Found 19856 game files (132 skipped)
Loading package: 00012594.upk Ver: 573/1 Engine: 4205 Names: 302 Exports: 725 Imports: 124 Game: 801A
Loading Material3 Buff_bb from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading Material3 Buff_bb_2 from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Buff_bb_2_mask from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Buff_Point_box from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Ghost_Mon_Rune from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Ghost_Mon_Rune2 from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Ghost_Mon_Rune_Armor from package 00012594.upk
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Loading Material3 Ghost_Mon_Rune_heal from package 00012594.upk
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Loading Material3 GrimR_TXT from package 00012594.upk
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Loading Material3 Letter003_MatM from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Letters0000_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading package: EngineResources.upk Ver: 573/1 Engine: 4205 Names: 134 Exports: 73 Imports: 11 Game: 801A
Loading Material3 Letters000_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Letters001_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Potal_D_in_mark_M from package 00012594.upk
Loading Material3 Potal_D_passage_mark_M from package 00012594.upk
Loading Material3 Potal_Glowline from package 00012594.upk
Loading Material3 Potal_no_pass_mark2_M from package 00012594.upk
Loading Material3 Potal_no_pass_mark_M from package 00012594.upk
Loading Material3 Potal_war_mark2_M from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Potal_war_mark_M from package 00012594.upk
Loading Material3 Rune_Auramaster_Heal002_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Auramaster_Heal_In002_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Auramaster_Heal_In003_ani from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Auramaster_Heal_In003_Glow_ani from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Blood from package 00012594.upk
Loading Material3 Rune_Bootster from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Poison from package 00012594.upk
Loading Material3 Rune_Potal_P000_Line_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Potal_P000_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Potal_S000_Line_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Potal_S000_MatB from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Rune_Reflect from package 00012594.upk
Loading Material3 Rune_Ring_Gradiation_000_MatM from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 RuneJin001_MatB_Small from package 00012594.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading MaterialInstanceConstant Demon_dra from package 00012594.upk
Loading package: 00002640.upk Ver: 573/1 Engine: 4205 Names: 340 Exports: 556 Imports: 5 Game: 801A
Loading package: 00002620.upk Ver: 573/1 Engine: 4205 Names: 560 Exports: 6612 Imports: 96 Game: 801A
Loading MaterialInstanceConstant Demon_Face from package 00012594.upk
Loading MaterialInstanceConstant DemonFace2_col1 from package 00012594.upk
Loading MaterialInstanceConstant DemonStar from package 00012594.upk
Loading MaterialInstanceConstant Mon_Rune from package 00012594.upk
Loading Texture2D Glow_009 from package 00012963.upk
Loading Texture2D Noise_Distortion_000 from package 00012963.upk
Loading Texture2D Gradient_Line_003 from package 00012963.upk
Loading Texture2D Unique_Star_000 from package 00012963.upk
Loading Texture2D Unique_Detect_000 from package 00012963.upk
Loading Texture2D Noise_005 from package 00012963.upk
Loading Texture2D Noise_Wave_000 from package 00012963.upk
Loading Texture2D Transfort_signal from package 00012963.upk
Loading Texture2D Rune_Heal_001 from package 00012963.upk
Loading Texture2D Gra_ring from package 00012963.upk
Loading Texture2D Barrier_signal from package 00012963.upk
Loading Texture2D Heal_signal from package 00012963.upk
Loading Texture2D Rune_Text_Sprite_000 from package 00012963.upk
Loading Texture2D Rune_Letters_001 from package 00012963.upk
Loading Texture2D Gradient_Beam_006_Yclamp from package 00012963.upk
Loading Texture2D Glow_008 from package 00012963.upk
Loading Texture2D Rune_Letters_000 from package 00012963.upk
Loading Texture2D Noise_003 from package 00012963.upk
Loading Texture2D Gradient_Line_001 from package 00012963.upk
Loading Texture2D Noise_002 from package 00012963.upk
Loading Texture2D Smoke_Dust_000 from package 00012963.upk
Loading Texture2D Noise_Ripple_000 from package 00012963.upk
Loading Texture2D DefaultTexture from package EngineResources.upk
Loading Texture2D Rune_Letters_000_Line from package 00012963.upk
Loading Texture2D Normal_Noise_004 from package 00012963.upk
Loading Texture2D Potal_D_in_mark from package 00012963.upk
Loading Texture2D Smoke_Cloud_TR_004 from package 00012963.upk
Loading Texture2D Potal_D_in_mark2 from package 00012963.upk
Loading Texture2D Potal_D_passage from package 00012963.upk
Loading Texture2D Gradient_Beam_006 from package 00012963.upk
Loading Texture2D Decal_Mask_000 from package 00012963.upk
Loading Texture2D Glowline from package 00012963.upk
Loading Texture2D Noise_010 from package 00012963.upk
Loading Texture2D Gradient_Beam_007 from package 00012963.upk
Loading Texture2D Potal_no_pass_mark from package 00012963.upk
Loading Texture2D Potal_no_pass_mark2 from package 00012963.upk
Loading Texture2D Gradient_009 from package 00012963.upk
Loading Texture2D Potal_war_mark3 from package 00012963.upk
Loading Texture2D Potal_war_mark2 from package 00012963.upk
Loading Texture2D Potal_war_mark from package 00012963.upk
Loading Texture2D Gradient_001 from package 00012963.upk
Loading Texture2D Noise_011 from package 00012963.upk
Loading Texture2D Rune_Heal_000 from package 00012963.upk
Loading Texture2D Rune_Heal_In003 from package 00012963.upk
Loading Texture2D Rune_Heal_004 from package 00012963.upk
Loading Texture2D Rune_Heal_004_Glow from package 00012963.upk
Loading Texture2D NormalSkull_Diffuse from package 00012963.upk
Loading Texture2D Noise_017 from package 00012963.upk
Loading Texture2D Normal_Noise_000 from package 00012963.upk
WARNING: BoolProperty "UTexture2D::bDisableLoadSwitch" was not found
Loading Texture2D Noise_Plazma_002 from package 00012963.upk
Loading Texture2D DemonFace2_Nm from package 00012963.upk
Loading Texture2D Rune_Potal_000_Line from package 00012963.upk
Loading Texture2D Rune_Potal_000 from package 00012963.upk
Loading Texture2D Rune_Potal_001_Line from package 00012963.upk
Loading Texture2D Rune_Potal_001 from package 00012963.upk
Loading Texture2D Demon_Normal from package 00012963.upk
Loading Texture2D Rune_Target_Decal_000 from package 00012963.upk
Loading Texture2D SystemDecal_Circle_ring from package 00012963.upk
Loading Texture2D Rune_Heal_002 from package 00012963.upk
Loading Texture2D DemonDr_Nm_dra from package 00012963.upk
Loading Texture2D DemonDr_Mm_dra from package 00012963.upk
Loading Texture2D DemonDr_Dm_dra from package 00012963.upk
Loading Texture2D DemonDr_Sm_dra from package 00012963.upk
Loading TextureCube Cube_D from package 00002640.upk
Loading Material3 Basic from package 00002620.upk
Loading Texture2D DemonFace_Nm from package 00012963.upk
Loading Texture2D DemonFace_Mm from package 00012963.upk
Loading Texture2D DemonFace_Dm from package 00012963.upk
Loading Texture2D DemonFace_SM from package 00012963.upk
Loading Texture2D DemonFace_Em from package 00012963.upk
Loading Material3 Basic_local_reflect from package 00002620.upk
Loading Texture2D check from package 00002620.upk
Loading Texture2D DemonFace2_Dm from package 00012963.upk
Loading Texture2D DemonFace2_SM from package 00012963.upk
Loading Texture2D Demon_Mask from package 00012963.upk
Loading Texture2D Demon_Diffuse from package 00012963.upk
Loading Texture2D Demon_Specular from package 00012963.upk
Loading Texture2D MaskSkull_Diffuse from package 00012963.upk
Loading Texture2D DiffuseSkull_Diffuse from package 00012963.upk
Loading Texture2D SpecularSkull_Diffuse from package 00012963.upk
Loading Texture2D EmissiveSkull_Diffuse from package 00012963.upk
Loading Texture2D CubemapFace0 from package 00002640.upk
Loading Texture2D CubemapFace1 from package 00002640.upk
Loading Texture2D CubemapFace2 from package 00002640.upk
Loading Texture2D CubemapFace3 from package 00002640.upk
Loading Texture2D CubemapFace4 from package 00002640.upk
Loading Texture2D CubemapFace5 from package 00002640.upk
Loading Texture2D check_n from package 00002620.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 Noise_Glass_000 from package 00012963.upk
Loaded in 0.93 sec, 5127 allocs, 2.74 MBytes serialized in 196013 calls.

Object info:
============
ClassName: Material3 ObjectName: Buff_bb

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] =
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        ReferencedTextures[1] = Texture2D'Noise_Distortion_000'
        ReferencedTextures[2] = Texture2D'Gradient_Line_003'
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    BlendMode = BLEND_Translucent (2)
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    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Buff_bb_2

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] =
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        ReferencedTextures[0] = Texture2D'Unique_Star_000'
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        ReferencedTextures[2] = Texture2D'Gradient_Line_003'
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    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: Buff_bb_2_mask

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] =
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        ReferencedTextures[0] = Texture2D'Unique_Star_000'
        ReferencedTextures[1] = Texture2D'Noise_Distortion_000'
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    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Buff_Point_box

    TwoSided = false
    bDisableDepthTest = false
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    ReferencedTextures[1] = { Texture2D'Unique_Detect_000' }
    BlendMode = BLEND_Translucent (2)
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    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Ghost_Mon_Rune

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] = { Texture2D'Noise_005', Texture2D'Noise_Wave_000', Texture2D'Transfort_signal' }
    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: Ghost_Mon_Rune2

    TwoSided = true
    bDisableDepthTest = false
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    ReferencedTextures[2] = { Texture2D'Rune_Heal_001', Texture2D'Gra_ring' }
    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: Ghost_Mon_Rune_Armor

    TwoSided = false
    bDisableDepthTest = false
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    ReferencedTextures[3] = { Texture2D'Noise_005', Texture2D'Noise_Wave_000', Texture2D'Barrier_signal' }
    BlendMode = BLEND_Translucent (2)
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    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Ghost_Mon_Rune_heal

    TwoSided = false
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    ReferencedTextures[3] = { Texture2D'Noise_005', Texture2D'Noise_Wave_000', Texture2D'Heal_signal' }
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    FlattenedTexture = None
    MobileBaseTexture = None
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    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: GrimR_TXT

    TwoSided = false
    bDisableDepthTest = false
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    ReferencedTextures[3] =
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        ReferencedTextures[1] = Texture2D'Noise_Distortion_000'
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    BlendMode = BLEND_Translucent (2)
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    FlattenedTexture = None
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    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Letter003_MatM

    TwoSided = true
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    ReferencedTextures[2] = { Texture2D'Rune_Letters_001', Texture2D'Gradient_Beam_006_Yclamp' }
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    MobileSpecularPower = 16
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    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Letters0000_MatB

    TwoSided = false
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    ReferencedTextures[8] =
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Object info:
============
ClassName: Material3 ObjectName: Letters000_MatB

    TwoSided = false
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    ReferencedTextures[3] =
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Object info:
============
ClassName: Material3 ObjectName: Letters001_MatB

    TwoSided = false
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    ReferencedTextures[3] =
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    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Potal_D_in_mark_M

    TwoSided = false
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    ReferencedTextures[5] =
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Object info:
============
ClassName: Material3 ObjectName: Potal_D_passage_mark_M

    TwoSided = false
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    ReferencedTextures[5] =
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Object info:
============
ClassName: Material3 ObjectName: Potal_Glowline

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Object info:
============
ClassName: Material3 ObjectName: Potal_no_pass_mark2_M

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    MobileSpecularMask = MSM_Constant (0)
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Object info:
============
ClassName: Material3 ObjectName: Potal_no_pass_mark_M

    TwoSided = false
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Object info:
============
ClassName: Material3 ObjectName: Potal_war_mark2_M

    TwoSided = false
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    MobileSpecularMask = MSM_Constant (0)
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Object info:
============
ClassName: Material3 ObjectName: Potal_war_mark_M

    TwoSided = false
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    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: Rune_Auramaster_Heal002_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[1] = Texture2D'Gradient_001'
        ReferencedTextures[2] = Texture2D'Noise_011'
        ReferencedTextures[3] = Texture2D'Rune_Heal_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: Rune_Auramaster_Heal_In002_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[1] = { Texture2D'Rune_Heal_In003' }
    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: Rune_Auramaster_Heal_In003_ani

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Heal_004', Texture2D'Gra_ring' }
    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: Rune_Auramaster_Heal_In003_Glow_ani

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Heal_004_Glow', Texture2D'Gra_ring' }
    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: Rune_Blood

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'NormalSkull_Diffuse'
        ReferencedTextures[1] = Texture2D'Noise_017'
        ReferencedTextures[2] = Texture2D'Normal_Noise_000'
        ReferencedTextures[3] = Texture2D'Noise_Plazma_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: Rune_Bootster

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_Dust_000'
        ReferencedTextures[1] = Texture2D'Gradient_001'
        ReferencedTextures[2] = Texture2D'Noise_011'
        ReferencedTextures[3] = Texture2D'Rune_Heal_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: Rune_Poison

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'DemonFace2_Nm'
        ReferencedTextures[1] = Texture2D'Noise_017'
        ReferencedTextures[2] = Texture2D'Normal_Noise_000'
        ReferencedTextures[3] = Texture2D'Noise_Plazma_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: Rune_Potal_P000_Line_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Potal_000_Line', Texture2D'DefaultTexture' }
    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: Rune_Potal_P000_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Potal_000', Texture2D'DefaultTexture' }
    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: Rune_Potal_S000_Line_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Potal_001_Line', Texture2D'DefaultTexture' }
    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: Rune_Potal_S000_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Potal_001', Texture2D'DefaultTexture' }
    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: Rune_Reflect

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Demon_Normal'
        ReferencedTextures[1] = Texture2D'Noise_017'
        ReferencedTextures[2] = Texture2D'Normal_Noise_000'
        ReferencedTextures[3] = Texture2D'Noise_Plazma_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: Rune_Ring_Gradiation_000_MatM

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] =
    {
        ReferencedTextures[0] = Texture2D'Rune_Target_Decal_000'
        ReferencedTextures[1] = Texture2D'SystemDecal_Circle_ring'
        ReferencedTextures[2] = Texture2D'Gra_ring'
    }
    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: RuneJin001_MatB_Small

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[2] = { Texture2D'Rune_Heal_002', Texture2D'DefaultTexture' }
    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: MaterialInstanceConstant ObjectName: Demon_dra

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=8 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=15 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=4 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=100 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=1 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=30 }
    }
    TextureParameterValues[6] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'DemonDr_Nm_dra' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'DemonDr_Mm_dra' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'DemonDr_Dm_dra' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'DemonDr_Sm_dra' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=None }
    }
    VectorParameterValues[11] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Glow_Trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Fx_Glow_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = AC_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = AC_specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Basic'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: Demon_Face

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=3 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=25 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=2 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=100 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=4 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=30 }
    }
    TextureParameterValues[6] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'DemonFace_Nm' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'DemonFace_Mm' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'DemonFace_Dm' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'DemonFace_SM' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'DemonFace_Em' }
    }
    VectorParameterValues[5] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
    }
    Parent = Material3'Basic_local_reflect'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: DemonFace2_col1

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=3 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=5 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=3 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=100 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=1 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=30 }
    }
    TextureParameterValues[6] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'DemonFace2_Nm' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'check' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'DemonFace2_Dm' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'DemonFace2_SM' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'check' }
    }
    VectorParameterValues[11] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Glow_Trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Fx_Glow_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = AC_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = AC_specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Basic'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: DemonStar

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=5 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=1 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=2 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=100 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=1 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=30 }
    }
    TextureParameterValues[6] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'Demon_Normal' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'Demon_Mask' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'Demon_Diffuse' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'Demon_Specular' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=None }
    }
    VectorParameterValues[11] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Glow_Trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Fx_Glow_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = AC_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = AC_specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Basic'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: Mon_Rune

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=11 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=1 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=2 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=100 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=5 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=5 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=30 }
    }
    TextureParameterValues[6] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'NormalSkull_Diffuse' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'MaskSkull_Diffuse' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'DiffuseSkull_Diffuse' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'SpecularSkull_Diffuse' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'EmissiveSkull_Diffuse' }
    }
    VectorParameterValues[11] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=1, G=0.022013, B=0.022013, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=10, G=1, B=1, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Glow_Trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Fx_Glow_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = AC_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = AC_specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Basic'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
