objectTypes = { pdxmesh = { name = "biogenesis_frontend_mesh" file = "gfx/models/ui/biogenesis_frontend.mesh" animation = { id = "idle" type = "biogenesis_frontend_idle_animation" } meshsettings = { name = "bg_geoShape" texture_diffuse = "bio_frontend_BG_plate.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "eyetrailShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "cloud2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "cloud1_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "mg_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "fg_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "behemoth_eye_trail_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "star1_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "star2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "star2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "star3_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "star4_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_rArm_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_lFlap_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_body_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_lArm_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_lShoulderpad_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_Helmetglow_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws3_fFlap_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_spearFlap2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_body_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_shoulder_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_lArm_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_spearflap1_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws2_helmetGlow_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_lArm_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_body_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_flap1_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_flap2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_rArm_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_lShoulder_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_rShoulder_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "ws1_helmetGlow_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "grass2_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "grass1_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "grass3_geoShape" texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "flower_fg_geo1Shape" index = 0 texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } meshsettings = { name = "flower2_fg_geoShape" index = 0 texture_diffuse = "bio_frontend_render_final_asset-sheet.dds" shader = "PdxMeshFrontendBackground" } } }