flak_m/modeldef.impact
Marisa Kirisame d763744234 Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).
Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
2018-08-13 15:54:45 +02:00

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Model "ImpactHammer"
{
Path "models"
Model 1 "ImpPick_d.3d"
Skin 1 "JImpPick1.png"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 9
FrameIndex IMPP B 1 0
ZOffset 12
ROTATING
FrameIndex IMPP A 1 0
}
Model "ImpactHammer"
{
Path "models"
Model 0 "ImpactHammer_d.3d"
SurfaceSkin 0 0 "JImpactHammer1.png"
SurfaceSkin 0 1 "JImpactHammer2.png"
SurfaceSkin 0 2 "JImpactHammer3.png"
SurfaceSkin 0 3 "JImpactHammer4.png"
AngleOffset 93
RollOffset -81
Scale 0.1 -0.05 0.1
Offset 6.2 -14.9 -7.2
// select
FrameIndex IMPS A 0 0
FrameIndex IMPS B 0 1
FrameIndex IMPS C 0 2
FrameIndex IMPS D 0 3
FrameIndex IMPS E 0 4
FrameIndex IMPS F 0 5
FrameIndex IMPS G 0 6
FrameIndex IMPS H 0 7
FrameIndex IMPS I 0 8
FrameIndex IMPS J 0 9
FrameIndex IMPS K 0 10
FrameIndex IMPS L 0 11
FrameIndex IMPS M 0 12
FrameIndex IMPS N 0 13
FrameIndex IMPS O 0 14
FrameIndex IMPS P 0 15
FrameIndex IMPS Q 0 16
// idle
FrameIndex IMPI A 0 17
// pull
FrameIndex IMPL A 0 17
FrameIndex IMPL B 0 18
FrameIndex IMPL C 0 19
FrameIndex IMPL D 0 20
FrameIndex IMPL E 0 21
// shake
FrameIndex IMPR A 0 22
FrameIndex IMPR B 0 23
FrameIndex IMPR C 0 24
FrameIndex IMPR D 0 25
FrameIndex IMPR E 0 26
FrameIndex IMPR F 0 27
FrameIndex IMPR G 0 28
FrameIndex IMPR H 0 29
FrameIndex IMPR I 0 30
FrameIndex IMPR J 0 31
// fire
FrameIndex IMPF A 0 35
FrameIndex IMPF B 0 36
FrameIndex IMPF C 0 37
FrameIndex IMPF D 0 38
FrameIndex IMPF E 0 39
FrameIndex IMPF F 0 40
FrameIndex IMPF G 0 41
FrameIndex IMPF H 0 42
FrameIndex IMPF I 0 43
FrameIndex IMPF J 0 44
FrameIndex IMPF K 0 45
FrameIndex IMPF L 0 46
FrameIndex IMPF M 0 47
FrameIndex IMPF N 0 48
FrameIndex IMPF O 0 49
FrameIndex IMPF P 0 50
// down
FrameIndex IMPD A 0 51
FrameIndex IMPD B 0 52
FrameIndex IMPD C 0 53
FrameIndex IMPD D 0 54
FrameIndex IMPD E 0 55
}