Body1_v
=======
  Textures:
    - NewSearchbeam01_128
    - NewSearchbeamEnv2
        Offset: -0.4150390625, 0
        Scale: 1.77734375, 1.279296875
    - NewSearchbeam01Bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Ray_v
=====
  Textures:

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 255, 102, 93, 255
    - 255, 102, 93, 255

  Color Registers:
    - 250, 238, 234, 255

  Steps:
    1: RGB = (250, 238, 234)
         A = (vertex A)



Body1_v(2)
==========
  Textures:
    - NewSearchbeam01_128
    - NewSearchbeamEnv2
        Offset: -0.4150390625, 0
        Scale: 1.77734375, 1.279296875
    - NewSearchbeam01Bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
