Re-exported all models using umodelextract.

Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
This commit is contained in:
Marisa the Magician 2018-11-29 16:37:43 +01:00
commit 9e1aea068f
145 changed files with 36 additions and 29 deletions

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@ -47,25 +47,20 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
- UT-like player movement physics
- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be
toggled)
- UT-like weapon dropping style
## In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Re-export models using umodelextract to correct the "mangling" caused by
using umodel (inconsistent texture indices, extra texture groups)
- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
be easily noticed when using invisibility)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- UT gore system (toggleable)
- Change the way inventory items are dropped to be more UT-like (using the
freshly merged Inventory.OnDrop feature)
## Future plans
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
scripted textures are implemented
- Add player models once GZDoom gets a well deserved model animation system

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@ -48,8 +48,9 @@ Model "UTHealthPack"
{
Path "models"
Model 0 "hbox_d.3d"
SurfaceSkin 0 0 "jhbox1.png"
SurfaceSkin 0 1 "FIZZHP00"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhbox1.png"
SurfaceSkin 0 2 "FIZZHP00"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 16
@ -61,9 +62,10 @@ Model "UTHealthBox"
{
Path "models"
Model 0 "hboxbeta_d.3d"
SurfaceSkin 0 0 "jhboxbeta1.png"
SurfaceSkin 0 1 "FIZZHP10"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhboxbeta1.png"
SurfaceSkin 0 2 "FIZZHP10"
SurfaceSkin 0 3 "FIZZHP10"
Scale 0.08 0.08 0.096
ZOffset 4
@ -74,8 +76,9 @@ Model "UTMedBox"
{
Path "models"
Model 0 "MedBox_d.3d"
SurfaceSkin 0 0 "JMedBox1.png"
SurfaceSkin 0 1 "FIZZHP10"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "JMedBox1.png"
SurfaceSkin 0 2 "FIZZHP10"
Scale 0.06 0.06 0.072
ZOffset 5
@ -244,7 +247,8 @@ Model "UTInvisibility"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 0 "jinvis.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jinvis.png"
Scale 0.1 0.1 0.12
ZOffset 9
@ -254,7 +258,9 @@ Model "UTInvisibilityX"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 1 "invis00"
// gzdoom doesn't handle the environment mapped flag, so I had to edit
// it into a separate texnum
SurfaceSkin 0 2 "invis00"
Scale 0.1 0.1 0.12
ZOffset 9

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@ -87,9 +87,10 @@ Model "PulseGun"
{
Path "models"
Model 0 "PulseGunR_d.3d"
SurfaceSkin 0 0 "AmmoLedBase.png"
SurfaceSkin 0 1 "JPulseGun_02.png"
SurfaceSkin 0 2 "JPulseGun_03.png"
// indices start at 1 for this model
SurfaceSkin 0 1 "AmmoLedBase.png"
SurfaceSkin 0 2 "JPulseGun_02.png"
SurfaceSkin 0 3 "JPulseGun_03.png"
AngleOffset 90
Scale 0.26 -0.28 0.28
Offset 0.0 -7.5 -10.4

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@ -29,7 +29,8 @@ Model "Razor2"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "RazSkin.png"
Offset -9.5 0 0
Scale 0.18 0.18 0.216
AngleOffset 90
@ -42,7 +43,8 @@ Model "Razor2Trail"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 1 "RazTrail.png"
// indices start at 1 for this mesh
SurfaceSkin 0 2 "RazTrail.png"
Offset -19 0 0
Scale 0.36 0.18 0.216
AngleOffset 90
@ -56,7 +58,8 @@ Model "Razor2Alt"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "RazSkin.png"
Offset -9.5 0 0
Scale 0.18 0.18 0.216
AngleOffset 90

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@ -165,8 +165,7 @@ Model "ShockRifle"
SurfaceSkin 0 0 "asmd_t1.png"
SurfaceSkin 0 1 "asmd_t2.png"
SurfaceSkin 0 2 "asmd_t3.png"
SurfaceSkin 0 3 "asmd_t3.png"
SurfaceSkin 0 4 "asmd_t4.png"
SurfaceSkin 0 3 "asmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
@ -253,8 +252,7 @@ Model "EnhancedShockRifle"
SurfaceSkin 0 0 "sasmd_t1.png"
SurfaceSkin 0 1 "sasmd_t2.png"
SurfaceSkin 0 2 "sasmd_t3.png"
SurfaceSkin 0 3 "sasmd_t3.png"
SurfaceSkin 0 4 "sasmd_t4.png"
SurfaceSkin 0 3 "sasmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15

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