Added nicer looking glass to the Biorifle model.
Fix minigun breakage when tapping fire. Updated Blender project files to 2.8. Update for new DT backpack mesh.
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parent
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24 changed files with 16 additions and 8 deletions
10
gldefs.txt
10
gldefs.txt
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@ -757,18 +757,24 @@ HardwareShader Texture "models/OLSMP.png"
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{
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Shader "shaders/glsl/MeshEnviroMapMasked.fp"
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Texture "masktex" "models/OLSMP_m.png"
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texture "envtex" "models/OLSMP_env.png"
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Texture "envtex" "models/OLSMP_env.png"
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}
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HardwareShader Texture "models/OLSMP_.png"
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{
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Shader "shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp"
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Texture "masktex" "models/OLSMP_m.png"
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texture "envtex" "models/OLSMP_env.png"
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Texture "envtex" "models/OLSMP_env.png"
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}
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HardwareShader Texture "models/JSentry1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/Glass2.png"
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{
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Shader "shaders/glsl/MeshEnviroMapMasked.fp"
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Texture "masktex" "models/Glass2_m.png"
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Texture "envtex" "models/NyLeve_env.png"
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}
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// PP shaders
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HardwareShader PostProcess scene
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{
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@ -294,7 +294,8 @@ Model "UBioRifle"
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{
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Path "models"
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Model 0 "BRifle_d.3d"
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Skin 0 "JBrifle1.png"
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SurfaceSkin 0 0 "JBrifle1.png"
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SurfaceSkin 0 1 "Glass2.png"
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Scale 0.2 -0.2 0.2
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AngleOffset -90
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Offset 7 -20 -11.5
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@ -1,12 +1,11 @@
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Model "UnrealBackpack"
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{
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Path "models"
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Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
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Model 0 "Backpack2_d.3d" // edited out of SelectionMale1
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Skin 0 "bpak.png"
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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
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Scale 0.36 0.3 0.3
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AngleOffset 90
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RollOffset -90
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ZOffset 16
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Scale 0.3 0.3 0.36
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AngleOffset -90
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ROTATING
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FrameIndex BPAK A 0 0
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models/Glass2.png
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models/Glass2.png
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After Width: | Height: | Size: 2.9 KiB |
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models/Glass2_m.png
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models/Glass2_m.png
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After Width: | Height: | Size: 1.7 KiB |
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models/NyLeve_env.png
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models/NyLeve_env.png
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After Width: | Height: | Size: 55 KiB |
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@ -192,6 +192,8 @@ Class UMinigun : UnrealWeapon
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AltFire:
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MGNW A 0 A_PlaySound("umini/wind",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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MGNW ABCDEFGHIJKLMNO 1;
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MGNW O 0 A_Refire(1);
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Goto Release;
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Hold:
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MGNF A 0
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{
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