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.
90 lines
No EOL
1.8 KiB
Text
90 lines
No EOL
1.8 KiB
Text
Model "ImpactHammer"
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{
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Path "models"
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Model 1 "ImpPick_d.3d"
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Skin 1 "JImpPick1.png"
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Scale 0.2 0.24 0.2
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RollOffset -90
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ZOffset 9
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FrameIndex IMPP B 1 0
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ZOffset 12
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ROTATING
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FrameIndex IMPP A 1 0
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}
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Model "ImpactHammer"
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{
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Path "models"
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Model 0 "ImpactHammer_d.3d"
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SurfaceSkin 0 0 "JImpactHammer1.png"
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SurfaceSkin 0 1 "JImpactHammer2.png"
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SurfaceSkin 0 2 "JImpactHammer3.png"
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SurfaceSkin 0 3 "JImpactHammer4.png"
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AngleOffset 93
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RollOffset -81
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Scale 0.1 -0.05 0.1
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Offset 6.2 -14.9 -7.2
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// select
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FrameIndex IMPS A 0 0
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FrameIndex IMPS B 0 1
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FrameIndex IMPS C 0 2
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FrameIndex IMPS D 0 3
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FrameIndex IMPS E 0 4
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FrameIndex IMPS F 0 5
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FrameIndex IMPS G 0 6
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FrameIndex IMPS H 0 7
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FrameIndex IMPS I 0 8
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FrameIndex IMPS J 0 9
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FrameIndex IMPS K 0 10
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FrameIndex IMPS L 0 11
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FrameIndex IMPS M 0 12
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FrameIndex IMPS N 0 13
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FrameIndex IMPS O 0 14
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FrameIndex IMPS P 0 15
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FrameIndex IMPS Q 0 16
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// idle
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FrameIndex IMPI A 0 17
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// pull
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FrameIndex IMPL A 0 17
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FrameIndex IMPL B 0 18
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FrameIndex IMPL C 0 19
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FrameIndex IMPL D 0 20
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FrameIndex IMPL E 0 21
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// shake
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FrameIndex IMPR A 0 22
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FrameIndex IMPR B 0 23
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FrameIndex IMPR C 0 24
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FrameIndex IMPR D 0 25
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FrameIndex IMPR E 0 26
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FrameIndex IMPR F 0 27
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FrameIndex IMPR G 0 28
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FrameIndex IMPR H 0 29
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FrameIndex IMPR I 0 30
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FrameIndex IMPR J 0 31
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// fire
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FrameIndex IMPF A 0 35
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FrameIndex IMPF B 0 36
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FrameIndex IMPF C 0 37
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FrameIndex IMPF D 0 38
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FrameIndex IMPF E 0 39
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FrameIndex IMPF F 0 40
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FrameIndex IMPF G 0 41
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FrameIndex IMPF H 0 42
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FrameIndex IMPF I 0 43
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FrameIndex IMPF J 0 44
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FrameIndex IMPF K 0 45
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FrameIndex IMPF L 0 46
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FrameIndex IMPF M 0 47
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FrameIndex IMPF N 0 48
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FrameIndex IMPF O 0 49
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FrameIndex IMPF P 0 50
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// down
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FrameIndex IMPD A 0 51
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FrameIndex IMPD B 0 52
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FrameIndex IMPD C 0 53
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FrameIndex IMPD D 0 54
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FrameIndex IMPD E 0 55
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} |