Found 19856 game files (132 skipped)
Loading package: 00013738.upk Ver: 573/1 Engine: 4205 Names: 214 Exports: 543 Imports: 58 Game: 801A
Loading Material3 Basic_Yuran from package 00013738.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 Material3 body_reflect_Yuran from package 00013738.upk
Loading MaterialInstanceConstant col1 from package 00013738.upk
Loading package: 00013737.upk Ver: 573/1 Engine: 4205 Names: 38 Exports: 10 Imports: 2 Game: 801A
Loading package: 00002640.upk Ver: 573/1 Engine: 4205 Names: 340 Exports: 556 Imports: 5 Game: 801A
Loading MaterialInstanceConstant Col1_A from package 00013738.upk
Loading Texture2D check_n from package 00002620.upk
Loading Texture2D check from package 00002620.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 N_Map from package 00013737.upk
Loading Texture2D M_Map from package 00013737.upk
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Loading Texture2D S_Map from package 00013737.upk
Loading TextureCube lenscube_c from package 00002640.upk
Loading Texture2D E_Map from package 00013737.upk
Loading Texture2D D_Map_FX_Line from package 00013737.upk
Loading Texture2D Nmap_att from package 00013737.upk
Loading TextureCube Cube_D from package 00002640.upk
Loading Texture2D Dmap_att from package 00013737.upk
Loading Texture2D Mmap_att from package 00013737.upk
Loading Texture2D Smap_att from package 00013737.upk
Loading TextureCube lenscube from package 00002640.upk
Loading Material3 Blend_Bead from package 00002620.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
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Loading Texture2D Noise_Glass_000 from package 00012963.upk
Loading TextureCube eye_s from package 00002640.upk
Loading Texture2D CubemapFace0 from package 00002640.upk
Loading Texture2D CubemapFace1 from package 00002640.upk
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Loading Texture2D CubemapFace5 from package 00002640.upk
Loaded in 0.29 sec, 3535 allocs, 5.60 MBytes serialized in 178670 calls.

Object info:
============
ClassName: Material3 ObjectName: Basic_Yuran

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[6] =
    {
        ReferencedTextures[0] = Texture2D'check_n'
        ReferencedTextures[1] = Texture2D'check'
        ReferencedTextures[2] = Texture2D'Smoke_Pattern_001'
        ReferencedTextures[3] = Texture2D'Gradient_Line_003'
        ReferencedTextures[4] = Texture2D'Gradient_Wipe_BurnOut_Mask_TEST'
        ReferencedTextures[5] = 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: Material3 ObjectName: body_reflect_Yuran

    TwoSided = true
    bDisableDepthTest = false
    bIsMasked = true
    ReferencedTextures[4] =
    {
        ReferencedTextures[0] = Texture2D'check_n'
        ReferencedTextures[1] = Texture2D'check'
        ReferencedTextures[2] = Texture2D'Smoke_Pattern_001'
        ReferencedTextures[3] = Texture2D'Gradient_Line_003'
    }
    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: col1

    ScalarParameterValues[13] =
    {
        ScalarParameterValues[0] = { ParameterName=Transmission_value, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Skin_glossiness, ParameterValue=80 }
        ScalarParameterValues[2] = { ParameterName=Wear_glossiness1, ParameterValue=11 }
        ScalarParameterValues[3] = { ParameterName=Wear_glossiness2, ParameterValue=75 }
        ScalarParameterValues[4] = { ParameterName=HighLight_Value, ParameterValue=2 }
        ScalarParameterValues[5] = { ParameterName=HighLight_glossiness, ParameterValue=1000 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=2 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=4.5 }
        ScalarParameterValues[8] = { ParameterName=Fresnel Value, ParameterValue=8 }
        ScalarParameterValues[9] = { ParameterName=Fresnel exponent, ParameterValue=15 }
        ScalarParameterValues[10] = { ParameterName=Specular_value, ParameterValue=2 }
        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'N_Map' }
        TextureParameterValues[1] = { ParameterName=Body_mask_RGB, ParameterValue=Texture2D'M_Map' }
        TextureParameterValues[2] = { ParameterName=Body_diffuse, ParameterValue=Texture2D'D_Map' }
        TextureParameterValues[3] = { ParameterName=Body_specular, ParameterValue=Texture2D'S_Map' }
        TextureParameterValues[4] = { ParameterName=rf_cube, ParameterValue=TextureCube'lenscube_c' }
        TextureParameterValues[5] = { ParameterName=Emissive, ParameterValue=Texture2D'E_Map' }
        TextureParameterValues[6] = { ParameterName=Mask_FX_Texture, ParameterValue=Texture2D'Smoke_Pattern_001' }
        TextureParameterValues[7] = { ParameterName=FX_Add, ParameterValue=Texture2D'D_Map_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=0.084642, G=0.113921, B=0.166872, A=1 }
        }
        VectorParameterValues[3] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=1, G=1, B=1, A=1 }
        }
        VectorParameterValues[4] =
        {
            ParameterName = Fresnel_color
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[5] =
        {
            ParameterName = Fresnel_Power
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[6] =
        {
            ParameterName = skin_color
            ParameterValue = { R=1.3, G=1.7, B=2.6, A=1 }
        }
        VectorParameterValues[7] =
        {
            ParameterName = Fx_Glow_color_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[8] =
        {
            ParameterName = Glow_Trangition_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[9] =
        {
            ParameterName = Fx_Glow_power_W
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[10] =
        {
            ParameterName = Fx_Glow_color_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[11] =
        {
            ParameterName = Glow_Trangition_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[12] =
        {
            ParameterName = Fx_Glow_power_C
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[13] =
        {
            ParameterName = Fx_Glow_color_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[14] =
        {
            ParameterName = Glow_Trangition_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[15] =
        {
            ParameterName = Fx_Glow_power_B
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[16] =
        {
            ParameterName = Fx_Glow_color_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[17] =
        {
            ParameterName = Glow_Trangition_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[18] =
        {
            ParameterName = Fx_Glow_power_A
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
    }
    Parent = Material3'body_reflect_Yuran'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None

Object info:
============
ClassName: MaterialInstanceConstant ObjectName: Col1_A

    ScalarParameterValues[11] =
    {
        ScalarParameterValues[0] = { ParameterName=Refracion, ParameterValue=0.5 }
        ScalarParameterValues[1] = { ParameterName=Specular_Fresnel exponent, ParameterValue=0.04 }
        ScalarParameterValues[2] = { ParameterName=HighLight_Value, ParameterValue=15 }
        ScalarParameterValues[3] = { ParameterName=Diffuse_Fresnel exponent, ParameterValue=0.8 }
        ScalarParameterValues[4] = { ParameterName=Diffuse_IN_value, ParameterValue=0.1 }
        ScalarParameterValues[5] = { ParameterName=Specular_value, ParameterValue=0.5 }
        ScalarParameterValues[6] = { ParameterName=Emissive_value, ParameterValue=1 }
        ScalarParameterValues[7] = { ParameterName=Emissive_value2, ParameterValue=0 }
        ScalarParameterValues[8] = { ParameterName=Reflection_Fresnel exponent, ParameterValue=3 }
        ScalarParameterValues[9] = { ParameterName=Reflection_OUT_value, ParameterValue=1 }
        ScalarParameterValues[10] = { ParameterName=Reflection_IN_value, ParameterValue=0.005 }
    }
    TextureParameterValues[8] =
    {
        TextureParameterValues[0] = { ParameterName=Normal, ParameterValue=Texture2D'Nmap_att' }
        TextureParameterValues[1] = { ParameterName=HighLight_cube, ParameterValue=TextureCube'Cube_D' }
        TextureParameterValues[2] = { ParameterName=Diffuse, ParameterValue=Texture2D'Dmap_att' }
        TextureParameterValues[3] = { ParameterName=Mask_GB, ParameterValue=Texture2D'Mmap_att' }
        TextureParameterValues[4] = { ParameterName=Specular, ParameterValue=Texture2D'Smap_att' }
        TextureParameterValues[5] = { ParameterName=Illusion_cube, ParameterValue=TextureCube'lenscube' }
        TextureParameterValues[6] = { ParameterName=Emissive, ParameterValue=Texture2D'check' }
        TextureParameterValues[7] = { ParameterName=rf_cube, ParameterValue=TextureCube'lenscube' }
    }
    VectorParameterValues[6] =
    {
        VectorParameterValues[0] =
        {
            ParameterName = Mesh_trangition
            ParameterValue = { R=0, G=0, B=0, A=1 }
        }
        VectorParameterValues[1] =
        {
            ParameterName = HighLight_Color
            ParameterValue = { R=0.982826, G=0.425905, B=0.133209, A=1 }
        }
        VectorParameterValues[2] =
        {
            ParameterName = Illusion_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 = Reflection_value
            ParameterValue = { R=2, G=2, B=2, A=1 }
        }
    }
    Parent = Material3'Blend_Bead'
    FlattenedTexture = None
    MobileBaseTexture = None
    MobileNormalTexture = None
    bUseMobileSpecular = false
    MobileSpecularPower = 16
    MobileSpecularMask = MSM_Constant (0)
    MobileMaskTexture = None
