flak_m/modeldef.shock
Marisa Kirisame 569ef037ec Added lesser variants to shock core and biorifle ammo for balance.
Added "dropped ammo" properties to all weapons, also for balance.
Silence warnings about floating point truncation.
2018-06-13 13:24:57 +02:00

311 lines
5.6 KiB
Text

Model "ShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockAmmo2"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore_2.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "EnhancedShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JSShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "shocktt1.png"
Scale 1.2 1.0 1.0
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "SuperShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "sshocktt1.png"
Scale 1.2 1.0 1.0
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "ShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "asaring.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
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"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
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 "ShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ppurplering.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
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"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
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 "ShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "asmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
FrameIndex ASMP B 1 0
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "ShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
SurfaceSkin 0 0 "asmd_t1.png"
SurfaceSkin 0 1 "asmd_t2.png"
SurfaceSkin 0 2 "asmd_t3.png"
SurfaceSkin 0 3 "asmd_t3.png"
SurfaceSkin 0 4 "asmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// 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
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
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"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// 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
}