Added brightmaps and gldefs entries for most stuff. Imported a bunch of sprites, including some recycled stuff from old mods. Made new icons for the 0.83 status bar. Remade "Teleport Gun" model. Made new models for some ammo variants. Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear. Began working on ASMD. Flak Cannon has no projectiles yet.
136 lines
2.4 KiB
Text
136 lines
2.4 KiB
Text
Model "Stinger"
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{
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Path "models"
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Model 1 "StingerPickup_d.3d"
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Skin 1 "Sting1_.png"
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Offset -3 -3 2
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AngleOffset -90
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Scale 0.06 0.06 0.072
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FrameIndex STNP B 1 0
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Offset -3 3 12
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ROTATING
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FrameIndex STNP A 1 0
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}
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Model "StingerAmmo"
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{
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Path "models"
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Model 0 "TarydiumPickup_d.3d"
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Skin 0 "JTaryPick1_.png"
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Scale 0.04 0.04 0.048
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ZOffset 1
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FrameIndex SAMO A 0 0
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}
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Model "StingerProjectile"
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{
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Path "models"
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Model 0 "TarydiumProjectile_d.3d"
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Skin 0 "JTaryPick1.png"
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Scale 0.03 0.03 0.036
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AngleOffset -90
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PITCHFROMMOMENTUM
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FrameIndex TPRJ A 0 0
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}
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Model "StingerProjectile"
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{
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Path "models"
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Model 1 "burst_d.3d"
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Skin 1 "Jburst1.png"
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Scale 0.4 0.4 0.48
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AngleOffset 90
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FrameIndex TPRJ B 1 0
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FrameIndex TPRJ C 1 1
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FrameIndex TPRJ D 1 2
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FrameIndex TPRJ E 1 3
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FrameIndex TPRJ F 1 4
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FrameIndex TPRJ G 1 5
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}
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Model "Stinger"
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{
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Path "models"
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Model 2 "StingerM_d.3d"
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SurfaceSkin 2 0 "FireEffect18.png"
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Scale 0.1 -0.08 0.1
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AngleOffset 89
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Offset 6.8 -13.2 -10.6
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DONTCULLBACKFACES
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// Fire
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FrameIndex STFF A 2 33
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FrameIndex STFF B 2 34
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FrameIndex STFF C 2 35
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// Hold
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FrameIndex STFH A 2 36
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FrameIndex STFH B 2 37
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FrameIndex STFH C 2 38
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FrameIndex STFH D 2 39
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FrameIndex STFH E 2 40
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FrameIndex STFH F 2 41
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FrameIndex STFH G 2 42
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}
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Model "Stinger"
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{
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Path "models"
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Model 0 "StingerM_d.3d"
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SurfaceSkin 0 1 "Sting1.png"
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Scale 0.1 -0.08 0.1
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AngleOffset 89
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Offset 6.8 -13.2 -10.6
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// Select
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FrameIndex STNS A 0 0
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FrameIndex STNS B 0 1
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FrameIndex STNS C 0 2
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FrameIndex STNS D 0 3
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FrameIndex STNS E 0 4
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FrameIndex STNS F 0 5
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FrameIndex STNS G 0 6
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FrameIndex STNS H 0 7
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FrameIndex STNS I 0 8
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FrameIndex STNS J 0 9
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FrameIndex STNS K 0 10
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FrameIndex STNS L 0 11
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FrameIndex STNS M 0 12
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FrameIndex STNS N 0 13
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FrameIndex STNS O 0 14
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FrameIndex STNS P 0 15
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FrameIndex STNS Q 0 16
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FrameIndex STNS R 0 17
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FrameIndex STNS S 0 18
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FrameIndex STNS T 0 19
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FrameIndex STNS U 0 20
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// Idle
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FrameIndex STNI A 0 21
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// Deselect
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FrameIndex STND A 0 22
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FrameIndex STND B 0 23
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FrameIndex STND C 0 24
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FrameIndex STND D 0 25
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FrameIndex STND E 0 26
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FrameIndex STND F 0 27
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FrameIndex STND G 0 28
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FrameIndex STND H 0 29
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FrameIndex STND I 0 30
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FrameIndex STND J 0 31
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FrameIndex STND K 0 32
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// Fire
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FrameIndex STNF A 0 33
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FrameIndex STNF B 0 34
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FrameIndex STNF C 0 35
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// Hold
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FrameIndex STNH A 0 36
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FrameIndex STNH B 0 37
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FrameIndex STNH C 0 38
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FrameIndex STNH D 0 39
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FrameIndex STNH E 0 40
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FrameIndex STNH F 0 41
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FrameIndex STNH G 0 42
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}
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