY;
Func = TFUNC_Wave;
Params = ( 0.5 ; -0.01 ; 0.7 );
}
}
}
}
}
ClassTexture "mtlSkateGlow"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\Skate_Lighting.dds";
}
ClassTexture "mtlKennyCrosshair"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\crosshair.tga";
}
ClassTexture "mtlFlowerDeath"
{
BlendMode = BLEND_Add;
Texture = "Data\Gfx\Fx\angler_light.tga";
}