Half-Life-prepared-original.../cstrike/models/v_shield_r.mdl/v_shield_r.mdl.mat

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{
"for" "#models/v_shield_r/fs1.mdl"
"basecolor_map" "fs1.png"
//"normal_map" "fs1_normal.png"
//"metal_map" "fs1_metal.png"
//"roughness_map" "fs1_roughness.png"
}
{
"for" "#models/v_shield_r/fs2.mdl"
"basecolor_map" "fs2.png"
//"normal_map" "fs2_normal.png"
//"metal_map" "fs2_metal.png"
//"roughness_map" "fs2_roughness.png"
}
{
"for" "#models/v_shield_r/shield.mdl"
"basecolor_map" "shield.png"
//"normal_map" "shield_normal.png"
//"metal_map" "shield_metal.png"
//"roughness_map" "shield_roughness.png"
}
{
"for" "#models/v_shield_r/view_finger.mdl"
"basecolor_map" "view_finger.png"
//"normal_map" "view_finger_normal.png"
//"metal_map" "view_finger_metal.png"
//"roughness_map" "view_finger_roughness.png"
}
{
"for" "#models/v_shield_r/view_glove.mdl"
"basecolor_map" "view_glove.png"
//"normal_map" "view_glove_normal.png"
//"metal_map" "view_glove_metal.png"
//"roughness_map" "view_glove_roughness.png"
}
{
"for" "#models/v_shield_r/view_skin.mdl"
"basecolor_map" "view_skin.png"
//"normal_map" "view_skin_normal.png"
//"metal_map" "view_skin_metal.png"
//"roughness_map" "view_skin_roughness.png"
}