flak_m/modeldef.impact
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

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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
}