All misc items implemented. Enhanced Shock Rifle implemented.

Going to focus on the HUD now while at the same time doing the remaining weapons.
This commit is contained in:
Marisa the Magician 2018-05-21 20:28:17 +02:00
commit d3da87cefe
310 changed files with 2236 additions and 77 deletions

View file

@ -20,3 +20,36 @@ texture FIZZHP20
pic FIZZHP21 tics 8 pic FIZZHP21 tics 8
pic FIZZHP22 tics 8 pic FIZZHP22 tics 8
pic FIZZHP23 tics 8 pic FIZZHP23 tics 8
texture invis00
pic invis00 tics 2
pic invis01 tics 2
pic invis02 tics 2
pic invis03 tics 2
pic invis04 tics 2
pic invis05 tics 2
pic invis06 tics 2
pic invis07 tics 2
pic invis08 tics 2
pic invis09 tics 2
pic invis10 tics 2
pic invis11 tics 2
pic invis12 tics 2
pic invis13 tics 2
pic invis14 tics 2
pic invis15 tics 2
pic invis16 tics 2
pic invis17 tics 2
pic invis18 tics 2
pic invis19 tics 2
pic invis20 tics 2
pic invis21 tics 2
pic invis22 tics 2
pic invis23 tics 2
pic invis24 tics 2
pic invis25 tics 2
pic invis26 tics 2
pic invis27 tics 2
pic invis28 tics 2
pic invis29 tics 2
pic invis30 tics 2
pic invis31 tics 2

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brightmaps/JBigFlash1.png Normal file

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brightmaps/JRazor2.png Normal file

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brightmaps/JRazorw.png Normal file

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brightmaps/JTranslator1.png Normal file

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brightmaps/RazSkin.png Normal file

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@ -126,6 +126,34 @@ HardwareShader Texture "models/JShockCore.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
} }
/*Brightmap Texture "models/SASMD_t.png"
{
Map "brightmaps/ASMD_t.png"
}*/
HardwareShader Texture "models/SASMD_t.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/SASMD_t1.png"
{
Map "brightmaps/ASMD_t1.png"
}
Brightmap Texture "models/SASMD_t3.png"
{
Map "brightmaps/ASMD_t3.png"
}
Brightmap Texture "models/SASMD_t4.png"
{
Map "brightmaps/ASMD_t4.png"
}
/*Brightmap Texture "models/JSShockCore.png"
{
Map "brightmaps/JShockCore.png"
}*/
HardwareShader Texture "models/JSShockCore.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/Jwarhead2.png" Brightmap Texture "models/Jwarhead2.png"
{ {
Map "brightmaps/Jwarhead2.png" Map "brightmaps/Jwarhead2.png"
@ -274,6 +302,246 @@ HardwareShader Texture "models/RedSkin2.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
} }
HardwareShader Texture "models/bpak.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JEClip.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/BladeHopperT.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JM21.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JRocketPack1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JuRocket1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/BulletBoxT.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/RifleR1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JRifle2.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
/*Brightmap Texture "models/JRazorw.png"
{
Map "brightmaps/JRazorw.png"
}*/
HardwareShader Texture "models/JRazorw.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/JRazor2.png"
{
Map "brightmaps/JRazor2.png"
}
Brightmap Texture "models/JRazor4.png"
{
Map "brightmaps/JRazor4.png"
}
Brightmap Texture "models/JRazor5.png"
{
Map "brightmaps/JRazor5.png"
}
Brightmap Texture "models/RazSkin.png"
{
Map "brightmaps/RazSkin.png"
}
Brightmap Texture "models/RazTrail.png"
{
Map "brightmaps/fullbright.png"
}
Brightmap Texture "models/JImpactHammer4.png"
{
Map "brightmaps/JImpactHammer4.png"
}
Brightmap Texture "models/tloc1.png"
{
Map "brightmaps/tloc1.png"
}
Brightmap Texture "models/tloc2.png"
{
Map "brightmaps/tloc2.png"
}
Brightmap Texture "models/Eight_t1.png"
{
Map "brightmaps/Eight_t1.png"
}
Brightmap Texture "models/Eight_t4.png"
{
Map "brightmaps/Eight_t4.png"
}
Brightmap Texture "models/miniammoledbase.png"
{
Map "brightmaps/fullbright.png"
}
HardwareShader Texture "models/tloc1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
HardwareShader Texture "invis00"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis01"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis02"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis03"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis04"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis05"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis06"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis07"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis08"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis09"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis10"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis11"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis12"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis13"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis14"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis15"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis16"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis17"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis18"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis19"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis20"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis21"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis22"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis23"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis24"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis25"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis26"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis27"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis28"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis29"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis30"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "invis31"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
/*Brightmap Texture "models/JTranslator1.png"
{
Map "brightmaps/JTranslator1.png"
}*/
HardwareShader Texture "models/JTranslator1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
HardwareShader Texture "models/ShieldSuit.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
/*Brightmap Texture "models/JBigFlash1.png"
{
Map "brightmaps/JBigFlash1.png"
}*/
HardwareShader Texture "models/JBigFlash1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
PulseLight "UTRedKeyLight" PulseLight "UTRedKeyLight"
{ {
Color 1.0 0.0 0.0 Color 1.0 0.0 0.0

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@ -253,6 +253,107 @@ Model "UTBlueKey"
FrameIndex UKEY C 0 0 FrameIndex UKEY C 0 0
} }
Model "UTBackpack"
{
Path "models"
Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted)
Skin 0 "bpak.png"
Offset -20 12 -16
Scale -0.36 0.3 0.3
ROTATING
FrameIndex BPAK A 0 0
}
Model "UTInvisibility"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 0 "jinvis.png"
Scale -0.12 0.1 0.1
PitchOffset 90
ZOffset 9
FrameIndex INVS A 0 0
}
Model "UTInvisibilityX"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 1 "invis00"
Scale -0.12 0.1 0.1
PitchOffset 90
ZOffset 9
FrameIndex INVS A 0 0
}
Model "UTMapRevealer"
{
Path "models"
Model 0 "TranslatorMesh_d.3d"
Skin 0 "JTranslator1.png"
Scale -0.096 0.08 0.08
PitchOffset 90
ZOffset 4
FrameIndex TRNS A 0 0
}
Model "ShieldingSuit"
{
Path "models"
Model 0 "ToxSuit_d.3d"
Skin 0 "ShieldSuit.png"
Scale -0.12 0.12 0.134
PitchOffset 180
ZOffset 24
ROTATING
FrameIndex SSUT A 0 0
}
Model "Searchlight"
{
Path "models"
Model 0 "BigFlash_d.3d"
Skin 0 "JBigFlash1.png"
Scale -0.084 0.084 0.07
PitchOffset 90
AngleOffset 180
ZOffset 9
FrameIndex SLIT A 0 0
}
//=============================================================================
// IMPACT HAMMER
//=============================================================================
//=============================================================================
// CHAINSAW
//=============================================================================
//=============================================================================
// TRANSLOCATOR
//=============================================================================
//=============================================================================
// ENFORCER
//=============================================================================
Model "EClip"
{
Path "models"
Model 0 "EClipM_d.3d"
Skin 0 "JEClip.png"
Scale -0.0864 0.072 0.072
PitchOffset 90
ZOffset 2.5
FrameIndex ECLP A 0 0
}
//============================================================================= //=============================================================================
// GES BIORIFLE // GES BIORIFLE
//============================================================================= //=============================================================================
@ -524,7 +625,6 @@ Model "BioRifle"
PitchOffset 94.21875 PitchOffset 94.21875
Scale 0.125 0.06 0.125 Scale 0.125 0.06 0.125
Offset 9.8 -17.6 -10.4 Offset 9.8 -17.6 -10.4
INTERPOLATEDOUBLEDFRAMES
// select // select
FrameIndex BIOS A 0 0 FrameIndex BIOS A 0 0
@ -626,6 +726,18 @@ Model "ShockAmmo"
FrameIndex SHOA A 0 0 FrameIndex SHOA A 0 0
} }
Model "EnhancedShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JSShockCore.png"
PitchOffset 90
Scale -0.132 0.11 0.11
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockRifleWave" Model "ShockRifleWave"
{ {
Path "models" Path "models"
@ -636,6 +748,16 @@ Model "ShockRifleWave"
FrameIndex SWAV B 0 1 FrameIndex SWAV B 0 1
} }
Model "SuperShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "sshocktt1.png"
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "ShockBeamRing" Model "ShockBeamRing"
{ {
Path "models" Path "models"
@ -644,7 +766,28 @@ Model "ShockBeamRing"
DONTCULLBACKFACES DONTCULLBACKFACES
USEACTORPITCH USEACTORPITCH
USEACTORROLL USEACTORROLL
Scale 1.2 1.0 1.2 Scale 1.2 1.0 1.0
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
Scale 1.2 1.0 1.0
FrameIndex SRNG A 0 0 FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1 FrameIndex SRNG B 0 1
@ -665,7 +808,28 @@ Model "ShockBlastRing"
DONTCULLBACKFACES DONTCULLBACKFACES
USEACTORPITCH USEACTORPITCH
USEACTORROLL USEACTORROLL
Scale 1.2 1.0 1.2 Scale 1.2 1.0 1.0
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
Scale 1.2 1.0 1.0
FrameIndex SRNG A 0 0 FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1 FrameIndex SRNG B 0 1
@ -767,6 +931,95 @@ Model "ShockRifle"
FrameIndex ASMA J 0 49 FrameIndex ASMA J 0 49
} }
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 270
PitchOffset 90
Scale -0.14 0.18 0.14
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 270
PitchOffset 90
Scale -0.14 0.18 0.14
ZOffset 12
FrameIndex ASMP B 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
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"
PitchOffset 90
Scale 0.15 0.12 0.15
Offset 4.9 -16.6 -7.1
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
FrameIndex ASMS O 0 14
// idle
FrameIndex ASMI A 0 15
// deselect
FrameIndex ASMD A 0 17
FrameIndex ASMD B 0 18
FrameIndex ASMD C 0 19
FrameIndex ASMD D 0 20
FrameIndex ASMD E 0 21
FrameIndex ASMD F 0 22
FrameIndex ASMD G 0 23
// fire
FrameIndex ASMF A 0 30
FrameIndex ASMF B 0 31
FrameIndex ASMF C 0 32
FrameIndex ASMF D 0 33
FrameIndex ASMF E 0 34
FrameIndex ASMF F 0 35
FrameIndex ASMF G 0 36
FrameIndex ASMF H 0 37
FrameIndex ASMF I 0 38
FrameIndex ASMF J 0 39
// altfire
FrameIndex ASMA A 0 40
FrameIndex ASMA B 0 41
FrameIndex ASMA C 0 42
FrameIndex ASMA D 0 43
FrameIndex ASMA E 0 44
FrameIndex ASMA F 0 45
FrameIndex ASMA G 0 46
FrameIndex ASMA H 0 47
FrameIndex ASMA I 0 48
FrameIndex ASMA J 0 49
}
//============================================================================= //=============================================================================
// PULSE GUN // PULSE GUN
//============================================================================= //=============================================================================
@ -1026,6 +1279,40 @@ Model "PulseGun"
FrameIndex PGF2 N 0 254 FrameIndex PGF2 N 0 254
} }
//=============================================================================
// RIPPER
//=============================================================================
Model "RipperAmmo"
{
Path "models"
Model 0 "BladeHopperM_d.3d"
Skin 0 "BladeHopperT.png"
PitchOffset 90
Scale -0.12 0.1 0.1
ZOffset 10
FrameIndex BHOP A 0 0
}
//=============================================================================
// MINIGUN
//=============================================================================
Model "MiniAmmo"
{
Path "models"
Model 0 "MiniAmmom_d.3d"
Skin 0 "JM21.png"
Offset 2 0 8
PitchOffset 90
AngleOffset 90
Scale 0.12 -0.134 0.12
FrameIndex MAMO A 0 0
}
//============================================================================= //=============================================================================
// FLAK CANNON // FLAK CANNON
//============================================================================= //=============================================================================
@ -1785,9 +2072,66 @@ Model "FlakCannon"
FrameIndex FLKD J 0 91 FrameIndex FLKD J 0 91
} }
//=============================================================================
// ROCKET LAUNCHER
//=============================================================================
Model "UTRocketAmmo"
{
Path "models"
Model 0 "RocketPackMesh_d.3d"
Skin 0 "JRocketPack1.png"
Scale 0.072 -0.0864 0.072
AngleOffset 270
ZOffset 6
FrameIndex RPAK A 0 0
}
Model "UTRocketAmmo2"
{
Path "models"
Model 0 "UTRocket_d.3d"
Skin 0 "JuRocket1_.png"
Scale -0.0822 0.0685 0.07
ZOffset 6
FrameIndex RCKT A 0 0
}
//=============================================================================
// SNIPER RIFLE
//=============================================================================
Model "RifleAmmo"
{
Path "models"
Model 0 "BulletBoxM_d.3d"
Skin 0 "BulletBoxT.png"
Scale -0.084 0.07 0.07
PitchOffset 90
AngleOffset 180
ZOffset 3
FrameIndex SBOX A 0 0
}
Model "RifleAmmo2"
{
Path "models"
Model 0 "RifleRoundM_d.3d"
Skin 0 "RifleR1.png"
Scale -0.024 0.02 0.02
PitchOffset 90
ZOffset 4
FrameIndex SRND A 0 0
}
//============================================================================= //=============================================================================
// REDEEMER // REDEEMER
//============================================================================= //=============================================================================
Model "WarheadAmmo" Model "WarheadAmmo"
{ {
Path "models" Path "models"

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