flak_m/modeldef.flak
Marisa Kirisame aa3fd89bcb Changed up all the model offsets again due to complaints about inconsistency with UT.
Added view-space effects to Enforcer and Biorifle, others will follow soon.
Added smoke particles to spent casings.
Added green smoke particles to biorifle sludge explosions.
Touched up how rockets and grenades are fired.
Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
2018-06-09 14:21:13 +02:00

311 lines
5.9 KiB
Text

Model "FlakAmmo"
{
Path "models"
Model 0 "FlakAmmoM_d.3d"
Skin 0 "jfa1.png"
Scale 0.1 0.1 0.12
ZOffset 4.5
FrameIndex FAMO A 0 0
}
Model "FlakAmmo2"
{
Path "models"
Model 0 "flakslugm_d.3d"
Skin 0 "jflakslugel1_.png"
Scale 0.04 0.04 0.048
AngleOffset 180
ZOffset 2
FrameIndex FSLG A 0 0
}
Model "FlakSlug"
{
Path "models"
Model 0 "flakslugm_d.3d"
Skin 0 "jflakslugel1.png"
Scale 0.048 0.048 0.04
AngleOffset 180
PitchOffset 90
PITCHFROMMOMENTUM
FrameIndex FSLG A 0 0
}
Model "FlakChunk"
{
Path "models"
Model 0 "chunkm_d.3d"
Scale 0.06 0.06 0.072
ZOffset 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
Skin 0 "chunk_a00.png"
FrameIndex FCH1 A 0 0
Skin 0 "chunk_a01.png"
FrameIndex FCH1 B 0 0
Skin 0 "chunk_a02.png"
FrameIndex FCH1 C 0 0
Skin 0 "chunk_a03.png"
FrameIndex FCH1 D 0 0
Skin 0 "chunk_a04.png"
FrameIndex FCH1 E 0 0
Skin 0 "chunk_a05.png"
FrameIndex FCH1 F 0 0
Skin 0 "chunk_a06.png"
FrameIndex FCH1 G 0 0
Skin 0 "chunk_a07.png"
FrameIndex FCH1 H 0 0
Skin 0 "chunk_a08.png"
FrameIndex FCH1 I 0 0
Skin 0 "chunk_a09.png"
FrameIndex FCH1 J 0 0
Skin 0 "chunk_a10.png"
FrameIndex FCH1 K 0 0
Skin 0 "chunk_a11.png"
FrameIndex FCH1 L 0 0
}
Model "FlakChunk"
{
Path "models"
Model 1 "chunk2m_d.3d"
Scale 0.06 0.06 0.072
ZOffset 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
Skin 1 "chunk_a00.png"
FrameIndex FCH2 A 1 0
Skin 1 "chunk_a01.png"
FrameIndex FCH2 B 1 0
Skin 1 "chunk_a02.png"
FrameIndex FCH2 C 1 0
Skin 1 "chunk_a03.png"
FrameIndex FCH2 D 1 0
Skin 1 "chunk_a04.png"
FrameIndex FCH2 E 1 0
Skin 1 "chunk_a05.png"
FrameIndex FCH2 F 1 0
Skin 1 "chunk_a06.png"
FrameIndex FCH2 G 1 0
Skin 1 "chunk_a07.png"
FrameIndex FCH2 H 1 0
Skin 1 "chunk_a08.png"
FrameIndex FCH2 I 1 0
Skin 1 "chunk_a09.png"
FrameIndex FCH2 J 1 0
Skin 1 "chunk_a10.png"
FrameIndex FCH2 K 1 0
Skin 1 "chunk_a11.png"
FrameIndex FCH2 L 1 0
}
Model "FlakChunk"
{
Path "models"
Model 2 "chunk3m_d.3d"
Scale 0.06 0.06 0.072
ZOffset 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
Skin 2 "chunk_a00.png"
FrameIndex FCH3 A 2 0
Skin 2 "chunk_a01.png"
FrameIndex FCH3 B 2 0
Skin 2 "chunk_a02.png"
FrameIndex FCH3 C 2 0
Skin 2 "chunk_a03.png"
FrameIndex FCH3 D 2 0
Skin 2 "chunk_a04.png"
FrameIndex FCH3 E 2 0
Skin 2 "chunk_a05.png"
FrameIndex FCH3 F 2 0
Skin 2 "chunk_a06.png"
FrameIndex FCH3 G 2 0
Skin 2 "chunk_a07.png"
FrameIndex FCH3 H 2 0
Skin 2 "chunk_a08.png"
FrameIndex FCH3 I 2 0
Skin 2 "chunk_a09.png"
FrameIndex FCH3 J 2 0
Skin 2 "chunk_a10.png"
FrameIndex FCH3 K 2 0
Skin 2 "chunk_a11.png"
FrameIndex FCH3 L 2 0
}
Model "FlakChunk"
{
Path "models"
Model 3 "chunk4m_d.3d"
Scale 0.06 0.06 0.072
ZOffset 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
Skin 3 "chunk_a00.png"
FrameIndex FCH4 A 3 0
Skin 3 "chunk_a01.png"
FrameIndex FCH4 B 3 0
Skin 3 "chunk_a02.png"
FrameIndex FCH4 C 3 0
Skin 3 "chunk_a03.png"
FrameIndex FCH4 D 3 0
Skin 3 "chunk_a04.png"
FrameIndex FCH4 E 3 0
Skin 3 "chunk_a05.png"
FrameIndex FCH4 F 3 0
Skin 3 "chunk_a06.png"
FrameIndex FCH4 G 3 0
Skin 3 "chunk_a07.png"
FrameIndex FCH4 H 3 0
Skin 3 "chunk_a08.png"
FrameIndex FCH4 I 3 0
Skin 3 "chunk_a09.png"
FrameIndex FCH4 J 3 0
Skin 3 "chunk_a10.png"
FrameIndex FCH4 K 3 0
Skin 3 "chunk_a11.png"
FrameIndex FCH4 L 3 0
}
Model "FlakCannon"
{
Path "models"
Model 1 "flak2pick_d.3d"
Skin 1 "flak_t.png"
AngleOffset 90
Scale 0.14 0.14 0.168
Offset 18.9 0 12
FrameIndex FPCK B 1 0
ROTATING
FrameIndex FPCK A 1 0
}
Model "FlakCannon"
{
Path "models"
Model 2 "Flat_d.3d"
Skin 2 "Flakmuz.png"
AngleOffset 90
PitchOffset 90
Scale 0.08 0.08 0.08
Offset 8.0 -25.0 -8.5
FrameIndex FMUZ A 2 0
}
Model "FlakCannon"
{
Path "models"
Model 0 "flakm_d.3d"
SurfaceSkin 0 0 "flak_t1.png"
SurfaceSkin 0 1 "flak_t2.png"
SurfaceSkin 0 2 "flak_t3.png"
SurfaceSkin 0 3 "flak_t4.png"
SurfaceSkin 0 4 "flakammoledbase.png"
AngleOffset 90
PitchOffset 180
RollOffset 178
Scale 0.28 -0.14 0.28
Offset 9.4 -10.3 -12.9
// select
FrameIndex FLKS A 0 0
FrameIndex FLKS B 0 1
FrameIndex FLKS C 0 2
FrameIndex FLKS D 0 3
FrameIndex FLKS E 0 4
FrameIndex FLKS F 0 5
FrameIndex FLKS G 0 6
FrameIndex FLKS H 0 7
FrameIndex FLKS I 0 8
FrameIndex FLKS J 0 9
FrameIndex FLKS K 0 10
FrameIndex FLKS L 0 11
FrameIndex FLKS M 0 12
FrameIndex FLKS N 0 13
FrameIndex FLKS O 0 14
FrameIndex FLKS P 0 15
FrameIndex FLKS Q 0 16
FrameIndex FLKS R 0 17
FrameIndex FLKS S 0 18
FrameIndex FLKS T 0 19
FrameIndex FLKS U 0 20
FrameIndex FLKS V 0 21
FrameIndex FLKS W 0 22
FrameIndex FLKS X 0 23
FrameIndex FLKS Y 0 24
FrameIndex FLKS Z 0 25
FrameIndex FKS2 A 0 26
FrameIndex FKS2 B 0 27
FrameIndex FKS2 C 0 28
FrameIndex FKS2 D 0 29
// loading
FrameIndex FLKL A 0 30
FrameIndex FLKL B 0 31
FrameIndex FLKL C 0 32
FrameIndex FLKL D 0 33
FrameIndex FLKL E 0 34
FrameIndex FLKL F 0 35
FrameIndex FLKL G 0 36
FrameIndex FLKL H 0 37
FrameIndex FLKL I 0 38
FrameIndex FLKL J 0 39
FrameIndex FLKL K 0 40
FrameIndex FLKL L 0 41
FrameIndex FLKL M 0 42
FrameIndex FLKL N 0 43
FrameIndex FLKL O 0 44
// fire
FrameIndex FLKF A 0 46
FrameIndex FLKF B 0 47
FrameIndex FLKF C 0 48
FrameIndex FLKF D 0 49
FrameIndex FLKF E 0 50
FrameIndex FLKF F 0 51
FrameIndex FLKF G 0 52
FrameIndex FLKF H 0 53
FrameIndex FLKF I 0 54
FrameIndex FLKF J 0 55
// altfire
FrameIndex FLKA A 0 57
FrameIndex FLKA B 0 58
FrameIndex FLKA C 0 59
FrameIndex FLKA D 0 60
FrameIndex FLKA E 0 61
FrameIndex FLKA F 0 62
FrameIndex FLKA G 0 63
FrameIndex FLKA H 0 64
FrameIndex FLKA I 0 65
FrameIndex FLKA J 0 66
FrameIndex FLKA K 0 67
// idle
FrameIndex FLKI A 0 80
// deselect
FrameIndex FLKD A 0 82
FrameIndex FLKD B 0 83
FrameIndex FLKD C 0 84
FrameIndex FLKD D 0 85
FrameIndex FLKD E 0 86
FrameIndex FLKD F 0 87
FrameIndex FLKD G 0 88
FrameIndex FLKD H 0 89
FrameIndex FLKD I 0 90
FrameIndex FLKD J 0 91
}