Found 19856 game files (132 skipped)
Loading package: 00013263.upk Ver: 573/1 Engine: 4205 Names: 521 Exports: 5121 Imports: 124 Game: 801A
Loading Material3 Fencer_RRR_Slash_mat from package 00013263.upk
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading Material3 Fire_aura_trail_mat3 from package 00013263.upk
Loading Material3 fx_SoulSword_mat from package 00013263.upk
Loading package: EngineResources.upk Ver: 573/1 Engine: 4205 Names: 134 Exports: 73 Imports: 11 Game: 801A
Loading Material3 Assassin_RRR_Slash from package 00013263.upk
Loading Material3 Aura_Fire_ from package 00013263.upk
Loading Material3 AuraMaster_InfinityMissile_Missile from package 00013263.upk
Loading Material3 AuraMaster_Spread_Fire from package 00013263.upk
Loading Material3 AuraMaster_Spread_Ice from package 00013263.upk
Loading Material3 AuraMaster_Spread_Pink from package 00013263.upk
Loading Material3 AuraMaster_Spread_white from package 00013263.upk
Loading Material3 DemonShadowBoss_Spread_Fire from package 00013263.upk
Loading Material3 Destroyer_DesturctionCircle_Slash from package 00013263.upk
Loading Material3 Destroyer_RRR_Slash from package 00013263.upk
Loading Material3 Fencer_Escape_Exe from package 00013263.upk
Loading Material3 Fencer_HalfMoonSlash_Cast from package 00013263.upk
Loading Material3 Fencer_Red2_Slash from package 00013263.upk
Loading Material3 Fencer_Red_Slash from package 00013263.upk
Loading Material3 Fencer_RRR_Slash from package 00013263.upk
Loading Material3 Fencer_RRR_Slash_backup from package 00013263.upk
Loading Material3 Fencer_RRR_Slash_backup_NoDistiotion from package 00013263.upk
Loading Material3 Fencer_Stab_Casting from package 00013263.upk
Loading Material3 Fencer_VitalSlash_Cast from package 00013263.upk
Loading Material3 Fencer_VitalSlash_Cast_Line from package 00013263.upk
Loading Material3 Fire_aura_trail_mat3 from package 00013263.upk
Loading Material3 Fire_trail_mat_masked from package 00013263.upk
Loading Material3 Fire_trail_mat_masked2 from package 00013263.upk
Loading Material3 fx_cloudblow_mat from package 00013263.upk
Loading Material3 NPC_Blunt_Slash from package 00013263.upk
Loading Material3 NPC_Blunt_Slash_Red from package 00013263.upk
Loading Material3 Summoner_InfinityMissile_Missile from package 00013263.upk
Loading Material3 Summoner_Rose_Missile from package 00013263.upk
Loading Material3 Summoner_Rose_Missile_NoDisotion from package 00013263.upk
Loading MaterialInstanceConstant Fencer_Escape_Exe_INST from package 00013263.upk
Loading MaterialInstanceConstant TwinsA_Trail_Red_INST from package 00013263.upk
Loading Texture2D Gradient_001_Left from package 00012963.upk
Loading Texture2D Normal_Noise_002 from package 00012963.upk
Loading Texture2D Gradient_Color_BlueToPurple_000 from package 00012963.upk
Loading Texture2D Gradient_Trail_002 from package 00012963.upk
Loading Texture2D Gradient_Slash_001_Tex from package 00012963.upk
Loading Texture2D Gradient_Light_Line_000 from package 00012963.upk
Loading Texture2D Smoke_Cloud_005 from package 00012963.upk
Loading Texture2D Fire_Blending_Pattern_Tex_Big2 from package 00012963.upk
Loading Texture2D Gradient_Beam_004 from package 00012963.upk
Loading Texture2D T_wave from package 00012963.upk
Loading Texture2D Unique_Waterfall_000_Mask from package 00012963.upk
Loading Texture2D Smoke_Cloud_001 from package 00012963.upk
Loading Texture2D Smoke_005 from package 00012963.upk
Loading Texture2D DefaultTexture from package EngineResources.upk
Loading Texture2D Gradient_Slash_000 from package 00012963.upk
Loading Texture2D Gradient_Trail_001 from package 00012963.upk
Loading Texture2D Gradient_Color_RedToOrange_000 from package 00012963.upk
Loading Texture2D Noise_Wave_000 from package 00012963.upk
Loading Texture2D Smoke_Dusts_002 from package 00012963.upk
Loading Texture2D Aura_Blood_003 from package 00012963.upk
Loading Texture2D Gradient_Beam_005_YClamp from package 00012963.upk
Loading Texture2D Smoke_Dust_000 from package 00012963.upk
Loading Texture2D Gradient_Color_BlueToPurple_001 from package 00012963.upk
Loading Texture2D Gradient_Beam_002 from package 00012963.upk
Loading Texture2D Sparkle_Ink_007 from package 00012963.upk
Loading Texture2D Gradient_Beam_007 from package 00012963.upk
Loading Texture2D Gradient_Color_BtoS000_Tex from package 00012963.upk
Loading Texture2D Gradient_Color_WhiteToPurple_000 from package 00012963.upk
Loading Texture2D Smoke_Fractal_002 from package 00012963.upk
Loading Texture2D Glow_Trail_001 from package 00012963.upk
Loading Texture2D Noise_Crack_000 from package 00012963.upk
Loading Texture2D Gradient_Color_PurpleToBlue_000 from package 00012963.upk
Loading Texture2D Gradient_Trail_004 from package 00012963.upk
Loading Texture2D Noise_Wave_000_Normal from package 00012963.upk
WARNING: BoolProperty "UTexture2D::bDisableLoadSwitch" was not found
Loading Texture2D Smoke_Ice_000 from package 00012963.upk
Loading Texture2D Blunt_Slash_001 from package 00012963.upk
Loading Texture2D Noise_Distortion_000 from package 00012963.upk
Loading Texture2D T_Liquid_SM_NanoBlack_Mask_01 from package 00012963.upk
Loading Texture2D Glow_ink_000 from package 00012963.upk
Loading Texture2D Gradient_Color_RedToPurple_000 from package 00012963.upk
Loading Texture2D Gradient_Color_YtoG000_Tex from package 00012963.upk
Loading Texture2D Glow_Trail_000 from package 00012963.upk
Loaded in 0.3 sec, 3163 allocs, 1.55 MBytes serialized in 131495 calls.

Object info:
============
ClassName: Material3 ObjectName: Fencer_RRR_Slash_mat

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_BlueToPurple_000'
        ReferencedTextures[3] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[4] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[5] = Texture2D'Gradient_Light_Line_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fire_aura_trail_mat3

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_Cloud_005'
        ReferencedTextures[1] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[3] = Texture2D'T_wave'
        ReferencedTextures[4] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: fx_SoulSword_mat

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] = { Texture2D'Smoke_Cloud_001', Texture2D'Smoke_005', Texture2D'DefaultTexture' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Assassin_RRR_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[2] = Texture2D'Gradient_Trail_001'
        ReferencedTextures[3] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[4] = Texture2D'Gradient_001_Left'
        ReferencedTextures[5] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Aura_Fire_

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[8] =
    {
        ReferencedTextures[0] = Texture2D'Noise_Wave_000'
        ReferencedTextures[1] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[2] = Texture2D'Smoke_Dusts_002'
        ReferencedTextures[3] = Texture2D'Aura_Blood_003'
        ReferencedTextures[4] = Texture2D'Gradient_Beam_005_YClamp'
        ReferencedTextures[5] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[6] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[7] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: AuraMaster_InfinityMissile_Missile

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[2] = Texture2D'Gradient_Light_Line_000'
        ReferencedTextures[3] = Texture2D'Gradient_Color_BlueToPurple_001'
        ReferencedTextures[4] = Texture2D'Gradient_001_Left'
        ReferencedTextures[5] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: AuraMaster_Spread_Fire

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Beam_002'
        ReferencedTextures[1] = Texture2D'Sparkle_Ink_007'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_007'
        ReferencedTextures[3] = Texture2D'Gradient_Color_RedToOrange_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: AuraMaster_Spread_Ice

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Aura_Blood_003'
        ReferencedTextures[1] = Texture2D'Sparkle_Ink_007'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_007'
        ReferencedTextures[3] = Texture2D'Gradient_Color_BtoS000_Tex'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: AuraMaster_Spread_Pink

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Aura_Blood_003'
        ReferencedTextures[1] = Texture2D'Sparkle_Ink_007'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_007'
        ReferencedTextures[3] = Texture2D'Gradient_Color_WhiteToPurple_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: AuraMaster_Spread_white

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Aura_Blood_003'
        ReferencedTextures[1] = Texture2D'Sparkle_Ink_007'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_007'
        ReferencedTextures[3] = Texture2D'Gradient_Color_BlueToPurple_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: DemonShadowBoss_Spread_Fire

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Beam_002'
        ReferencedTextures[1] = Texture2D'Sparkle_Ink_007'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_007'
        ReferencedTextures[3] = Texture2D'Gradient_Color_RedToOrange_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Destroyer_DesturctionCircle_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[2] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[3] = Texture2D'Smoke_Fractal_002'
        ReferencedTextures[4] = Texture2D'Glow_Trail_001'
        ReferencedTextures[5] = Texture2D'Noise_Crack_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Destroyer_RRR_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Color_PurpleToBlue_000'
        ReferencedTextures[2] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[3] = Texture2D'Smoke_Fractal_002'
        ReferencedTextures[4] = Texture2D'Glow_Trail_001'
        ReferencedTextures[5] = Texture2D'Noise_Crack_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_Escape_Exe

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_004'
        ReferencedTextures[2] = Texture2D'Glow_Trail_001'
        ReferencedTextures[3] = Texture2D'Noise_Wave_000_Normal'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_HalfMoonSlash_Cast

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_Wave_000'
        ReferencedTextures[1] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[3] = Texture2D'Smoke_Ice_000'
        ReferencedTextures[4] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[5] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_Red2_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[9] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[3] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[4] = Texture2D'Gradient_Trail_001'
        ReferencedTextures[5] = Texture2D'Blunt_Slash_001'
        ReferencedTextures[6] = Texture2D'Smoke_Fractal_002'
        ReferencedTextures[7] = Texture2D'Noise_Distortion_000'
        ReferencedTextures[8] = Texture2D'Gradient_Slash_001_Tex'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_Red_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[3] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[4] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[5] = Texture2D'Gradient_Trail_001'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_RRR_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_BlueToPurple_000'
        ReferencedTextures[3] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[4] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[5] = Texture2D'Gradient_Trail_001'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_RRR_Slash_backup

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_BlueToPurple_000'
        ReferencedTextures[3] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[4] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[5] = Texture2D'Gradient_Light_Line_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_RRR_Slash_backup_NoDistiotion

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Color_BlueToPurple_000'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[2] = Texture2D'Gradient_Slash_001_Tex'
        ReferencedTextures[3] = Texture2D'Gradient_Light_Line_000'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_Stab_Casting

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_004'
        ReferencedTextures[2] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[3] = Texture2D'Gradient_001_Left'
        ReferencedTextures[4] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_VitalSlash_Cast

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Noise_Wave_000'
        ReferencedTextures[1] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[3] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[4] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fencer_VitalSlash_Cast_Line

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[2] = Texture2D'Noise_Wave_000'
        ReferencedTextures[3] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[4] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[5] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fire_aura_trail_mat3

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_Cloud_005'
        ReferencedTextures[1] = Texture2D'Fire_Blending_Pattern_Tex_Big2'
        ReferencedTextures[2] = Texture2D'Gradient_Beam_004'
        ReferencedTextures[3] = Texture2D'T_wave'
        ReferencedTextures[4] = Texture2D'Unique_Waterfall_000_Mask'
    }
    BlendMode = BLEND_Translucent (2)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fire_trail_mat_masked

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'T_Liquid_SM_NanoBlack_Mask_01'
        ReferencedTextures[1] = Texture2D'Gradient_001_Left'
        ReferencedTextures[2] = Texture2D'Unique_Waterfall_000_Mask'
        ReferencedTextures[3] = Texture2D'Gradient_Beam_004'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Fire_trail_mat_masked2

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_001_Left'
        ReferencedTextures[1] = Texture2D'Normal_Noise_002'
        ReferencedTextures[2] = Texture2D'T_Liquid_SM_NanoBlack_Mask_01'
        ReferencedTextures[3] = Texture2D'Unique_Waterfall_000_Mask'
        ReferencedTextures[4] = Texture2D'Gradient_Beam_004'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: fx_cloudblow_mat

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] =
    {
        ReferencedTextures[0] = Texture2D'Glow_ink_000'
        ReferencedTextures[1] = Texture2D'Smoke_Cloud_001'
        ReferencedTextures[2] = Texture2D'DefaultTexture'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: NPC_Blunt_Slash

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[8] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Color_BlueToPurple_000'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[2] = Texture2D'Gradient_Color_RedToOrange_000'
        ReferencedTextures[3] = Texture2D'Blunt_Slash_001'
        ReferencedTextures[4] = Texture2D'Smoke_Fractal_002'
        ReferencedTextures[5] = Texture2D'Noise_Crack_000'
        ReferencedTextures[6] = Texture2D'Gradient_001_Left'
        ReferencedTextures[7] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: NPC_Blunt_Slash_Red

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[7] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Color_RedToPurple_000'
        ReferencedTextures[1] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[2] = Texture2D'Blunt_Slash_001'
        ReferencedTextures[3] = Texture2D'Smoke_Fractal_002'
        ReferencedTextures[4] = Texture2D'Noise_Crack_000'
        ReferencedTextures[5] = Texture2D'Gradient_001_Left'
        ReferencedTextures[6] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Summoner_InfinityMissile_Missile

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[7] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[2] = Texture2D'Gradient_Light_Line_000'
        ReferencedTextures[3] = Texture2D'Gradient_Color_YtoG000_Tex'
        ReferencedTextures[4] = Texture2D'Glow_Trail_000'
        ReferencedTextures[5] = Texture2D'Gradient_001_Left'
        ReferencedTextures[6] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Summoner_Rose_Missile

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[2] = Texture2D'Gradient_Light_Line_000'
        ReferencedTextures[3] = Texture2D'Glow_Trail_000'
        ReferencedTextures[4] = Texture2D'Gradient_001_Left'
        ReferencedTextures[5] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Summoner_Rose_Missile_NoDisotion

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Gradient_Trail_002'
        ReferencedTextures[1] = Texture2D'Gradient_Slash_000'
        ReferencedTextures[2] = Texture2D'Gradient_Light_Line_000'
        ReferencedTextures[3] = Texture2D'Glow_Trail_000'
        ReferencedTextures[4] = Texture2D'Gradient_001_Left'
        ReferencedTextures[5] = Texture2D'Normal_Noise_002'
    }
    BlendMode = BLEND_Additive (3)
    OpacityMaskClipValue = 0.333
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: Fencer_Escape_Exe_INST

    ScalarParameterValues[1] =
    {
        ScalarParameterValues[0] = { ParameterName=distortionvalue, ParameterValue=0 }
    }
    TextureParameterValues[0] = {}
    VectorParameterValues[0] = {}
    Parent = Material3'Material.Fencer_Escape_Exe'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: TwinsA_Trail_Red_INST

    ScalarParameterValues[0] = {}
    TextureParameterValues[1] =
    {
        TextureParameterValues[0] = { ParameterName=Tex, ParameterValue=Texture2D'Gradient_Color_RedToOrange_000' }
    }
    VectorParameterValues[0] = {}
    Parent = Material3'Material.AuraMaster_InfinityMissile_Missile'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
