Found 19856 game files (132 skipped)
Loading package: 00028573.upk Ver: 573/1 Engine: 4205 Names: 103 Exports: 1 Imports: 20 Game: 801A
Loading MaterialInstanceConstant col10 from package 00028573.upk
Loading package: 00014825.upk Ver: 573/1 Engine: 4205 Names: 60 Exports: 32 Imports: 2 Game: 801A
Loading package: 00002640.upk Ver: 573/1 Engine: 4205 Names: 340 Exports: 556 Imports: 5 Game: 801A
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading package: 00014826.upk Ver: 573/1 Engine: 4205 Names: 189 Exports: 317 Imports: 50 Game: 801A
Loading Texture2D PilebunkerEmpire_col9_N from package 00014825.upk
Loading Texture2D PilebunkerEmpire_col9_M from package 00014825.upk
Loading Texture2D PilebunkerEmpire_col10_D from package 00014825.upk
Loading Texture2D PilebunkerEmpire_col10_S from package 00014825.upk
Loading TextureCube lenscube_c from package 00002640.upk
Loading Texture2D PilebunkerEmpire_E from package 00014825.upk
Loading Texture2D Smoke_Pattern_001 from package 00012963.upk
Loading Texture2D PilebunkerEmpire_FX_Line from package 00014825.upk
Loading Material3 body_reflect_PilebunkerEmpire from package 00014826.upk
Loading package: 00002620.upk Ver: 573/1 Engine: 4205 Names: 560 Exports: 6612 Imports: 96 Game: 801A
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 Gradient_Line_003 from package 00012963.upk
Loading Texture2D check from package 00002620.upk
Loaded in 0.12 sec, 2981 allocs, 2.43 MBytes serialized in 169971 calls.

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: col10

    ScalarParameterValues[13] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0 }
        ScalarParameterValues[1] = { ParameterName=Skin_glossiness, ParameterValue=0 }
        ScalarParameterValues[2] = { ParameterName=Wear_glossiness1, ParameterValue=20 }
        ScalarParameterValues[3] = { ParameterName=Wear_glossiness2, ParameterValue=20 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=90 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=5 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=5 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=20 }
        ScalarParameterValues[10] = { ParameterName=Specular_value, ParameterValue=2.5 }
        ScalarParameterValues[11] = { ParameterName=Skin_Spec_value, ParameterValue=1 }
        ScalarParameterValues[12] = { ParameterName=Skin_Spec_value_X, ParameterValue=1 }
    }
    TextureParameterValues[8] =
    {
        TextureParameterValues[0] = { ParameterName=Body_normal, ParameterValue=Texture2D'PilebunkerEmpire_col9_N' }
        TextureParameterValues[1] = { ParameterName=Body_mask_RGB, ParameterValue=Texture2D'PilebunkerEmpire_col9_M' }
        TextureParameterValues[2] = { ParameterName=Body_diffuse, ParameterValue=Texture2D'PilebunkerEmpire_col10_D' }
        TextureParameterValues[3] = { ParameterName=Body_specular, ParameterValue=Texture2D'PilebunkerEmpire_col10_S' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'lenscube_c' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'PilebunkerEmpire_E' }
        TextureParameterValues[6] = { ParameterName=Mask_FX_Texture, ParameterValue=Texture2D'Smoke_Pattern_001' }
        TextureParameterValues[7] = { ParameterName=FX_Add, ParameterValue=Texture2D'PilebunkerEmpire_FX_Line' }
    }
    VectorParameterValues[19] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = Skin_Specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = Reflection_value
            ParameterValue = { R=0.144972, G=0.144972, B=0.144972, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=0.899385, G=0.781751, B=0.523443, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = skin_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Fx_Glow_color_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Glow_Trangition_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_power_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Fx_Glow_color_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = Glow_Trangition_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = Fx_Glow_power_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[11] =
        {
            ParameterName = Fx_Glow_color_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[12] =
        {
            ParameterName = Glow_Trangition_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[13] =
        {
            ParameterName = Fx_Glow_power_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[14] =
        {
            ParameterName = Fx_Glow_color_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[15] =
        {
            ParameterName = Glow_Trangition_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[16] =
        {
            ParameterName = Fx_Glow_power_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[17] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[18] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
    }
    Parent = Material3'body_reflect_PilebunkerEmpire'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
