OldFortressPlanetMetal_00_v
===========================
  Textures:
    - MetalPunch02
        Rotation: 0.499984740745262

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 200, 141, 40, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((200, 141, 40) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga01_v
==========================
  Textures:
    - StoneFloor11
        Scale: 0.8999999761581421, 0.8999999761581421

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 20, 20, 8, 17

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 149, 141, 117, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 20, 8) to (149, 141, 117) using (vertex RGB))
         A = (lerp from 17 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga07_v
==========================
  Textures:
    - WallPattern14_0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 4, 2, 0, 28

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 173, 117, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (173, 117, 44) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))
