Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
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parent
4bf3704b7b
commit
912cad96c5
71 changed files with 1949 additions and 73 deletions
61
gldefs.txt
61
gldefs.txt
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@ -43,6 +43,28 @@ Object StingerAmmo2
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{
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Frame "SAMO" { light "STINGERAMMOLIGHT2" }
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}
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PointLight IMPAMMOLIGHT
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{
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Color 0.9 0.2 1.0
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Size 28
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Offset 0 6 0
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Attenuate 1
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}
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PointLight IMPAMMOLIGHT2
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{
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Color 0.9 0.2 1.0
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Size 12
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Offset 0 3 0
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Attenuate 1
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}
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Object ImpalerAmmo
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{
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Frame "IAMO" { light "IMPAMMOLIGHT" }
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}
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Object ImpalerAmmo2
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{
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Frame "IAMO" { light "IMPAMMOLIGHT2" }
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}
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PointLight FLAKAMMOLIGHT
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{
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Color 0.1 0.4 0.0
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@ -64,6 +86,29 @@ Object StingerProjectile
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{
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Frame "TPRJA" { light "STINGERLIGHT" }
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}
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PointLight UBIOAMMOLIGHT
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{
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Color 0.3 1.0 0.1
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Size 12
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Offset 0 12 8
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Attenuate 1
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}
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PointLight UBIOAMMOLIGHT2
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{
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Color 0.3 1.0 0.1
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Size 9
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Offset 0 8 0
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Attenuate 1
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}
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Object UBioAmmo
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{
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Frame "BIOA" { light "UBIOAMMOLIGHT" }
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Frame "BIA2" { light "UBIOAMMOLIGHT" }
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}
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Object UBioAmmo2
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{
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Frame "BIOA" { light "UBIOAMMOLIGHT2" }
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}
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PointLight DAMPENERLIGHT0
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{
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@ -242,6 +287,18 @@ Object DAmmo5
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Frame "DISM" { light "DAMMOLIGHT5" }
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}
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FlickerLight2 ASMDBALLLIGHT
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{
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Color 0.3 0.7 1.0
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Size 72
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SecondarySize 80
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Interval 0.1
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}
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Object AsmdBall
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{
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Frame "TAZB" { light "ASMDBALLLIGHT" }
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}
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// Shaders / Brightmaps
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HardwareShader Texture "graphics/MenuBarr.png"
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{
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@ -491,9 +548,9 @@ HardwareShader Texture "models/JInvisibility1.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/JNaliFruit1.png"
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Brightmap Texture "models/JNaliFruit1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Map "brightmaps/JNaliFruit1.png"
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}
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HardwareShader Texture "models/JNapalm1_.png"
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{
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