objectTypes = { pdxmesh = { name = "aquatic_10_portrait_mesh" file = "gfx/models/portraits/aquatic/aquatic_10_portrait.mesh" meshsettings = { name = "left_lower_armShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "left_upper_armShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "left_fineShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "bodyShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "right_fineShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "right_lower_armShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "right_upper_armShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "headShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } meshsettings = { name = "faceShape" index = 0 texture_diffuse = "aquatic_10_portrait_beige.dds" shader = "PdxMeshPortrait" } } }