m4_optics_red_front.rvmat
Spoiler:
show spoiler
ambient[] = {1.0, 0.413, 0.413, 1.0};
diffuse[] = {1.0, 0.413, 0.413, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {1.0, 0.3, 0.0, 1.0};
specularPower = 500.0;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture = "ca\weapons\data\aimpoint_glass_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage4 {
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage5 {
texture = "ca\weapons\data\aimpoint_glass_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage6 {
texture = "#(ai,64,64,1)fresnel(0.015,0.07)";
uvSource = "none";
};
class Stage7 {
texture = "ca\data\env_land_orange_co.paa";
uvSource = "none";
};
m4_optics.rvmat
Spoiler:
show spoiler
ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {0.824999, 1.0, 0.82, 1.0};
specularPower = 500.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite"};
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage4 {
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage5 {
texture = "ca\weapons\data\aimpoint_glass_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage6 {
texture = "#(ai,32,128,1)fresnel(0.6,0.25)";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage7 {
texture = "ca\weapons\data\env_acog_co.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
point.rvmat
Spoiler:
show spoiler
ambient[] = {0.0, 100.0, 0.0, 1.0};
diffuse[] = {0.0, 0.0, 0.0, 1.0};
forcedDiffuse[] = {1.0, 1.0, 1.0, 0.0};
emmisive[] = {1.0, 1.0, 1.0, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 1.0;
renderFlags[] = {"AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
I hope this will help