- Revert the attempt at compensating for 1.2 pixel stretch. It's impossible to do it consistently.
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 0.2 0.2
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RollOffset -90
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ZOffset 7.5
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FrameIndex IMPP B 1 0
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ZOffset 10
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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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} |