flak_m/modeldef.misc
Marisa Kirisame 775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
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.
2019-01-24 22:50:46 +01:00

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Model "UTTeleportFog"
{
Path "models"
Model 0 "Tele2_d.3d"
Skin 0 "JTele2_01.png"
Scale 0.2 0.2 0.24
ZOffset 10
DONTCULLBACKFACES
FrameIndex TELE A 0 0
FrameIndex TELE B 0 2
FrameIndex TELE C 0 4
FrameIndex TELE D 0 6
FrameIndex TELE E 0 8
FrameIndex TELE F 0 10
FrameIndex TELE G 0 12
FrameIndex TELE H 0 14
FrameIndex TELE I 0 16
FrameIndex TELE J 0 18
FrameIndex TELE K 0 20
FrameIndex TELE L 0 22
FrameIndex TELE M 0 24
FrameIndex TELE N 0 26
FrameIndex TELE O 0 28
FrameIndex TELE P 0 30
FrameIndex TELE Q 0 32
FrameIndex TELE R 0 34
FrameIndex TELE S 0 36
FrameIndex TELE T 0 38
FrameIndex TELE U 0 40
FrameIndex TELE V 0 42
FrameIndex TELE W 0 44
FrameIndex TELE X 0 46
FrameIndex TELE Y 0 48
FrameIndex TELE Z 0 50
FrameIndex TEL2 A 0 52
FrameIndex TEL2 B 0 54
FrameIndex TEL2 C 0 56
FrameIndex TEL2 D 0 58
FrameIndex TEL2 E 0 60
FrameIndex TEL2 F 0 62
FrameIndex TEL2 G 0 64
FrameIndex TEL2 H 0 66
FrameIndex TEL2 I 0 68
}
Model "UTHealthPack"
{
Path "models"
Model 0 "hbox_d.3d"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhbox1.png"
SurfaceSkin 0 2 "fizzfull"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 16
FrameIndex HBOX A 0 0
}
Model "UTHealthBox"
{
Path "models"
Model 0 "hboxbeta_d.3d"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhboxbeta1.png"
SurfaceSkin 0 2 "fizzside"
SurfaceSkin 0 3 "fizzfull"
Scale 0.08 0.08 0.096
ZOffset 4
FrameIndex HBOX B 0 0
}
Model "UTMedBox"
{
Path "models"
Model 0 "MedBox_d.3d"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "JMedBox1.png"
SurfaceSkin 0 2 "fizzfull"
Scale 0.06 0.06 0.072
ZOffset 5
FrameIndex HBOX C 0 0
}
Model "UTHealthBonus"
{
Path "models"
Model 0 "Vial_d.3d"
SurfaceSkin 0 0 "JVial0.png"
SurfaceSkin 0 1 "fizzside"
SurfaceSkin 0 2 "fizztop"
Scale 0.04 0.04 0.048
ZOffset 8
DONTCULLBACKFACES
FrameIndex VIAL A 0 0
}
Model "UTArmorBonus"
{
Path "models"
Model 0 "bossheadm_d.3d"
Skin 0 "bossheadT.png"
Scale 0.06 0.06 0.072
AngleOffset -90
RollOffset 12
ZOffset 5.5
FrameIndex XANH A 0 0
}
Model "UTThighPads"
{
Path "models"
Model 0 "ThighPads_d.3d"
Skin 0 "JThighPads_01.png"
Scale 0.08 0.08 0.096
ZOffset 12
ROTATING
FrameIndex THIG A 0 0
}
Model "UTBodyArmor"
{
Path "models"
Model 0 "Armor2M_d.3d"
Skin 0 "Jarmor2.png"
Scale 0.12 0.12 0.134
ZOffset 12
FrameIndex UARM A 0 0
}
Model "UTShieldBelt"
{
Path "models"
Model 0 "ShieldBeltMeshM_d.3d"
Skin 0 "AUbelt1.png"
Scale 0.1 0.1 0.12
AngleOffset -90
ZOffset 4
FrameIndex BELT A 0 0
}
Model "UDamage"
{
Path "models"
Model 0 "UDamage_d.3d"
Skin 0 "GoldSkin2.png"
Scale 0.16 0.16 0.192
ZOffset 24
ROTATING
FrameIndex UDAM A 0 0
}
Model "UTRedSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01r.png"
Scale 0.1 0.1 0.12
AngleOffset -90 // relic of death faces to the side originally
ZOffset 12
ROTATING
FrameIndex USKL A 0 15
}
Model "UTGoldSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01g.png"
Scale 0.1 0.1 0.12
AngleOffset -90 // relic of death faces to the side originally
ZOffset 12
ROTATING
FrameIndex USKL B 0 15
}
Model "UTBlueSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01b.png"
Scale 0.1 0.1 0.12
AngleOffset -90 // relic of death faces to the side originally
ZOffset 12
ROTATING
FrameIndex USKL C 0 15
}
Model "UTRedKey"
{
Path "models"
Model 0 "DomR_d.3d"
Skin 0 "RedSkin2.png"
Scale 0.04 0.04 0.048
ZOffset 16
ROTATING
FrameIndex UKEY A 0 0
}
Model "UTGoldKey"
{
Path "models"
Model 0 "MercSymbol_d.3d"
Skin 0 "GoldSkin2.png"
Scale 0.08 0.08 0.096
ZOffset 16
ROTATING
FrameIndex UKEY B 0 0
}
Model "UTBlueKey"
{
Path "models"
Model 0 "DomB_d.3d"
Skin 0 "BlueSkin2.png"
Scale 0.04 0.04 0.048
ZOffset 16
ROTATING
FrameIndex UKEY C 0 0
}
Model "UTHereticYellowKey"
{
Path "models"
Model 0 "MercSymbol_d.3d"
Skin 0 "GoldSkin2.png"
Scale 0.08 0.08 0.096
ZOffset 16
ROTATING
FrameIndex UKEY B 0 0
}
Model "UTHereticGreenKey"
{
Path "models"
Model 0 "UDamage_d.3d"
Skin 0 "NewGreen.png"
Scale 0.08 0.08 0.096
ZOffset 16
ROTATING
FrameIndex UKEY D 0 0
}
Model "UTHereticBlueKey"
{
Path "models"
Model 0 "DomB_d.3d"
Skin 0 "BlueSkin2.png"
Scale 0.04 0.04 0.048
ZOffset 16
ROTATING
FrameIndex UKEY C 0 0
}
Model "UTBackpack"
{
Path "models"
Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
Skin 0 "bpak.png"
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
Scale 0.36 0.3 0.3
AngleOffset 90
RollOffset -90
ROTATING
FrameIndex BPAK A 0 0
}
Model "UTInvisibility"
{
Path "models"
Model 0 "invis2M_d.3d"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jinvis.png"
Scale 0.1 0.1 0.12
ZOffset 9
FrameIndex INVS A 0 0
}
Model "UTInvisibilityX"
{
Path "models"
Model 0 "invis2M_d.3d"
// gzdoom doesn't handle the environment mapped flag, so I had to edit
// it into a separate texnum
SurfaceSkin 0 2 "invis00"
Scale 0.1 0.1 0.12
ZOffset 9
FrameIndex INVS A 0 0
}
Model "UTMapRevealer"
{
Path "models"
Model 0 "TranslatorMesh_d.3d"
Skin 0 "JTranslator1.png"
Scale 0.08 0.08 0.096
ZOffset 4
FrameIndex TRNS A 0 0
}
Model "UTJumpBoots"
{
Path "models"
Model 0 "jboot_d.3d"
Skin 0 "Jlboot2.png"
Scale 0.09 0.09 0.108
ZOffset 7
FrameIndex JBUT A 0 0
}
Model "Searchlight"
{
Path "models"
Model 0 "BigFlash_d.3d"
Skin 0 "JBigFlash1.png"
Scale 0.07 0.07 0.084
AngleOffset -90
ZOffset 9
FrameIndex SLIT A 0 0
}
Model "UTChip"
{
Path "models"
Model 0 "ChipM_d.3d"
Skin 0 "Chip1.png"
Scale 0.12 0.12 0.134
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 0
ZOffset 1
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
FrameIndex CHIP C 0 2
FrameIndex CHIP D 0 3
}