Found 19856 game files (132 skipped)
Loading package: 00012587.upk Ver: 573/1 Engine: 4205 Names: 178 Exports: 494 Imports: 62 Game: 801A
Loading Material3 Blood_Defult_Mat from package 00012587.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 package: EngineResources.upk Ver: 573/1 Engine: 4205 Names: 134 Exports: 73 Imports: 11 Game: 801A
Loading Material3 Blood_Defult_Mat2 from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Blood_Defult_Mat3 from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Blood_Sparkle001 from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSmoke000_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Bloodsparkle000_MatB2 from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Bloodsparkle000_MatB2_Des from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplater002_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplater002_MatB_Q from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter0044_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter0099_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter011_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter012_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter012_MatB_Des from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter016_MatB from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 BloodSplatter016_MatB_Des from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Ink_Blending_Mat4 from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Material3 Splash_Ds from package 00012587.upk
WARNING: BoolProperty "UMaterial3::bAcceptRenderDecal" was not found
Loading Texture2D 2PixBlack000_Tex from package 00012587.upk
Loading Texture2D Smoke_000 from package 00012963.upk
Loading Texture2D Glow_Twiri_000 from package 00012963.upk
Loading Texture2D Electric_Light_001 from package 00012963.upk
Loading Texture2D DefaultTexture from package EngineResources.upk
Loading Texture2D Blood_Splatter_000 from package 00012963.upk
Loading Texture2D Smoke_Cloud_000 from package 00012963.upk
Loading Texture2D Sparkle_004 from package 00012963.upk
Loading Texture2D Sparkle_Sprite_004 from package 00012963.upk
Loading Texture2D Sparkle_001 from package 00012963.upk
Loading Texture2D Blood_Splatter_001 from package 00012963.upk
Loading Texture2D Blood_Sparkle_Sprite_000 from package 00012963.upk
Loading Texture2D Noise_002 from package 00012963.upk
Loading Texture2D Glow_007 from package 00012963.upk
Loading Texture2D Noise_Distortion_000 from package 00012963.upk
Loading Texture2D Noise_Plazma_001 from package 00012963.upk
Loading Texture2D Smoke_003 from package 00012963.upk
Loading Texture2D Noise_Wave_000 from package 00012963.upk
Loading Texture2D Noise_Wave_000_Normal from package 00012963.upk
WARNING: BoolProperty "UTexture2D::bDisableLoadSwitch" was not found
Loading Texture2D Normal_Stone_001 from package 00012963.upk
WARNING: BoolProperty "UTexture2D::bDisableLoadSwitch" was not found
Loading Texture2D Blood_Splatter_002 from package 00012963.upk
Loading Texture2D Smoke_010 from package 00012963.upk
Loading Texture2D Blood_Splatter_005 from package 00012963.upk
Loading Texture2D Smoke_008 from package 00012963.upk
Loading Texture2D Glow_Twiri_001 from package 00012963.upk
Loading Texture2D Aura_Blood_003 from package 00012963.upk
Loading Texture2D Glow_Twiri_002 from package 00012963.upk
Loading Texture2D Noise_005 from package 00012963.upk
Loading Texture2D Noise_003 from package 00012963.upk
Loading Texture2D Noise_006 from package 00012963.upk
Loading Texture2D Smoke_005 from package 00012963.upk
Loading Texture2D Noise_Fractal_001 from package 00012963.upk
Loading Texture2D Smoke_Inc_002 from package 00012963.upk
Loading Texture2D Aura_Blood_002 from package 00012963.upk
Loading Texture2D Aura_Blood_001 from package 00012963.upk
Loaded in 0.31 sec, 2531 allocs, 0.82 MBytes serialized in 44470 calls.

Object info:
============
ClassName: Material3 ObjectName: Blood_Defult_Mat

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_000'
        ReferencedTextures[1] = Texture2D'Glow_Twiri_000'
        ReferencedTextures[2] = Texture2D'Electric_Light_001'
        ReferencedTextures[3] = Texture2D'DefaultTexture'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Blood_Defult_Mat2

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_000'
        ReferencedTextures[1] = Texture2D'Blood_Splatter_000'
        ReferencedTextures[2] = Texture2D'DefaultTexture'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Blood_Defult_Mat3

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] = { Texture2D'Smoke_Cloud_000', Texture2D'Sparkle_004', Texture2D'DefaultTexture' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Blood_Sparkle001

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[1] = { Texture2D'Sparkle_Sprite_004' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.3
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: BloodSmoke000_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] =
    {
        ReferencedTextures[0] = Texture2D'Sparkle_001'
        ReferencedTextures[1] = Texture2D'Blood_Splatter_001'
        ReferencedTextures[2] = 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: Bloodsparkle000_MatB2

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[2] = { Texture2D'Blood_Sparkle_Sprite_000', Texture2D'DefaultTexture' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.2
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: Bloodsparkle000_MatB2_Des

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[2] = { Texture2D'Blood_Sparkle_Sprite_000', Texture2D'DefaultTexture' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 0.2
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: BloodSplater002_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_002'
        ReferencedTextures[1] = Texture2D'Glow_007'
        ReferencedTextures[2] = Texture2D'Noise_Distortion_000'
        ReferencedTextures[3] = Texture2D'Noise_Plazma_001'
        ReferencedTextures[4] = Texture2D'Smoke_003'
        ReferencedTextures[5] = Texture2D'DefaultTexture'
    }
    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: BloodSplater002_MatB_Q

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[7] =
    {
        ReferencedTextures[0] = Texture2D'Noise_Wave_000'
        ReferencedTextures[1] = Texture2D'Noise_Wave_000_Normal'
        ReferencedTextures[2] = Texture2D'Normal_Stone_001'
        ReferencedTextures[3] = Texture2D'Blood_Splatter_002'
        ReferencedTextures[4] = Texture2D'Glow_007'
        ReferencedTextures[5] = Texture2D'Blood_Splatter_001'
        ReferencedTextures[6] = Texture2D'DefaultTexture'
    }
    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: BloodSplatter0044_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] = { Texture2D'Smoke_010', Texture2D'Blood_Splatter_005', Texture2D'Smoke_008' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: BloodSplatter0099_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[5] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_000'
        ReferencedTextures[1] = Texture2D'Glow_Twiri_001'
        ReferencedTextures[2] = Texture2D'Aura_Blood_003'
        ReferencedTextures[3] = Texture2D'Glow_Twiri_002'
        ReferencedTextures[4] = Texture2D'DefaultTexture'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: BloodSplatter011_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_000'
        ReferencedTextures[1] = Texture2D'Sparkle_004'
        ReferencedTextures[2] = Texture2D'Noise_005'
        ReferencedTextures[3] = Texture2D'DefaultTexture'
    }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Material3 ObjectName: BloodSplatter012_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_003'
        ReferencedTextures[1] = Texture2D'Noise_006'
        ReferencedTextures[2] = Texture2D'Smoke_005'
        ReferencedTextures[3] = Texture2D'Blood_Splatter_002'
        ReferencedTextures[4] = Texture2D'Noise_Fractal_001'
        ReferencedTextures[5] = Texture2D'DefaultTexture'
    }
    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: BloodSplatter012_MatB_Des

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_005'
        ReferencedTextures[1] = Texture2D'Noise_006'
        ReferencedTextures[2] = Texture2D'Smoke_005'
        ReferencedTextures[3] = Texture2D'Blood_Splatter_002'
        ReferencedTextures[4] = Texture2D'Noise_Fractal_001'
        ReferencedTextures[5] = Texture2D'DefaultTexture'
    }
    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: BloodSplatter016_MatB

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_003'
        ReferencedTextures[1] = Texture2D'Noise_005'
        ReferencedTextures[2] = Texture2D'Smoke_005'
        ReferencedTextures[3] = Texture2D'Blood_Splatter_001'
        ReferencedTextures[4] = Texture2D'Noise_Fractal_001'
        ReferencedTextures[5] = Texture2D'DefaultTexture'
    }
    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: BloodSplatter016_MatB_Des

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'Noise_003'
        ReferencedTextures[1] = Texture2D'Noise_005'
        ReferencedTextures[2] = Texture2D'Smoke_005'
        ReferencedTextures[3] = Texture2D'Blood_Splatter_001'
        ReferencedTextures[4] = Texture2D'Noise_Fractal_001'
        ReferencedTextures[5] = Texture2D'DefaultTexture'
    }
    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: Ink_Blending_Mat4

    TwoSided = false
    bDisableDepthTest = false
    bIsMasked = false
    ReferencedTextures[3] =
    {
        ReferencedTextures[0] = Texture2D'Smoke_Inc_002'
        ReferencedTextures[1] = Texture2D'Aura_Blood_002'
        ReferencedTextures[2] = Texture2D'Aura_Blood_001'
    }
    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: Splash_Ds

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[3] = { Texture2D'Smoke_Cloud_000', Texture2D'Sparkle_001', Texture2D'DefaultTexture' }
    BlendMode = BLEND_Masked (1)
    OpacityMaskClipValue = 1
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: Texture2D ObjectName: 2PixBlack000_Tex

    SizeX = 2
    SizeY = 2
    Format = PF_A8R8G8B8 (2)
    AddressX = TA_Wrap (0)
    AddressY = TA_Wrap (0)
    TextureFileCacheName = None
    MipTailBaseIdx = 1
    bForcePVRTC4 = false
    UnpackMin[4] = { 0, 0, 0, 0 }
    UnpackMax[4] = { 1, 1, 1, 1 }
