Found 19856 game files (132 skipped)
Loading package: 00027632.upk Ver: 573/1 Engine: 4205 Names: 184 Exports: 179 Imports: 47 Game: 801A
Loading Material3 MookJum_FX from package 00027632.upk
Loading package: 00002620.upk Ver: 573/1 Engine: 4205 Names: 560 Exports: 6612 Imports: 96 Game: 801A
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading MaterialInstanceConstant col4 from package 00027632.upk
Loading package: 00014718.upk Ver: 573/1 Engine: 4205 Names: 44 Exports: 16 Imports: 2 Game: 801A
Loading package: 00002640.upk Ver: 573/1 Engine: 4205 Names: 340 Exports: 556 Imports: 5 Game: 801A
Loading Texture2D check_n from package 00002620.upk
Loading Texture2D check from package 00002620.upk
Loading Texture2D Electric_Light_000 from package 00012963.upk
Loading Texture2D Smoke_Pattern_001 from package 00012963.upk
Loading Texture2D Gradient_Line_003 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 CrocodileSharkTribeC2_N from package 00014718.upk
Loading Texture2D CrocodileSharkTribeC2_M from package 00014718.upk
Loading Texture2D CrocodileSharkTribeC2_Col5_D from package 00014718.upk
Loading Texture2D CrocodileSharkTribeC2_Col5_S from package 00014718.upk
Loading Texture2D cube_c_BK from package 00002640.upk
Loading Texture2D CrocodileSharkTribeC2_FX from package 00014718.upk
Loaded in 0.11 sec, 2754 allocs, 1.29 MBytes serialized in 165686 calls.

Object info:
============
ClassName: Material3 ObjectName: MookJum_FX

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[7] =
    {
        ReferencedTextures[0] = Texture2D'check_n'
        ReferencedTextures[1] = Texture2D'check'
        ReferencedTextures[2] = Texture2D'Electric_Light_000'
        ReferencedTextures[3] = Texture2D'Smoke_Pattern_001'
        ReferencedTextures[4] = Texture2D'Gradient_Line_003'
        ReferencedTextures[5] = Texture2D'Gradient_Wipe_BurnOut_Mask_TEST'
        ReferencedTextures[6] = Texture2D'Gradient_Wipe_BurnOut_Mask'
    }
    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: MaterialInstanceConstant ObjectName: col4

    ScalarParameterValues[10] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=1.5 }
        ScalarParameterValues[1] = { ParameterName=Glossiness1, ParameterValue=5 }
        ScalarParameterValues[2] = { ParameterName=Glossiness2, ParameterValue=30 }
        ScalarParameterValues[3] = { ParameterName=Specular_value, ParameterValue=2 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=3 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=70 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=1 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=7 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=2 }
    }
    TextureParameterValues[8] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'CrocodileSharkTribeC2_N' }
        TextureParameterValues[1] = { ParameterName=Mask_GB, ParameterValue=Texture2D'CrocodileSharkTribeC2_M' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'CrocodileSharkTribeC2_Col5_D' }
        TextureParameterValues[3] = { ParameterName=Specular, ParameterValue=Texture2D'CrocodileSharkTribeC2_Col5_S' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=Texture2D'cube_c_BK' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'check' }
        TextureParameterValues[6] = { ParameterName=Mask_FX_Texture, ParameterValue=Texture2D'Smoke_Pattern_001' }
        TextureParameterValues[7] = { ParameterName=FX_Add, ParameterValue=Texture2D'CrocodileSharkTribeC2_FX' }
    }
    VectorParameterValues[12] =
    {
        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=0.91575, G=0.859174, B=0.618686, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Glow_Trangition_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Fx_Glow_power_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Fx_Glow_color_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_color_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Glow_Trangition_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = Fx_Glow_power_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[11] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0.010398, G=0.013473, B=0.007751, A=1 }
        }
    }
    Parent = Material3'MookJum_FX'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
