Model Converter

This tool converts a given mesh file to the latest Petroglyph ".alo" format from a large variety of input formats (a list is below) via the useful Open Asset Importer Library. The converter is a command-line tool which takes in any number of XML files specifying one's input, output, submeshes, and material /shader options. One XML file corresponds to one output alo-formatted file, so feeding multiple XML files into the converter allows batching conversions. Notably, mesh-associated bone/animation data is automatically exported on its existence, requiring no XML specification.

The 2alo.exe tool can usually be found at C:\Program Files (x86)\Steam\steamapps\common\TheGreatWar\ModTools dependent on where your Steam software is installed.

Example_Blend.xml


Starter step-by-step:

  1. Once you have your model completed in your 3D editor of choice, save/export the file to one of the supported formats. Notably, some formats have unique definitions of special data types & your setup inside your program may not 100% matchup with the tool's expectations- if your program can export to FBX, that is likely a good target.
  2. Start specifying your conversion by copying the given Example_FBX.xml to a new file. There, you will likely want to retitle the <Input> and <Output> files to match your recent export/save.
  3. In your 3D program, note/copy the names of objects/meshes (which depends on your software) into the <Mesh> area of each <Submesh> listing, copying the <Submesh></Submesh> contents per object contained within your alo. Notably, only one shader can be given per object packed into the .alo, so structure your meshes appropriately.
  4. Note the below shader listing included on this page. Give your shader name between <Shader></Shader> (the non-offset, non-bracketed text) and its associated vertex type (what data is acutally stored to be compatible with the shader) in <VertexFormat> (the non-offset, bracketed text).
  5. A good default is pbr_mesh_standard.fx. Include the associated shader parameters with your shader, including their name, type, and data following the example provided. Notably, all shader variables but textures are scalars/vectors of real numbers & generally, 'x' corresponds with red or a u-coordinate, 'y' with green or a vcoordinate, 'z' with blue, and 'w' with alpha. For textures, you must also load that texture somewhere into the game if it isn't already included (ie, this shader doesn't handle that for you).
  6. Run the converter by either dragging your configured XML file onto the executable- assuming the input file is in the same folder as the executable or you provide a full path to it- or run the command:
    1. 2alo.exe <YourFile.xml>
  7. If you want to batch multiple files to convert - perhaps if you're operating on a lot of changing content- you simply include more:
    1. 2alo.exe <YourFile1.xml> <YourFile2.xml> <YourFile3.xml>

XML Tags

<Input> - the name of the input file, can be any one of the formats below <Output> - the output .alo file name <Submesh> - denotes another submesh you want packed into the output <Mesh> - the name of your mesh inside your input file <Shader> - the name of the shader you want to use, typically a ".fx" <VertexFormat> - the vertex format of this submesh, varies per shader (see below) <ShaderParam> - a parameter for your shader, most have defaults (see below) <Walkable> - Whether or not this mesh can be walked atop by units. <PhysicsType> - The shape of the mesh to the physics system, or none - NONE, BOX, SPHERE, CONVEX <CollisionType> - The kind of collision you want for your mesh - DEFAULT, NOT_TERRAIN, NONE, CUSTOM <TranslateDefaultPose> - Reposition your input meshes using x/y/z coordinates. <ScaleDefaultPose> - Rescale your input meshes along its x/y/z coordinates, including inversion. <Physics> - Whether or not to calculate physics with this specific submesh.

Supported Input Formats

3MF, 3DS, AC, AC3D, ACC, AMJ, ASE, ASK, B3D, BLEND, BVH, CSM, COB, DAE/Collada, DXF, ENFF, FBX, glTF 1.0 + GLB glTF 2.0, HMB, IFC-STEP, IRR / IRRMESH, LWO, LWS, LXO, M3D, MD2, MD3, MD5, MDC, MDL, MESH / MESH.XML, MOT, MS3D, NDO, NFF, OBJ, OFF, OGEX, PLY, PMX, PRJ, Q3O, Q3S, RAW, SCN, SIB, SMD, STP, STL, TER, UC, VTA, X, X3D, XGL, ZGL

Shader names, vertex formats, and parameters

billboard_additive.fx ['alD3dVertBillboard']

['Color']
_float4_
['BaseTexture']
_texture_
['DayNightEffect']
_float_

billboard_bump.fx ['alD3dVertBillboard']

['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['NormalTexture']
_texture_

hdr_goo.fx ['alD3dVertNU2']

['DiffuseTexU']
_float3_
['DiffuseTexV']
_float3_
['DiffuseTexTile']
_float_
['Goo_Color_Edge']
_float3_
['Goo_Color_Forward']
_float3_
['Goo_Color_Power']
_float_
['Mask01_PanAmount']
_float3_
['Mask01_Tile']
_float_
['Mask02_PanAmount']
_float_
['Mask02_Tile']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['SpecularIntensity']
_float_
['SpecularTexture']
_texture_
['NormalTexture']
_texture_
['ProjectedNormalMap']
_texture_
['ReflectionAmount']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_
['Goo_Neurons_Tile']
_float_
['Goo_Neurons']
_texture_
['Goo_Mask_01_Boost']
_float_
['Goo_Mask_01']
_texture_
['Goo_Mask_02']
_texture_
['Neurons_01_Color01']
_float4_
['Neurons_01_Intensity']
_float_
['Neurons_02_Color']
_float4_
['Neurons_02_Intensity']
_float_
['Neurons_03_Color']
_float4_
['Neurons_03_Intensity']
_float_
['Neurons_Underbelly_Color']
_float4_
['Neurons_Underbelly_Intensity']
_float_
['DisplacementScale']
_float_
['DisplacementTexU']
_float_
['DisplacementTexV']
_float_
['DisplacementProjectionDir']
_float_
['ProjectedDisplacementMap']
_texture_
['TessellationTriSize']
_float_

hdr_goo_skin.fx ['alD3dVertB4I4NU2C']

['DiffuseTexU']
_float3_
['DiffuseTexV']
_float3_
['DiffuseTexTile']
_float_
['Goo_Color_Edge']
_float3_
['Goo_Color_Forward']
_float3_
['Goo_Color_Power']
_float_
['Mask01_PanAmount']
_float3_
['Mask01_Tile']
_float_
['Mask02_PanAmount']
_float_
['Mask02_Tile']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['SpecularIntensity']
_float_
['SpecularTexture']
_texture_
['NormalTexture']
_texture_
['ReflectionAmount']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_
['Goo_Neurons_Tile']
_float_
['Goo_Neurons']
_texture_
['Goo_Mask_01_Boost']
_float_
['Goo_Mask_01']
_texture_
['Goo_Mask_02']
_texture_
['Neurons_01_Color01']
_float4_
['Neurons_01_Intensity']
_float_
['Neurons_02_Color']
_float4_
['Neurons_02_Intensity']
_float_
['Neurons_03_Color']
_float4_
['Neurons_03_Intensity']
_float_
['Neurons_Underbelly_Color']
_float4_
['Neurons_Underbelly_Intensity']
_float_
['DisplacementScale']
_float_
['DisplacementTexU']
_float_
['DisplacementTexV']
_float_
['DisplacementProjectionDir']
_float_
['ProjectedDisplacementMap']
_texture_
['TessellationTriSize']
_float_

hdr_leaves.fx ['alD3dVertBillboardBumpC']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['BaseTexture']
_texture_
['NormalTexture']
_texture_

hdr_mesh_simple.fx ['alD3dVertNU2']

['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

hdr_mesh_standard.fx ['alD3dVertNU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_
['NormalTexture']
_texture_
['ReflectionAmount']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

hdr_rskin_standard.fx ['alD3dVertRSkinNU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_
['NormalTexture']
_texture_
['ReflectionAmount']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

hdr_skin_standard.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_
['NormalTexture']
_texture_
['ReflectionAmount']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

hdr_tree.fx ['alD3dVertNU2U3U3C']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_8bit.fx ['alD3dVertNU2U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['Colorization']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['EmissiveMaskTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_

mesh_additive.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_
['DayNightEffect']
_float_

mesh_alpha.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_alpha_nodepth.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_alpha_soft.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_alpha_ui.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_bump_colorize.fx ['alD3dVertNU2U3U3C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['BaseTexture']
_texture_
['Colorization']
_float4_
['NormalTexture']
_texture_

mesh_collision.fx ['alD3dVertN']

['Color']
float4

mesh_heat.fx ['alD3dVertNU2C']

['UVScale']
_float_
['UVScrollRate']
_float3_
['DistortionTexture']
_texture_

mesh_hologram.fx ['alD3dVertN']

['TextureWidth']
['MaxSpinner']
['TextureHeight']
['MaxSpinner']
['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_

mesh_hologram2.fx ['alD3dVertNU2']

['UVOffset']
_float3_
['UVScrollRate']
_float3_
['HologramTextureWidth']
['MaxSpinner']
['HologramTextureHeight']
['MaxSpinner']
['HologramUVScrollRate']
_float3_
['RimColor']
_float4_
['BaseTexture']
_texture_
['HologramTexture']
_texture_
['HologramFlickerSpeed']
_float_
['HologramColor']
_float_

mesh_mipmaps_visualization.fx ['alD3dVertNU2']
mesh_resource_field.fx ['alD3dVertNU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

mesh_shield.fx ['alD3dVertNU2']

['BaseUVScale']
_float_
['WaveUVScale']
_float_
['DistortionUVScale']
_float_
['BaseUVScrollRate']
_float3_
['WaveUVScrollRate']
_float3_
['DistortionUVScrollRate']
_float3_
['EdgeBrightness']
_float_
['Color']
_float4_
['DistortionScale']
_float_
['BaseTexture']
_texture_
['WaveTexture']
_texture_
['DistortionTexture']
_texture_

mesh_shield_nisbet.fx ['alD3dVertNU2']

['CloudUVScrollRate']
_float3_
['ScalesUVScrollRate']
_float3_
['ShieldPhase']
_float_
['ShieldFade']
_float_
['Stage1MidColor']
_float4_
['Stage1BaseColor']
_float4_
['Stage2MidColor']
_float4_
['Stage2BaseColor']
_float4_
['EdgeBrightness']
_float_
['EdgeSaturation']
_float_
['BandStartColor']
_float4_
['BandEndColor']
_float4_
['BandPower']
_float_
['BandPower']
_float_
['ShieldTexturePack']
_texture_

mesh_solid_color.fx ['alD3dVertN']

['Color']
_float4_

mesh_water.fx ['alD3dVertNU2U3U3C']

['UVScrollRates']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_

old_hdr_tree.fx ['alD3dVertNU2U3U3C']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

pbr_mesh_standard.fx ['alD3dVertNU2U3U3U2C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_no_snow_mesh_standard.fx ['alD3dVertNU2U3U3U2C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_no_snow_skin_standard.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_rskin_standard.fx ['alD3dVertRSkinNU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_skin_dissolve_standard.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['UVScrollRate']
_float3_
['DissolveGlowColor']
_float3_
['DissolveAmount']
_float_
['RevealFlash']
_float_
['ZDissolveMinMax']
_float_
['DissolveOrigin']
_float_
['DissolveUVScale']
_float_
['DissolveUVScrollRate']
_float_
['Phase']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['CustomDissolve']
_texture_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_skin_distance_fade_standard.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_skin_standard.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['LightingIntensity']
_float_

pbr_terrain_bun.fx ['alD3dVertNU2U3U3U2C']

['Tint']
_float4_
['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['NormalTexture']
_texture_
['LightingIntensity']
_float_

pbr_terrain_clone.fx ['alD3dVertNU2U3U3U2C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['NormalTexture']
_texture_
['LightingIntensity']
_float_

pbr_terrain_mesh.fx ['alD3dVertNU2U3U3U2C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['AlbedoTexture']
_texture_
['MRATexture']
_texture_
['RoughnessScale']
_float_
['NormalTexture']
_texture_
['LightingIntensity']
_float_

region_compose.fx ['alD3dVertN']
road.fx ['alD3dVertNU2U3U3C']

['Diffuse']
_float4_
['Specular']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['BaseTexture']
_texture_
['DamageTexture']
_texture_
['NormalTexture']
_texture_
['NoWeather']
_float_
['LightingIntensity']
_float_

rskin_8bit.fx ['alD3dVertRSkinNU2U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['Colorization']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['EmissiveMaskTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_

rskin_additive.fx ['alD3dVertRSkinNU2C']

['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_
['DayNightEffect']
_float_

rskin_alpha.fx ['alD3dVertRSkinNU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

rskin_alpha_ui.fx ['alD3dVertRSkinNU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

rskin_bump_colorize.fx ['alD3dVertRSkinNU2U3U3']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['BaseTexture']
_texture_
['Colorization']
_float4_
['NormalTexture']
_texture_

rskin_heat.fx ['alD3dVertRSkinNU2C']

['UVScale']
_float_
['UVScrollRate']
_float3_
['DistortionTexture']
_texture_

rskin_hologram.fx ['alD3dVertRSkinNU2']

['TextureWidth']
['MaxSpinner']
['TextureHeight']
['MaxSpinner']
['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_

rskin_hologram2.fx ['alD3dVertRSkinNU2']

['UVOffset']
_float3_
['UVScrollRate']
_float3_
['HologramTextureWidth']
['MaxSpinner']
['HologramTextureHeight']
['MaxSpinner']
['HologramUVScrollRate']
_float3_
['RimColor']
_float4_
['BaseTexture']
_texture_
['HologramTexture']
_texture_
['HologramFlickerSpeed']
_float_
['HologramColor']
_float_

rskin_mipmaps_visualization.fx ['alD3dVertRSkinNU2']
rskin_shield.fx ['alD3dVertRSkinNU2']

['BaseUVScale']
_float_
['WaveUVScale']
_float_
['DistortionUVScale']
_float_
['BaseUVScrollRate']
_float3_
['WaveUVScrollRate']
_float3_
['DistortionUVScrollRate']
_float3_
['EdgeBrightness']
_float_
['Color']
_float4_
['DistortionScale']
_float_
['BaseTexture']
_texture_
['WaveTexture']
_texture_
['DistortionTexture']
_texture_

rskin_water.fx ['alD3dVertRSkinNU2U3U3C']

['UVScrollRates']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_

skin_8bit.fx ['alD3dVertB4I4NU2U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['Colorization']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['EmissiveMaskTexture']
_texture_
['EmissiveTexture']
_texture_
['EmissiveTint']
_float4_
['EmissiveBrightness']
_float_
['EmissiveOverrideDiffuse']
_float_

skin_additive.fx ['alD3dVertB4I4NU2C']

['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_
['DayNightEffect']
_float_

skin_alpha.fx ['alD3dVertB4I4NU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

skin_alpha_ui.fx ['alD3dVertB4I4NU2C']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

skin_bump_colorize.fx ['alD3dVertB4I4NU2U3U3C']

['UVOffset']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['BaseTexture']
_texture_
['Colorization']
_float4_
['NormalTexture']
_texture_

skin_heat.fx ['alD3dVertB4I4NU2C']

['UVScale']
_float_
['UVScrollRate']
_float3_
['DistortionTexture']
_texture_

skin_hologram.fx ['alD3dVertB4I4NU2']

['TextureWidth']
['MaxSpinner']
['TextureHeight']
['MaxSpinner']
['UVScrollRate']
_float3_
['Color']
_float4_
['ViewDep_RGBA_Edge']
_float3_
['ViewDep_RGBA_Facing']
_float3_
['ViewDep_Power']
_float_
['BaseTexture']
_texture_

skin_hologram2.fx ['alD3dVertB4I4NU2']

['UVOffset']
_float3_
['UVScrollRate']
_float3_
['HologramTextureWidth']
['MaxSpinner']
['HologramTextureHeight']
['MaxSpinner']
['HologramUVScrollRate']
_float3_
['RimColor']
_float4_
['BaseTexture']
_texture_
['HologramTexture']
_texture_
['HologramFlickerSpeed']
_float_
['HologramColor']
_float_

skin_mipmaps_visualization.fx ['alD3dVertB4I4NU2']
skin_shield.fx ['alD3dVertB4I4NU2']

['BaseUVScale']
_float_
['WaveUVScale']
_float_
['DistortionUVScale']
_float_
['BaseUVScrollRate']
_float3_
['WaveUVScrollRate']
_float3_
['DistortionUVScrollRate']
_float3_
['EdgeBrightness']
_float_
['Color']
_float4_
['DistortionScale']
_float_
['BaseTexture']
_texture_
['WaveTexture']
_texture_
['DistortionTexture']
_texture_

skin_water.fx ['alD3dVertB4I4NU2U3U3C']

['UVScrollRates']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['NormalTexture']
_texture_

skydome.fx ['alD3dVertNU2C']

['CloudScrollRate']
['MaxSpinner']
['CloudScale']
['MaxSpinner']
['BaseTexture']
_texture_
['CloudTexture']
_texture_

skydome2.fx ['alD3dVertNU2C']

['CloudScrollRate']
['MaxSpinner']
['CloudScale']
['MaxSpinner']
['TopColor']
_float4_
['MiddleColor']
_float4_
['BottomColor']
_float4_
['ToSun']
_float4_
['MidSun']
_float4_
['AwaySun']
_float4_
['FogStart']
['MaxSpinner']
['FogEnd']
['MaxSpinner']
['CloudAlpha']
['MaxSpinner']
['BaseTexture']
_texture_
['CloudTexture']
_texture_

skydome_mountain.fx ['alD3dVertNU2']

['UVScrollRate']
_float3_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

tessellation_mesh_pn_displacement.fx ['alD3dVertNU2C']

['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['DisplacementScale']
_float_
['DisplacementTexU']
_float_
['DisplacementTexV']
_float_
['DisplacementProjectionDir']
_float_
['ProjectedDisplacementMap']
_texture_
['TessellationTriSize']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

tessellation_mesh_simple.fx ['alD3dVertNU2C']

['Diffuse']
_float4_
['Specular']
_float4_
['BaseTexture']
_texture_
['SpecularIntensity']
_float_
['SpecularGloss']
_float_
['FresnelMin']
_float_
['FresnelMax']
_float_
['FresnelPower']
_float_

tree.fx ['alD3dVertNU2U3U3C']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

tree_leaves.fx ['alD3dVertBillboard']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

tree_leaves_vertex_color.fx ['alD3dVertBillboardC']

['BendScale']
_float_
['Diffuse']
_float4_
['Specular']
_float4_
['Emissive']
_float4_
['BaseTexture']
_texture_

trench_skin_shield.fx ['alD3dVertB4I4NU2U3U3U2C']

['UVOffset']
_float3_
['UV2Offset']
_float3_
['UV2ScrollRate']
_float3_
['BaseUVScale']
_float_
['WaveUVScale']
_float_
['DistortionUVScale']
_float_
['BaseUVScrollRate']
_float3_
['WaveUVScrollRate']
_float3_
['DistortionUVScrollRate']
_float3_
['EdgeBrightness']
_float_
['DistortionScale']
_float_
['BaseTexture']
_texture_
['WaveTexture']
_texture_
['DistortionTexture']
_texture_