Found 19856 game files (132 skipped)
Loading package: 00002774.upk Ver: 573/1 Engine: 4205 Names: 141 Exports: 5 Imports: 36 Game: 801A
Loading MaterialInstanceConstant Beard from package 00002774.upk
Loading package: 00008613.upk Ver: 573/1 Engine: 4205 Names: 95 Exports: 6 Imports: 12 Game: 801A
Loading package: 00002620.upk Ver: 573/1 Engine: 4205 Names: 560 Exports: 6612 Imports: 96 Game: 801A
Loading MaterialInstanceConstant col1 from package 00002774.upk
Loading package: 00002775.upk Ver: 573/1 Engine: 4205 Names: 51 Exports: 20 Imports: 9 Game: 801A
Loading package: 00008478.upk Ver: 573/1 Engine: 4205 Names: 50 Exports: 23 Imports: 2 Game: 801A
Loading MaterialInstanceConstant eye from package 00002774.upk
Loading package: 00012963.upk Ver: 573/1 Engine: 4205 Names: 1223 Exports: 1198 Imports: 10 Game: 801A
Loading package: 00007428.upk Ver: 573/1 Engine: 4205 Names: 130 Exports: 48 Imports: 19 Game: 801A
Loading package: 00002640.upk Ver: 573/1 Engine: 4205 Names: 340 Exports: 556 Imports: 5 Game: 801A
Loading MaterialInstanceConstant EyeShadow from package 00002774.upk
Loading Texture2D Nothing_A from package 00008613.upk
Loading Texture2D Nothing_A_n from package 00008613.upk
Loading Texture2D Nothing_W from package 00008613.upk
Loading Material3 Beard_Ac from package 00002620.upk
Loading Texture2D GonM_Face001_n from package 00002775.upk
Loading Texture2D GonM_Face_BrowBeard1 from package 00008478.upk
Loading Texture2D GonM_Face001_d from package 00002775.upk
Loading Texture2D GonM_Face_s from package 00002775.upk
Loading Texture2D GonM_Face_m from package 00002775.upk
Loading Material3 Face-M from package 00002620.upk
Loading package: EngineResources.upk Ver: 573/1 Engine: 4205 Names: 134 Exports: 73 Imports: 11 Game: 801A
Loading Texture2D Smoke_Pattern_001 from package 00012963.upk
Loading Texture2D eye0_GonM00 from package 00007428.upk
Loading Texture2D eye0_N from package 00007428.upk
Loading TextureCube eye2 from package 00002640.upk
Loading Material3 eye from package 00002620.upk
Loading Material3 EyeShadow from package 00002620.upk
Loading Texture2D check_n from package 00002620.upk
Loading Texture2D Noise_Glass_000 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
Loading Texture2D DefaultTexture from package EngineResources.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 Sclera from package 00007428.upk
Loading TextureCube eye1 from package 00002640.upk
Loading TextureCube eye_s from package 00002640.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 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
Loaded in 0.21 sec, 3716 allocs, 1.06 MBytes serialized in 172685 calls.

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: Beard

    ScalarParameterValues[3] =
    {
        ScalarParameterValues[0] = { ParameterName=Ac_Glossiness, ParameterValue=1 }
        ScalarParameterValues[1] = { ParameterName=Hair_Glossiness, ParameterValue=15 }
        ScalarParameterValues[2] = { ParameterName=beard_hide, ParameterValue=0 }
    }
    TextureParameterValues[3] =
    {
        TextureParameterValues[0] = { ParameterName=Hair_Diffuse, ParameterValue=Texture2D'Nothing_A' }
        TextureParameterValues[1] = { ParameterName=Hair_normal, ParameterValue=Texture2D'Nothing_A_n' }
        TextureParameterValues[2] = { ParameterName=Hide, ParameterValue=Texture2D'Nothing_W' }
    }
    VectorParameterValues[9] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = hair_color_S
            ParameterValue = { R=0.899385, G=0.796917, B=0.353741, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = hair_color_L
            ParameterValue = { R=0.420508, G=0.297653, B=0.163641, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = hair_color_D
            ParameterValue = { R=0.098689, G=0.078057, B=0.067725, 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 = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Ac_color_S
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Ac_color_L
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Ac_color_D
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Beard_Ac'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: col1

    ScalarParameterValues[20] =
    {
        ScalarParameterValues[0] = { ParameterName=old1, ParameterValue=0 }
        ScalarParameterValues[1] = { ParameterName=old2, ParameterValue=0 }
        ScalarParameterValues[2] = { ParameterName=old3, ParameterValue=0 }
        ScalarParameterValues[3] = { ParameterName=Beard, ParameterValue=0 }
        ScalarParameterValues[4] = { ParameterName=EyeLine, ParameterValue=0 }
        ScalarParameterValues[5] = { ParameterName=EyeShadow, ParameterValue=0 }
        ScalarParameterValues[6] = { ParameterName=Blusher, ParameterValue=0 }
        ScalarParameterValues[7] = { ParameterName=Skin_Spec_value, ParameterValue=1 }
        ScalarParameterValues[8] = { ParameterName=EyeLine_glossiness, ParameterValue=1 }
        ScalarParameterValues[9] = { ParameterName=EyeShadow_glossiness, ParameterValue=1 }
        ScalarParameterValues[10] = { ParameterName=Lip_Glossiness, ParameterValue=5 }
        ScalarParameterValues[11] = { ParameterName=Skin_glossiness1, ParameterValue=3.5 }
        ScalarParameterValues[12] = { ParameterName=Skin_glossiness2, ParameterValue=100 }
        ScalarParameterValues[13] = { ParameterName=Decal_OriginalColor(0~1), ParameterValue=0 }
        ScalarParameterValues[14] = { ParameterName=Decal_Up?r(0~1), ParameterValue=0 }
        ScalarParameterValues[15] = { ParameterName=old4, ParameterValue=0 }
        ScalarParameterValues[16] = { ParameterName=SkinEffect_at_Lip, ParameterValue=0.4 }
        ScalarParameterValues[17] = { ParameterName=Lip, ParameterValue=0.4 }
        ScalarParameterValues[18] = { ParameterName=Lip_Spec_value, ParameterValue=1 }
        ScalarParameterValues[19] = { ParameterName=Skin_Spec_value_X, ParameterValue=1 }
    }
    TextureParameterValues[11] =
    {
        TextureParameterValues[0] = { ParameterName=Face_Normal, ParameterValue=Texture2D'GonM_Face001_n' }
        TextureParameterValues[1] = { ParameterName=old_Normal, ParameterValue=Texture2D'Nothing_A_n' }
        TextureParameterValues[2] = { ParameterName=old_Mask, ParameterValue=Texture2D'Nothing_A' }
        TextureParameterValues[3] = { ParameterName=eyebrow_mask, ParameterValue=Texture2D'GonM_Face_BrowBeard1' }
        TextureParameterValues[4] = { ParameterName=Beard_mask, ParameterValue=Texture2D'GonM_Face_BrowBeard1' }
        TextureParameterValues[5] = { ParameterName=Decal_Diffuse, ParameterValue=Texture2D'Nothing_A' }
        TextureParameterValues[6] = { ParameterName=Decal_Normal, ParameterValue=Texture2D'Nothing_A_n' }
        TextureParameterValues[7] = { ParameterName=makeup_mask, ParameterValue=Texture2D'Nothing_A' }
        TextureParameterValues[8] = { ParameterName=Face_Diffuse, ParameterValue=Texture2D'GonM_Face001_d' }
        TextureParameterValues[9] = { ParameterName=Face_Specular, ParameterValue=Texture2D'GonM_Face_s' }
        TextureParameterValues[10] = { ParameterName=Face_Mask, ParameterValue=Texture2D'GonM_Face_m' }
    }
    VectorParameterValues[15] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = eyebrow_color
            ParameterValue = { R=0.000175, G=0.000175, B=0.000175, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = EyeLine_Diffuse
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = EyeShadow_Diffuse
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Blusher_Diffuse
            ParameterValue = { R=0.234895, G=0.011126, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Lip_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = skin_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = EyeLine_Specular
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = EyeShadow_Specular
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Lip_Specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = Skin_Specular
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[11] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[12] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[13] =
        {
            ParameterName = old_color
            ParameterValue = { R=0.2, G=0.02, B=0.03, A=1 }
        }
        VectorParameterValues[14] =
        {
            ParameterName = eyebrow_L_color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
    }
    Parent = Material3'Face-M'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: eye

    ScalarParameterValues[6] =
    {
        ScalarParameterValues[0] = { ParameterName=eye_glossiness, ParameterValue=2 }
        ScalarParameterValues[1] = { ParameterName=eye_size, ParameterValue=1 }
        ScalarParameterValues[2] = { ParameterName=deep_eye, ParameterValue=-4 }
        ScalarParameterValues[3] = { ParameterName=eye_HighLight_Position, ParameterValue=-3 }
        ScalarParameterValues[4] = { ParameterName=eye_HighLight_value, ParameterValue=5 }
        ScalarParameterValues[5] = { ParameterName=eye_HighLight_size, ParameterValue=0.15 }
    }
    TextureParameterValues[5] =
    {
        TextureParameterValues[0] = { ParameterName=Mask_FX_Texture, ParameterValue=Texture2D'Smoke_Pattern_001' }
        TextureParameterValues[1] = { ParameterName=Eye_Diffuse, ParameterValue=Texture2D'eye0_GonM00' }
        TextureParameterValues[2] = { ParameterName=Eye_Normal, ParameterValue=Texture2D'eye0_N' }
        TextureParameterValues[3] = { ParameterName=Eye_Mask, ParameterValue=Texture2D'eye0_GonM00' }
        TextureParameterValues[4] = { ParameterName=eye_cube, ParameterValue=TextureCube'eye2' }
    }
    VectorParameterValues[9] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = eye_Spec_Color
            ParameterValue = { R=0.56681, G=0.38891, B=0.124741, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Burn_Color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Eye_Sclera
            ParameterValue = { R=0.230998, G=0.170138, B=0.12753, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = Eye_Iris
            ParameterValue = { R=0.103634, G=0.073828, B=0.052842, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = eye_cube_Color
            ParameterValue = { R=0.1, G=0.1, B=0.1, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = eye_HighLight_XY
            ParameterValue = { R=0.11, G=0, B=0, A=0 }
        }
    }
    Parent = Material3'eye'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: EyeShadow

    ScalarParameterValues[6] =
    {
        ScalarParameterValues[0] = { ParameterName=Exp, ParameterValue=2 }
        ScalarParameterValues[1] = { ParameterName=Root, ParameterValue=1 }
        ScalarParameterValues[2] = { ParameterName=WrinkleWeight_R, ParameterValue=0 }
        ScalarParameterValues[3] = { ParameterName=WrinkleWeight_G, ParameterValue=0 }
        ScalarParameterValues[4] = { ParameterName=WrinkleWeight_B, ParameterValue=0 }
        ScalarParameterValues[5] = { ParameterName=WrinkleWeight_A, ParameterValue=0 }
    }
    TextureParameterValues[0] = {}
    VectorParameterValues[1] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Shadow_color
            ParameterValue = { R=0.004, G=0.002, B=0.001, A=1 }
        }
    }
    Parent = Material3'EyeShadow'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
