Body_v
======
  Textures:
    - BombheiLauncher
    - BombHei_Env
        Offset: 0.9521484375, 0.9912109375
        Scale: 0.7861328125, 0.7861328125

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -25, -25, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -25, -25)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -85
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Edge_v
======
  Textures:
    - BombheiLauncher

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -9, -9, -9, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2



Body_v(2)
=========
  Textures:
    - BombheiLauncher
    - BombHei_Env
        Offset: 0.9521484375, 0.9912109375
        Scale: 0.7861328125, 0.7861328125

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -25, -25, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -25, -25)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -85
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Edge_v(2)
=========
  Textures:
    - BombheiLauncher

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -9, -9, -9, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
