Found 19856 game files (132 skipped)
Loading package: 00021669.upk Ver: 573/1 Engine: 4205 Names: 136 Exports: 26 Imports: 22 Game: 801A
Loading MaterialInstanceConstant col20 from package 00021669.upk
Loading package: 00006791.upk Ver: 573/1 Engine: 4205 Names: 32 Exports: 4 Imports: 4 Game: 801A
Loading package: 00002620.upk Ver: 573/1 Engine: 4205 Names: 560 Exports: 6612 Imports: 96 Game: 801A
Loading SkeletalMesh3 JinF_008 from package 00021669.upk
Loading Texture2D JinF_008_col1_D from package 00006791.upk
Loading Texture2D JinF_008_col1_N from package 00006791.upk
WARNING: BoolProperty "UTexture2D::bDisableLoadSwitch" was not found
Loading Material3 Beard_ghost from package 00002620.upk
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading Texture2D check_n from package 00002620.upk
Loading Texture2D Noise_Glass_000 from package 00012963.upk
Loading Texture2D Smoke_Pattern_001 from package 00012963.upk
Loading Texture2D Gradient_Wipe_BurnOut_Mask_TEST from package 00012963.upk
Loading Texture2D Gradient_Wipe_BurnOut_Mask from package 00012963.upk
Loading Texture2D check from package 00002620.upk
Loading Texture2D Gradient_Line_003 from package 00012963.upk
Loaded in 0.075 sec, 2257 allocs, 1.19 MBytes serialized in 177905 calls.

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: col20

    ScalarParameterValues[3] =
    {
        ScalarParameterValues[0] = { ParameterName=Hair_Glossiness, ParameterValue=10 }
        ScalarParameterValues[1] = { ParameterName=Ac_Glossiness, ParameterValue=4 }
        ScalarParameterValues[2] = { ParameterName=Ghost_Fresnel_Power, ParameterValue=2 }
    }
    TextureParameterValues[2] =
    {
        TextureParameterValues[0] = { ParameterName=Hair_Diffuse, ParameterValue=Texture2D'JinF_008_col1_D' }
        TextureParameterValues[1] = { ParameterName=Hair_normal, ParameterValue=Texture2D'JinF_008_col1_N' }
    }
    VectorParameterValues[10] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = hair_color_D
            ParameterValue = { R=0.103634, G=0.080219, B=0.071761, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = hair_color_L
            ParameterValue = { R=0.420508, G=0.297653, B=0.163641, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = Ac_color_D
            ParameterValue = { R=0.190463, G=0.119264, B=0.082414, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Ac_color_L
            ParameterValue = { R=1, G=0.404541, B=0.047776, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = hair_color_S
            ParameterValue = { R=0.899385, G=0.796917, B=0.353741, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Ac_color_S
            ParameterValue = { R=1, G=1, B=0.5, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = Ghost_Fresnel_color
            ParameterValue = { R=0.5, G=1, B=2.5, A=1 }
        }
    }
    Parent = Material3'Beard_ghost'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: SkeletalMesh3 ObjectName: JinF_008

    LODInfo[1] =
    {
        LODInfo[0] =
        {
            DisplayFactor = 0
            LODHysteresis = 0.02
            LODMaterialMap[0] = {}
            bEnableShadowCasting[1] = { true }
        }
    }
    Sockets[0] = {}
    bHasVertexColors = false
    EnableTwistBoneFixers = true
    EnableClavicleFixer = true
    Materials[1] = { MaterialInstanceConstant'col20' }


    Lods[1] =
    {
        Lods[0] =
        {
            Sections[1] =
            {
                Sections[0] = { Material=MaterialInstanceConstant'col20', FirstIndex=0, NumFaces=1049 }
            }
            NumVerts = 744
            IndexCount = 3147
            NumTexCoords = 1
        }
    }
    LodCount = 1
    MeshOrigin = { X=-0, Y=-0, Z=-0 }
    MeshScale = { X=1, Y=1, Z=1 }
    RotOrigin = { Yaw=0, Pitch=0, Roll=0 }
    BoneCount = 14
