Reduced the smoke on the minigun and casings for better performance. Corrected the number of chunks (was 6, should be 8) fired by the flak cannon. Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs. Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT. Misc. tweaks to health item textures. Reduced the blur in the Redeemer view shader, it was too strong. Fix expiration messages on powerups appearing on level changes. Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
353 lines
No EOL
5.8 KiB
Text
353 lines
No EOL
5.8 KiB
Text
Model "UTTeleportFog"
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{
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Path "models"
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Model 0 "Tele2_d.3d"
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Skin 0 "JTele2_01.png"
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Scale 0.2 0.2 0.24
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ZOffset 10
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DONTCULLBACKFACES
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FrameIndex TELE A 0 0
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FrameIndex TELE B 0 2
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FrameIndex TELE C 0 4
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FrameIndex TELE D 0 6
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FrameIndex TELE E 0 8
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FrameIndex TELE F 0 10
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FrameIndex TELE G 0 12
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FrameIndex TELE H 0 14
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FrameIndex TELE I 0 16
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FrameIndex TELE J 0 18
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FrameIndex TELE K 0 20
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FrameIndex TELE L 0 22
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FrameIndex TELE M 0 24
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FrameIndex TELE N 0 26
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FrameIndex TELE O 0 28
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FrameIndex TELE P 0 30
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FrameIndex TELE Q 0 32
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FrameIndex TELE R 0 34
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FrameIndex TELE S 0 36
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FrameIndex TELE T 0 38
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FrameIndex TELE U 0 40
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FrameIndex TELE V 0 42
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FrameIndex TELE W 0 44
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FrameIndex TELE X 0 46
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FrameIndex TELE Y 0 48
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FrameIndex TELE Z 0 50
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FrameIndex TEL2 A 0 52
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FrameIndex TEL2 B 0 54
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FrameIndex TEL2 C 0 56
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FrameIndex TEL2 D 0 58
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FrameIndex TEL2 E 0 60
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FrameIndex TEL2 F 0 62
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FrameIndex TEL2 G 0 64
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FrameIndex TEL2 H 0 66
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FrameIndex TEL2 I 0 68
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}
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Model "UTHealthPack"
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{
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Path "models"
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Model 0 "hbox_d.3d"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jhbox1.png"
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SurfaceSkin 0 2 "fizzfull"
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Scale 0.2 0.24 0.2
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RollOffset -90
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ZOffset 16
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FrameIndex HBOX A 0 0
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}
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Model "UTHealthBox"
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{
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Path "models"
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Model 0 "hboxbeta_d.3d"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jhboxbeta1.png"
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SurfaceSkin 0 2 "fizzside"
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SurfaceSkin 0 3 "fizzfull"
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Scale 0.08 0.08 0.096
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ZOffset 4
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FrameIndex HBOX B 0 0
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}
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Model "UTMedBox"
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{
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Path "models"
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Model 0 "MedBox_d.3d"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "JMedBox1.png"
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SurfaceSkin 0 2 "fizzfull"
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Scale 0.06 0.06 0.072
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ZOffset 5
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FrameIndex HBOX C 0 0
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}
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Model "UTHealthBonus"
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{
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Path "models"
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Model 0 "Vial_d.3d"
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SurfaceSkin 0 0 "JVial0.png"
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SurfaceSkin 0 1 "fizzside"
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SurfaceSkin 0 2 "fizztop"
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Scale 0.04 0.04 0.048
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ZOffset 8
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DONTCULLBACKFACES
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FrameIndex VIAL A 0 0
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}
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Model "UTArmorBonus"
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{
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Path "models"
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Model 0 "bossheadm_d.3d"
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Skin 0 "bossheadT.png"
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Scale 0.06 0.06 0.072
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AngleOffset -90
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RollOffset 12
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ZOffset 5.5
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FrameIndex XANH A 0 0
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}
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Model "UTThighPads"
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{
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Path "models"
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Model 0 "ThighPads_d.3d"
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Skin 0 "JThighPads_01.png"
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Scale 0.08 0.08 0.096
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ZOffset 12
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ROTATING
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FrameIndex THIG A 0 0
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}
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Model "UTBodyArmor"
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{
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Path "models"
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Model 0 "Armor2M_d.3d"
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Skin 0 "Jarmor2.png"
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Scale 0.12 0.12 0.134
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ZOffset 12
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FrameIndex UARM A 0 0
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}
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Model "UTShieldBelt"
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{
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Path "models"
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Model 0 "ShieldBeltMeshM_d.3d"
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Skin 0 "AUbelt1.png"
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Scale 0.1 0.1 0.12
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AngleOffset -90
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ZOffset 4
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FrameIndex BELT A 0 0
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}
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Model "UDamage"
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{
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Path "models"
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Model 0 "UDamage_d.3d"
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Skin 0 "GoldSkin2.png"
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Scale 0.16 0.16 0.192
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ZOffset 24
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ROTATING
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FrameIndex UDAM A 0 0
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}
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Model "UTRedSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01r.png"
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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FrameIndex USKL A 0 15
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}
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Model "UTGoldSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01g.png"
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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FrameIndex USKL B 0 15
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}
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Model "UTBlueSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01b.png"
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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FrameIndex USKL C 0 15
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}
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Model "UTRedKey"
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{
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Path "models"
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Model 0 "DomR_d.3d"
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Skin 0 "RedSkin2.png"
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Scale 0.04 0.04 0.048
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ZOffset 16
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ROTATING
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FrameIndex UKEY A 0 0
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}
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Model "UTGoldKey"
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{
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Path "models"
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Model 0 "MercSymbol_d.3d"
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Skin 0 "GoldSkin2.png"
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Scale 0.08 0.08 0.096
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ZOffset 16
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ROTATING
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FrameIndex UKEY B 0 0
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}
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Model "UTBlueKey"
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{
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Path "models"
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Model 0 "DomB_d.3d"
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Skin 0 "BlueSkin2.png"
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Scale 0.04 0.04 0.048
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ZOffset 16
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ROTATING
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FrameIndex UKEY C 0 0
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}
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Model "UTHereticYellowKey"
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{
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Path "models"
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Model 0 "MercSymbol_d.3d"
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Skin 0 "GoldSkin2.png"
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Scale 0.08 0.08 0.096
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ZOffset 16
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ROTATING
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FrameIndex UKEY B 0 0
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}
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Model "UTHereticGreenKey"
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{
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Path "models"
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Model 0 "UDamage_d.3d"
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Skin 0 "NewGreen.png"
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Scale 0.08 0.08 0.096
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ZOffset 16
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ROTATING
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FrameIndex UKEY D 0 0
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}
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Model "UTHereticBlueKey"
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{
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Path "models"
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Model 0 "DomB_d.3d"
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Skin 0 "BlueSkin2.png"
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Scale 0.04 0.04 0.048
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ZOffset 16
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ROTATING
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FrameIndex UKEY C 0 0
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}
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Model "UTBackpack"
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{
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Path "models"
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Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
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Skin 0 "bpak.png"
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Offset -15.795 13.1625 -16 // calculating the X and Y offsets was hard, but I'm glad I added the "estimated center" feature in umeshinfo now
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Scale 0.36 0.3 0.3
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AngleOffset 90
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RollOffset -90
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ROTATING
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FrameIndex BPAK A 0 0
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}
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Model "UTInvisibility"
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{
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Path "models"
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Model 0 "invis2M_d.3d"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jinvis.png"
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Scale 0.1 0.1 0.12
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ZOffset 9
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FrameIndex INVS A 0 0
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}
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Model "UTInvisibilityX"
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{
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Path "models"
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Model 0 "invis2M_d.3d"
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// gzdoom doesn't handle the environment mapped flag, so I had to edit
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// it into a separate texnum
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SurfaceSkin 0 2 "invis00"
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Scale 0.1 0.1 0.12
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ZOffset 9
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FrameIndex INVS A 0 0
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}
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Model "UTMapRevealer"
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{
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Path "models"
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Model 0 "TranslatorMesh_d.3d"
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Skin 0 "JTranslator1.png"
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Scale 0.08 0.08 0.096
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ZOffset 4
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FrameIndex TRNS A 0 0
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}
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Model "UTJumpBoots"
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{
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Path "models"
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Model 0 "jboot_d.3d"
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Skin 0 "Jlboot2.png"
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Scale 0.09 0.09 0.108
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ZOffset 7
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FrameIndex JBUT A 0 0
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}
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Model "Searchlight"
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{
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Path "models"
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Model 0 "BigFlash_d.3d"
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Skin 0 "JBigFlash1.png"
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Scale 0.07 0.07 0.084
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AngleOffset -90
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ZOffset 9
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FrameIndex SLIT A 0 0
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}
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Model "UTChip"
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{
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Path "models"
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Model 0 "ChipM_d.3d"
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Skin 0 "Chip1.png"
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Scale 0.12 0.12 0.134
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USEACTORPITCH
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USEACTORROLL
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USEROTATIONCENTER
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Rotation-Center 0 0 0
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ZOffset 1
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FrameIndex CHIP A 0 0
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FrameIndex CHIP B 0 1
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FrameIndex CHIP C 0 2
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FrameIndex CHIP D 0 3
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} |