A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
BIN
brightmaps/AUbelt1.png
Normal file
|
After Width: | Height: | Size: 711 B |
BIN
brightmaps/JRelicSkull_01.png
Normal file
|
After Width: | Height: | Size: 555 B |
BIN
brightmaps/Jlboot2.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
BIN
brightmaps/Judamage1.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
brightmaps/jinvis.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
3
credits.txt
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
Models, textures and audio (C)1999 Epic Games.
|
||||
|
||||
Porting and adjustments by Marisa Kirisame.
|
||||
206
gldefs.txt
|
|
@ -50,17 +50,29 @@ Brightmap Texture "FIZZHP23"
|
|||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
}
|
||||
Brightmap Texture "models/jhbox1.png"
|
||||
/*Brightmap Texture "models/jhbox1.png"
|
||||
{
|
||||
Map "brightmaps/jhbox1.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/jhbox1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/bossheadT.png"
|
||||
/*Brightmap Texture "models/bossheadT.png"
|
||||
{
|
||||
Map "brightmaps/bossheadT.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/bossheadT.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/JBRifle2.png"
|
||||
/*Brightmap Texture "models/JBRifle2.png"
|
||||
{
|
||||
Map "brightmaps/JBRifle2.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JBRifle2.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/JBRifle21.png"
|
||||
{
|
||||
|
|
@ -78,13 +90,21 @@ Brightmap Texture "models/JBRifle24.png"
|
|||
{
|
||||
Map "brightmaps/JBRifle24.png"
|
||||
}
|
||||
Brightmap Texture "models/JBammo1.png"
|
||||
/*Brightmap Texture "models/JBammo1.png"
|
||||
{
|
||||
Map "brightmaps/JBammo1.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JBammo1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/ASMD_t.png"
|
||||
/*Brightmap Texture "models/ASMD_t.png"
|
||||
{
|
||||
Map "brightmaps/ASMD_t.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/ASMD_t.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/ASMD_t1.png"
|
||||
{
|
||||
|
|
@ -98,9 +118,13 @@ Brightmap Texture "models/ASMD_t4.png"
|
|||
{
|
||||
Map "brightmaps/ASMD_t4.png"
|
||||
}
|
||||
Brightmap Texture "models/JShockCore.png"
|
||||
/*Brightmap Texture "models/JShockCore.png"
|
||||
{
|
||||
Map "brightmaps/JShockCore.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JShockCore.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/Jwarhead2.png"
|
||||
{
|
||||
|
|
@ -110,21 +134,33 @@ Brightmap Texture "models/Jwarhead4.png"
|
|||
{
|
||||
Map "brightmaps/Jwarhead4.png"
|
||||
}
|
||||
Brightmap Texture "models/Jwhpick1.png"
|
||||
/*Brightmap Texture "models/Jwhpick1.png"
|
||||
{
|
||||
Map "brightmaps/Jwhpick1.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/Jwhpick1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/JPammo_01.png"
|
||||
/*Brightmap Texture "models/JPammo_01.png"
|
||||
{
|
||||
Map "brightmaps/JPammo_01.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JPammo_01.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/JPulseGun_02.png"
|
||||
{
|
||||
Map "brightmaps/JPulseGun_02.png"
|
||||
}
|
||||
Brightmap Texture "models/JPulsePickup_01.png"
|
||||
/*Brightmap Texture "models/JPulsePickup_01.png"
|
||||
{
|
||||
Map "brightmaps/JPulseGun_02.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JPulsePickup_01.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
Brightmap Texture "models/AmmoLedBase.png"
|
||||
{
|
||||
|
|
@ -134,3 +170,155 @@ Brightmap Texture "models/FlakAmmoLEDBase.png"
|
|||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
}
|
||||
HardwareShader Texture "models/AToxSuit1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/GoldSkin2.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/JFA1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/JMedBox1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/JThighPads_01.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/JVial0.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/Jarmor2.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/Jflakslugel1_.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/Jhboxbeta1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/Jmissile_01_.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/AUbelt1.png"
|
||||
{
|
||||
Map "brightmaps/AUbelt1.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/AUbelt1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/jinvis.png"
|
||||
{
|
||||
Map "brightmaps/jinvis.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/jinvis.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/Judamage1.png"
|
||||
{
|
||||
Map "brightmaps/Judamage1.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/Judamage1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/Jlboot2.png"
|
||||
{
|
||||
Map "brightmaps/Jlboot2.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/Jlboot2.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/JRelicSkull_01b.png"
|
||||
{
|
||||
Map "brightmaps/JRelicSkull_01b.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JRelicSkull_01b.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/JRelicSkull_01g.png"
|
||||
{
|
||||
Map "brightmaps/JRelicSkull_01g.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JRelicSkull_01g.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
/*Brightmap Texture "models/JRelicSkull_01r.png"
|
||||
{
|
||||
Map "brightmaps/JRelicSkull_01r.png"
|
||||
}*/
|
||||
HardwareShader Texture "models/JRelicSkull_01r.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
}
|
||||
HardwareShader Texture "models/BlueSkin2.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/RedSkin2.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
PulseLight "UTRedKeyLight"
|
||||
{
|
||||
Color 1.0 0.0 0.0
|
||||
Size 15
|
||||
SecondarySize 20
|
||||
Interval 2.0
|
||||
Offset 0 16 0
|
||||
}
|
||||
PulseLight "UTBlueKeyLight"
|
||||
{
|
||||
Color 0.0 0.0 1.0
|
||||
Size 15
|
||||
SecondarySize 20
|
||||
Interval 2.0
|
||||
Offset 0 16 0
|
||||
}
|
||||
PulseLight "UTGoldKeyLight"
|
||||
{
|
||||
Color 1.0 0.8 0.0
|
||||
Size 15
|
||||
SecondarySize 20
|
||||
Interval 2.0
|
||||
Offset 0 16 0
|
||||
}
|
||||
Object "UTRedSkull"
|
||||
{
|
||||
Frame "USKL" { light "UTRedKeyLight" }
|
||||
}
|
||||
Object "UTBlueSkull"
|
||||
{
|
||||
Frame "USKL" { light "UTBlueKeyLight" }
|
||||
}
|
||||
Object "UTGoldSkull"
|
||||
{
|
||||
Frame "USKL" { light "UTGoldKeyLight" }
|
||||
}
|
||||
Object "UTRedKey"
|
||||
{
|
||||
Frame "UKEY" { light "UTRedKeyLight" }
|
||||
}
|
||||
Object "UTBlueKey"
|
||||
{
|
||||
Frame "UKEY" { light "UTBlueKeyLight" }
|
||||
}
|
||||
Object "UTGoldKey"
|
||||
{
|
||||
Frame "UKEY" { light "UTGoldKeyLight" }
|
||||
}
|
||||
|
|
|
|||
15
menudef.txt
|
|
@ -1,16 +1,23 @@
|
|||
OptionValue "UTMenuType"
|
||||
OptionValue "BetaToggle"
|
||||
{
|
||||
0, "Final"
|
||||
0, "Normal"
|
||||
1, "Beta"
|
||||
}
|
||||
|
||||
OptionMenu "UTOptionMenu"
|
||||
{
|
||||
Title "UT Options"
|
||||
|
||||
StaticText "Menu Options", "Gold"
|
||||
Option "Menu Type", "flak_protomenu", "UTMenuType"
|
||||
Option "Menu Type", "flak_protomenu", "BetaToggle"
|
||||
Command "Apply Changes", "event refreshmenu"
|
||||
StaticText " "
|
||||
StaticText "Item Options", "Gold"
|
||||
Option "UDamage Style", "flak_betaudamage", "BetaToggle"
|
||||
StaticText " "
|
||||
StaticText "Weapon Options", "Gold"
|
||||
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
|
||||
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
|
||||
Option "Redeemer Target Visuals", "flak_redeemerreadout", "YesNo"
|
||||
}
|
||||
|
||||
AddOptionMenu "OptionsMenu"
|
||||
|
|
|
|||
149
modeldef.txt
|
|
@ -1,3 +1,50 @@
|
|||
Model "UTTeleportFog"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "Tele2_d.3d"
|
||||
Skin 0 "JTele2_01.png"
|
||||
Scale 0.24 0.2 0.2
|
||||
PitchOffset 90
|
||||
ZOffset 10
|
||||
DONTCULLBACKFACES
|
||||
|
||||
FrameIndex TELE A 0 0
|
||||
FrameIndex TELE B 0 2
|
||||
FrameIndex TELE C 0 4
|
||||
FrameIndex TELE D 0 6
|
||||
FrameIndex TELE E 0 8
|
||||
FrameIndex TELE F 0 10
|
||||
FrameIndex TELE G 0 12
|
||||
FrameIndex TELE H 0 14
|
||||
FrameIndex TELE I 0 16
|
||||
FrameIndex TELE J 0 18
|
||||
FrameIndex TELE K 0 20
|
||||
FrameIndex TELE L 0 22
|
||||
FrameIndex TELE M 0 24
|
||||
FrameIndex TELE N 0 26
|
||||
FrameIndex TELE O 0 28
|
||||
FrameIndex TELE P 0 30
|
||||
FrameIndex TELE Q 0 32
|
||||
FrameIndex TELE R 0 34
|
||||
FrameIndex TELE S 0 36
|
||||
FrameIndex TELE T 0 38
|
||||
FrameIndex TELE U 0 40
|
||||
FrameIndex TELE V 0 42
|
||||
FrameIndex TELE W 0 44
|
||||
FrameIndex TELE X 0 46
|
||||
FrameIndex TELE Y 0 48
|
||||
FrameIndex TELE Z 0 50
|
||||
FrameIndex TEL2 A 0 52
|
||||
FrameIndex TEL2 B 0 54
|
||||
FrameIndex TEL2 C 0 56
|
||||
FrameIndex TEL2 D 0 58
|
||||
FrameIndex TEL2 E 0 60
|
||||
FrameIndex TEL2 F 0 62
|
||||
FrameIndex TEL2 G 0 64
|
||||
FrameIndex TEL2 H 0 66
|
||||
FrameIndex TEL2 I 0 68
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// ITEMS
|
||||
//=============================================================================
|
||||
|
|
@ -108,6 +155,104 @@ Model "UTShieldBelt"
|
|||
FrameIndex BELT A 0 0
|
||||
}
|
||||
|
||||
Model "UDamage"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "UDamage_d.3d"
|
||||
Skin 0 "GoldSkin2.png"
|
||||
Scale 0.192 0.16 0.16
|
||||
PitchOffset 90
|
||||
ZOffset 24
|
||||
ROTATING
|
||||
|
||||
FrameIndex UDAM A 0 0
|
||||
}
|
||||
Model "UDamage"
|
||||
{
|
||||
Path "models"
|
||||
Model 1 "UDamageB_d.3d"
|
||||
Skin 1 "Judamage1.png"
|
||||
Scale 0.192 0.16 0.16
|
||||
PitchOffset 90
|
||||
ZOffset 24
|
||||
ROTATING
|
||||
|
||||
FrameIndex UDAM B 1 0
|
||||
}
|
||||
|
||||
Model "UTRedSkull"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "RelicSkull_d.3d"
|
||||
Skin 0 "JRelicSkull_01r.png"
|
||||
Scale 0.12 0.1 0.1
|
||||
PitchOffset 90
|
||||
ZOffset 12
|
||||
ROTATING
|
||||
|
||||
FrameIndex USKL A 0 15
|
||||
}
|
||||
Model "UTGoldSkull"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "RelicSkull_d.3d"
|
||||
Skin 0 "JRelicSkull_01g.png"
|
||||
Scale 0.12 0.1 0.1
|
||||
PitchOffset 90
|
||||
ZOffset 12
|
||||
ROTATING
|
||||
|
||||
FrameIndex USKL B 0 15
|
||||
}
|
||||
Model "UTBlueSkull"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "RelicSkull_d.3d"
|
||||
Skin 0 "JRelicSkull_01b.png"
|
||||
Scale 0.12 0.1 0.1
|
||||
PitchOffset 90
|
||||
ZOffset 12
|
||||
ROTATING
|
||||
|
||||
FrameIndex USKL C 0 15
|
||||
}
|
||||
Model "UTRedKey"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "DomR_d.3d"
|
||||
Skin 0 "RedSkin2.png"
|
||||
Scale 0.048 0.04 0.04
|
||||
PitchOffset 90
|
||||
ZOffset 16
|
||||
ROTATING
|
||||
|
||||
FrameIndex UKEY A 0 0
|
||||
}
|
||||
Model "UTGoldKey"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "MercSymbol_d.3d"
|
||||
Skin 0 "GoldSkin2.png"
|
||||
Scale 0.096 0.08 0.08
|
||||
PitchOffset 90
|
||||
ZOffset 16
|
||||
ROTATING
|
||||
|
||||
FrameIndex UKEY B 0 0
|
||||
}
|
||||
Model "UTBlueKey"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "DomB_d.3d"
|
||||
Skin 0 "BlueSkin2.png"
|
||||
Scale 0.048 0.04 0.04
|
||||
PitchOffset 90
|
||||
ZOffset 16
|
||||
ROTATING
|
||||
|
||||
FrameIndex UKEY C 0 0
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// GES BIORIFLE
|
||||
//=============================================================================
|
||||
|
|
@ -901,7 +1046,7 @@ Model "FlakAmmo2"
|
|||
{
|
||||
Path "models"
|
||||
Model 0 "flakslugm_d.3d"
|
||||
Skin 0 "jflakslugel1.png"
|
||||
Skin 0 "jflakslugel1_.png"
|
||||
PitchOffset 90
|
||||
Scale 0.048 0.04 0.04
|
||||
ZOffset 2
|
||||
|
|
@ -1647,7 +1792,7 @@ Model "WarheadAmmo"
|
|||
{
|
||||
Path "models"
|
||||
Model 0 "missile_d.3d"
|
||||
Skin 0 "jmissile_01.png"
|
||||
Skin 0 "jmissile_01_.png"
|
||||
Scale -0.21 0.2 0.2
|
||||
PitchOffset 90
|
||||
ZOffset 21
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 33 KiB |
BIN
models/BlueSkin2.png
Normal file
|
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BIN
models/DomB_a.3d
Normal file
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models/DomB_d.3d
Normal file
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models/DomR_a.3d
Normal file
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models/DomR_d.3d
Normal file
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|
Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 98 KiB |
BIN
models/JRelicSkull_01.png
Normal file
|
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BIN
models/JRelicSkull_01b.png
Normal file
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BIN
models/JRelicSkull_01g.png
Normal file
|
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BIN
models/JRelicSkull_01r.png
Normal file
|
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|
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BIN
models/Jflakslugel1_.png
Normal file
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|
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BIN
models/Jmissile_01_.png
Normal file
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|
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|
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BIN
models/MercSymbol_a.3d
Normal file
BIN
models/MercSymbol_d.3d
Normal file
BIN
models/RedSkin2.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
models/RelicSkull_a.3d
Normal file
BIN
models/RelicSkull_d.3d
Normal file
BIN
models/UDamageB_a.3d
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models/UDamageB_d.3d
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12
readme.txt
|
|
@ -14,17 +14,19 @@ Currently implemented:
|
|||
- Beta Super Health (medkit)
|
||||
- Health Pack (stimpak)
|
||||
- Health Vial (health bonus)
|
||||
- Some configuration options
|
||||
- Damage Amplifier (invulnerability sphere)
|
||||
- Mesh replacements for the keys
|
||||
|
||||
In progress:
|
||||
|
||||
- Armor system
|
||||
- Something to replace armor bonus (armor bonus)
|
||||
- Thigh Pads (green armor)
|
||||
- Body Armor (blue armor)
|
||||
- Shield Belt (megasphere)
|
||||
- Damage Amplifier (invulnerability sphere)
|
||||
- Invisibility (blursphere)
|
||||
- Searchlight (light amplification visor)
|
||||
- Jump Boots (berserk)
|
||||
- Toxin Suit (radsuit)
|
||||
|
||||
To be done:
|
||||
|
|
@ -39,4 +41,10 @@ To be done:
|
|||
- Rocket Launcher (slot 9)
|
||||
- Sniper Rifle (slot 0)
|
||||
|
||||
- UT HUD
|
||||
|
||||
- An alternate invulnerability sphere replacement that actually is invulnerability
|
||||
- Something to replace berserk (candidates: make it spawn another enforcer, with a small chance of a limited ammo instagib shockrifle instead)
|
||||
- Something to replace computer map (just a mesh replacement maybe)
|
||||
- Replace the barrels (there are perfect candidates in Unreal 1)
|
||||
- ... maybe more
|
||||
|
|
|
|||
12
shaders/glsl/AmbientGlow.fp
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(vTexCoord.st);
|
||||
}
|
||||
15
shaders/glsl/AmbientGlow_Brightmapped.fp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
// combining with brightmaps requires the brightmap to be embedded into the
|
||||
// alpha channel of the diffuse texture
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float bright = getTexel(vTexCoord.st).a;
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return vec4(getTexel(vTexCoord.st).rgb,1.0);
|
||||
}
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
vec4 Process( vec4 color )
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5)*color;
|
||||
return getTexel(norm.xz*0.5);
|
||||
}
|
||||
|
|
|
|||
15
shaders/glsl/MeshEnviroMap_AmbientGlow.fp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*4*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5);
|
||||
}
|
||||
173
sndinfo.txt
|
|
@ -1,33 +1,122 @@
|
|||
misc/secret CapSound
|
||||
$pitchshiftrange 0
|
||||
|
||||
// player sounds
|
||||
ut/maledie1 deathc1
|
||||
ut/maledie2 deathc3
|
||||
ut/maledie3 deathc4
|
||||
$random ut/maledie { ut/maledie1 ut/maledie2 ut/maledie3 }
|
||||
ut/malexdie1 deathc51
|
||||
ut/malexdie2 deathc52
|
||||
ut/malexdie3 deathc53
|
||||
$random ut/malexdie { ut/malexdie1 ut/malexdie2 ut/malexdie3 }
|
||||
ut/gibp newgib
|
||||
ut/malepain1 injurl2
|
||||
ut/malepain2 injurl04
|
||||
ut/malepain3 injurm04
|
||||
ut/malepain4 injurh5
|
||||
ut/land land1
|
||||
ut/malegrunt land10
|
||||
ut/malejump jump1
|
||||
ut/malehump land01
|
||||
ut/malesurf gasp02
|
||||
ut/malegasp hgasp1
|
||||
ut/maledrowned1 uwinjr41
|
||||
ut/drowned uwinjr42
|
||||
$random ut/maledrowned { ut/maledrowned1 ut/drowned }
|
||||
ut/maledrowning drownm02
|
||||
|
||||
$playeralias player male *death ut/maledie
|
||||
$playeralias player male *xdeath ut/malexdie
|
||||
$playeralias player male *gibbed ut/gibp
|
||||
$playeralias player male *pain100 ut/malepain1
|
||||
$playeralias player male *pain75 ut/malepain2
|
||||
$playeralias player male *pain50 ut/malepain3
|
||||
$playeralias player male *pain25 ut/malepain4
|
||||
$playeralias player male *grunt ut/malegrunt
|
||||
$playeralias player male *land ut/land
|
||||
$playeralias player male *jump ut/malejump
|
||||
$playeralias player male *usefail ut/malehump
|
||||
$playeralias player male *surface ut/malesurface
|
||||
$playeralias player male *gasp ut/malegasp
|
||||
|
||||
$playeralias player male *death-drowning ut/maledrowned
|
||||
$playeralias player male *xdeath-drowning ut/maledrowned
|
||||
$playeralias player male *pain100-drowning ut/maledrowning
|
||||
$playeralias player male *pain75-drowning ut/maledrowning
|
||||
$playeralias player male *pain50-drowning ut/maledrowning
|
||||
$playeralias player male *pain25-drowning ut/maledrowning
|
||||
|
||||
ut/femaledie1 decap01
|
||||
ut/femaledie2 death1d
|
||||
ut/femaledie3 death2a
|
||||
ut/femaledie4 death3c
|
||||
$random ut/femaledie { ut/femaledie1 ut/femaledie2 ut/femaledie3 }
|
||||
ut/femalexdie1 death41
|
||||
ut/femalexdie2 death42
|
||||
$random ut/femalexdie { ut/femalexdie1 ut/femalexdie2 }
|
||||
ut/femalepain1 linjur2
|
||||
ut/femalepain2 linjur3
|
||||
ut/femalepain3 linjur4
|
||||
ut/femalepain4 hinjur4
|
||||
ut/femalegrunt lland1
|
||||
ut/femalejump fjump1
|
||||
ut/femalesurf lgasp1
|
||||
ut/femalegasp hgasp3
|
||||
ut/femaledrowned1 uwhit01
|
||||
$random ut/femaledrowned { ut/femaledroenwd1 ut/drowned }
|
||||
ut/femaledrowning mdrown2f
|
||||
|
||||
$playeralias player female *death ut/femaledie
|
||||
$playeralias player female *xdeath ut/femalexdie
|
||||
$playeralias player female *gibbed ut/gibp
|
||||
$playeralias player female *pain100 ut/femalepain1
|
||||
$playeralias player female *pain75 ut/femalepain2
|
||||
$playeralias player female *pain50 ut/femalepain3
|
||||
$playeralias player female *pain25 ut/femalepain4
|
||||
$playeralias player female *grunt ut/femalegrunt
|
||||
$playeralias player female *land ut/land
|
||||
$playeralias player female *jump ut/femalejump
|
||||
$playeralias player female *usefail ut/femalegrunt
|
||||
$playeralias player female *surface ut/femalesurf
|
||||
$playeralias player female *gasp ut/femalegasp
|
||||
|
||||
$playeralias player female *death-drowning ut/femaledrowned
|
||||
$playeralias player female *xdeath-drowning ut/femaledrowned
|
||||
$playeralias player female *pain100-drowning ut/femaledrowning
|
||||
$playeralias player female *pain75-drowning ut/femaledrowning
|
||||
$playeralias player female *pain50-drowning ut/femaledrowning
|
||||
$playeralias player female *pain25-drowning ut/femaledrowning
|
||||
|
||||
// everything else
|
||||
|
||||
misc/secret capsound
|
||||
misc/i_pkup ammopick
|
||||
misc/k_pkup ammosnd
|
||||
misc/w_pkup weaponpk
|
||||
misc/p_pkup genpicks
|
||||
misc/spawn RespSnd2
|
||||
misc/chat NewBeep
|
||||
misc/chat2 NewBeep
|
||||
misc/teleport Resp2A
|
||||
$pitchshift misc/secret 0
|
||||
$pitchshift misc/i_pkup 0
|
||||
$pitchshift misc/k_pkup 0
|
||||
$pitchshift misc/w_pkup 0
|
||||
$pitchshift misc/p_pkup 0
|
||||
$pitchshift misc/spawn 0
|
||||
$pitchshift misc/chat 0
|
||||
$pitchshift misc/chat2 0
|
||||
$pitchshift misc/teleport 0
|
||||
misc/ut_keg UTSuperH
|
||||
misc/ut_heal UTHealth
|
||||
misc/spawn respsnd2
|
||||
misc/chat newbeep
|
||||
misc/chat2 newbeep
|
||||
misc/teleport resp2a
|
||||
misc/ut_keg utsuperh
|
||||
misc/ut_heal uthealth
|
||||
misc/ut_shard shardpck
|
||||
misc/ut_armor ArmorUT
|
||||
belt/pickup BeltSnd
|
||||
belt/absorb Sbelthe2
|
||||
boot/pickup BootSnd
|
||||
boot/jump BootJmp
|
||||
$pitchshift misc/ut_keg 0
|
||||
$pitchshift misc/ut_heal 0
|
||||
$pitchshift misc/ut_shard 0
|
||||
$pitchshift misc/ut_armor 0
|
||||
misc/ut_armor armorut
|
||||
belt/pickup beltsnd
|
||||
belt/absorb sbelthe2
|
||||
boot/pickup bootsnd
|
||||
boot/jump bootjmp
|
||||
invis/pickup invisibl
|
||||
udamage/pickup amppckup
|
||||
udamage/fire1 ampfire
|
||||
udamage/fire2 ampfire2
|
||||
udamage/drain ampout
|
||||
misc/gibbed1 gib1
|
||||
misc/gibbed2 gib2
|
||||
misc/gibbed3 gib3
|
||||
misc/gibbed4 gib4
|
||||
misc/gibbed5 gib5
|
||||
$random misc/gibbed { misc/gibbed1 misc/gibbed2 misc/gibbed3 misc/gibbed4 misc/gibbed5 }
|
||||
|
||||
flak/select pdown
|
||||
flak/load hidraul2
|
||||
|
|
@ -42,49 +131,28 @@ flak/bounce3 hit3
|
|||
$random flak/bounce { flak/bounce1 flak/bounce2 flak/bounce3 }
|
||||
$limit flak/bounce 64
|
||||
flak/explode expl04
|
||||
$pitchshift flak/select 0
|
||||
$pitchshift flak/load 0
|
||||
$pitchshift flak/reload 0
|
||||
$pitchshift flak/fire 0
|
||||
$pitchshift flak/altfire 0
|
||||
$pitchshift flak/hit 0
|
||||
$pitchshift flak/meat 0
|
||||
$pitchshift flak/bounce 0
|
||||
$pitchshift flak/explode 0
|
||||
|
||||
shock/select tazersel
|
||||
shock/fire tazefire
|
||||
shock/altfire tazealtf
|
||||
shock/hit expl03
|
||||
shock/ball expla02
|
||||
shock/blast specexpl
|
||||
$pitchshift shock/select 0
|
||||
$pitchshift shock/fire 0
|
||||
$pitchshift shock/altfire 0
|
||||
$pitchshift shock/hit 0
|
||||
$pitchshiftrange 5
|
||||
shock/ball expla02
|
||||
$pitchshift shock/ball 5
|
||||
$pitchshift shock/blast 0
|
||||
$pitchshiftrange 0
|
||||
|
||||
warhead/explode warexplo
|
||||
warhead/fly warfly
|
||||
warhead/select warhpick
|
||||
warhead/fire warhshot
|
||||
$pitchshift warhead/explode 0
|
||||
$pitchshift warhead/fly 0
|
||||
$pitchshift warhead/select 0
|
||||
$pitchshift warhead/fire 0
|
||||
|
||||
ges/hit gelhit
|
||||
ges/select gelselec
|
||||
ges/fire gelshot
|
||||
ges/charge bioaltrp
|
||||
ges/explode explg02
|
||||
$pitchshift ges/hit 0
|
||||
$limit ges/hit 64
|
||||
$pitchshift ges/select 0
|
||||
$pitchshift ges/fire 0
|
||||
$pitchshift ges/charge 0
|
||||
$pitchshift ges/explode 0
|
||||
$limit ges/explode 64
|
||||
|
||||
pulse/bolt pulseblt
|
||||
|
|
@ -94,10 +162,3 @@ pulse/fire pulsefir
|
|||
pulse/fly pulsefly
|
||||
pulse/select pulsepck
|
||||
pulse/reload pulserel
|
||||
$pitchshift pulse/bolt 0
|
||||
$pitchshift pulse/down 0
|
||||
$pitchshift pulse/hit 0
|
||||
$pitchshift pulse/fire 0
|
||||
$pitchshift pulse/fly 0
|
||||
$pitchshift pulse/select 0
|
||||
$pitchshift pulse/reload 0
|
||||
|
|
|
|||