Got rid of the deprecated Matrix4.GetAxes method. Next step is to get rid of more stuff by migrating to libeye. Mirrored Translocator model so it shows the actually detailed side. At some point in UT's development it got flipped around for some reason. Weapon code cleanup (most noticeable on states). Backported scope shader from Doomreal. Added optional "dummied out" Sniper zoom sounds from a dubious source.
619 lines
13 KiB
Text
619 lines
13 KiB
Text
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|
|
{
|
|
Map "brightmaps/Chunk_a05.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a06.png"
|
|
{
|
|
Map "brightmaps/Chunk_a06.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a07.png"
|
|
{
|
|
Map "brightmaps/Chunk_a07.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a08.png"
|
|
{
|
|
Map "brightmaps/Chunk_a08.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a09.png"
|
|
{
|
|
Map "brightmaps/Chunk_a09.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a10.png"
|
|
{
|
|
Map "brightmaps/Chunk_a10.png"
|
|
}
|
|
Brightmap Texture "models/Chunk_a11.png"
|
|
{
|
|
Map "brightmaps/Chunk_a11.png"
|
|
}
|
|
HardwareShader Texture "models/JChainSawPick1.png"
|
|
{
|
|
Shader "shaders/glsl/AmbientGlow.fp"
|
|
}
|
|
HardwareShader Texture "models/jbarrel4.png"
|
|
{
|
|
Shader "shaders/glsl/AmbientGlow.fp"
|
|
}
|
|
PulseLight "UTRedKeyLight"
|
|
{
|
|
Color 1.0 0.0 0.0
|
|
Size 15
|
|
SecondarySize 20
|
|
Interval 2.0
|
|
Offset 0 16 0
|
|
}
|
|
PulseLight "UTBlueKeyLight"
|
|
{
|
|
Color 0.0 0.0 1.0
|
|
Size 15
|
|
SecondarySize 20
|
|
Interval 2.0
|
|
Offset 0 16 0
|
|
}
|
|
PulseLight "UTGoldKeyLight"
|
|
{
|
|
Color 1.0 0.8 0.0
|
|
Size 15
|
|
SecondarySize 20
|
|
Interval 2.0
|
|
Offset 0 16 0
|
|
}
|
|
PulseLight "UTGreenKeyLight"
|
|
{
|
|
Color 0.0 1.0 0.0
|
|
Size 15
|
|
SecondarySize 20
|
|
Interval 2.0
|
|
Offset 0 16 0
|
|
}
|
|
Object "UTRedSkull"
|
|
{
|
|
Frame "USKL" { light "UTRedKeyLight" }
|
|
}
|
|
Object "UTBlueSkull"
|
|
{
|
|
Frame "USKL" { light "UTBlueKeyLight" }
|
|
}
|
|
Object "UTGoldSkull"
|
|
{
|
|
Frame "USKL" { light "UTGoldKeyLight" }
|
|
}
|
|
Object "UTRedKey"
|
|
{
|
|
Frame "UKEY" { light "UTRedKeyLight" }
|
|
}
|
|
Object "UTBlueKey"
|
|
{
|
|
Frame "UKEY" { light "UTBlueKeyLight" }
|
|
}
|
|
Object "UTGoldKey"
|
|
{
|
|
Frame "UKEY" { light "UTGoldKeyLight" }
|
|
}
|
|
Object "UTHereticYellowKey"
|
|
{
|
|
Frame "UKEY" { light "UTGoldKeyLight" }
|
|
}
|
|
Object "UTHereticGreenKey"
|
|
{
|
|
Frame "UKEY" { light "UTGreenKeyLight" }
|
|
}
|
|
Object "UTHereticBlueKey"
|
|
{
|
|
Frame "UKEY" { light "UTBlueKeyLight" }
|
|
}
|
|
HardwareShader PostProcess scene
|
|
{
|
|
Name "RedeemerView"
|
|
Shader "shaders/glsl/RedeemerView.fp" 330
|
|
Texture StaticTexture "textures/static1.png"
|
|
Uniform float Timer
|
|
}
|
|
SkyBox "KGDaySky" fliptop
|
|
{
|
|
"graphics/SkySetB_front.png"
|
|
"graphics/SkySetB_right.png"
|
|
"graphics/SkySetB_back.png"
|
|
"graphics/SkySetB_left.png"
|
|
"graphics/SkySetB_up.png"
|
|
"graphics/SkySetB_down.png"
|
|
}
|
|
HardwareShader PostProcess scene
|
|
{
|
|
Name "UTRifleScope"
|
|
Shader "shaders/glsl/UTRifleScope.fp" 330
|
|
}
|