flak_m/modeldef.warhead
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

121 lines
2.2 KiB
Text

Model "WarheadAmmo"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01_.png"
Scale 0.2 0.2 0.24
ZOffset 21
FrameIndex WMIS A 0 0
}
Model "ShockWave"
{
Path "models"
Model 0 "shockwavem_d.3d"
Skin 0 "shockt1.png"
Scale 1.2 1.0 1.0
PitchOffset 90
FrameIndex RWAV A 0 0
FrameIndex RWAV B 0 1
}
Model "WarShell"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01.png"
Scale 0.24 0.2 0.2
Offset -13 0 0
PitchOffset -90
USEACTORPITCH
USEACTORROLL
FrameIndex WMIS A 0 0
}
Model "GuidedWarShell"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01.png"
Scale 0.24 0.2 0.2
Offset -13 0 0
PitchOffset -90
USEACTORPITCH
USEACTORROLL
FrameIndex WMIS A 0 0
}
Model "WarheadLauncher"
{
Path "models"
Model 1 "whpick_d.3d"
Skin 1 "jwhpick1.png"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 11
FrameIndex RDMP B 1 0
ZOffset 12
ROTATING
FrameIndex RDMP A 1 0
}
Model "WarheadLauncher"
{
Path "models"
Model 0 "warhead_d.3d"
SurfaceSkin 0 0 "jwarhead1.png"
SurfaceSkin 0 1 "jwarhead2.png"
SurfaceSkin 0 2 "jwarhead3.png"
SurfaceSkin 0 3 "jwarhead4.png"
Scale 0.2 -0.18 0.2
AngleOffset 89
PitchOffset 30
RollOffset -82
Offset 4.4 -18.1 -4.8
// Offsets and rotations are still not like in UT because really, I can't get over that damn hole in the right tube
// I should patch that up someday when I write the .3d editor
// select
FrameIndex WARS A 0 0
FrameIndex WARS B 0 1
FrameIndex WARS C 0 2
FrameIndex WARS D 0 3
FrameIndex WARS E 0 4
FrameIndex WARS F 0 5
FrameIndex WARS G 0 6
FrameIndex WARS H 0 7
FrameIndex WARS I 0 8
FrameIndex WARS J 0 9
FrameIndex WARS K 0 10
FrameIndex WARS L 0 11
FrameIndex WARS M 0 12
FrameIndex WARS N 0 13
FrameIndex WARS O 0 14
// idle
FrameIndex WARI A 0 15
FrameIndex WARI B 0 16
FrameIndex WARI C 0 17
FrameIndex WARI D 0 18
FrameIndex WARI E 0 19
// deselect
FrameIndex WARD A 0 20
FrameIndex WARD B 0 21
FrameIndex WARD C 0 22
FrameIndex WARD D 0 23
FrameIndex WARD E 0 24
FrameIndex WARD F 0 25
FrameIndex WARD G 0 26
// fire
FrameIndex WARF A 0 28
FrameIndex WARF B 0 29
FrameIndex WARF C 0 30
FrameIndex WARF D 0 31
FrameIndex WARF E 0 32
FrameIndex WARF F 0 33
FrameIndex WARF G 0 34
}