Fixed the sizes and offsets of player models. Adjusted weapon offsets to be more in line with the originals. Implemented all armors and most of the usable items. Add lights to some item pickups. This might get done to DT too. Key display on both HUD types, along with some fixes. ASMD has complete animations. Other weapons will follow.
173 lines
3 KiB
Text
173 lines
3 KiB
Text
Model "ASMDAmmo"
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{
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Path "models"
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Model 0 "AsmdAmmoM_d.3d"
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SurfaceSkin 0 1 "JAsmdAmmo1.png"
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Scale 0.09 -0.09 0.108
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ZOffset 10
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FrameIndex SHOA A 0 0
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}
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Model "ASMDAmmoX"
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{
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Path "models"
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Model 0 "AsmdAmmoM_d.3d"
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SurfaceSkin 0 0 "ShockC.png"
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Scale 0.09 -0.09 0.108
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ZOffset 10
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DONTCULLBACKFACES
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FrameIndex SHOA A 0 0
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}
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Model "ASMDAmmoXX"
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{
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Path "models"
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Model 0 "AsmdAmmoM_d.3d"
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SurfaceSkin 0 2 "ShockSm.png"
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Scale 0.09 -0.09 0.108
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ZOffset 10
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DONTCULLBACKFACES
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FrameIndex SHOA A 0 0
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}
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Model "ASMDAmmo2"
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{
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Path "models"
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Model 0 "AsmdAmmoSmallM_d.3d"
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SurfaceSkin 0 0 "JAsmdAmmo1.png"
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Scale 0.05 -0.05 0.06
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ZOffset 6
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FrameIndex SHOA B 0 0
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}
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Model "ASMDAmmo2X"
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{
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Path "models"
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Model 0 "AsmdAmmoSmallM_d.3d"
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SurfaceSkin 0 1 "ShockC.png"
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Scale 0.05 -0.05 0.06
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ZOffset 6
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DONTCULLBACKFACES
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FrameIndex SHOA B 0 0
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}
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Model "ASMD"
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{
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Path "models"
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Model 1 "ASMDPick_d.3d"
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Skin 1 "ASMD1_.png"
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ZOffset 8
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AngleOffset 90
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Scale 0.2 0.2 0.24
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FrameIndex ASMP B 1 0
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ZOffset 12
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ROTATING
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FrameIndex ASMP A 1 0
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}
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Model "ASMD"
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{
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Path "models"
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Model 2 "ASMDM_d.3d"
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SurfaceSkin 2 0 "ShockSm.png"
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AngleOffset -90
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Scale 0.14 -0.1 0.1
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Offset 9 -17.5 -10
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// steam
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FrameIndex ASVI A 2 14
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FrameIndex ASVF A 2 47
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FrameIndex ASVF B 2 48
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FrameIndex ASVF C 2 49
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FrameIndex ASVF D 2 50
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FrameIndex ASVF E 2 51
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FrameIndex ASVF F 2 52
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FrameIndex ASVF G 2 53
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FrameIndex ASVF H 2 54
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FrameIndex ASVF I 2 55
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FrameIndex ASVF J 2 56
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}
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Model "ASMD"
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{
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Path "models"
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Model 0 "ASMDM_d.3d"
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SurfaceSkin 0 1 "ASMD1.png"
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AngleOffset -90
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Scale 0.14 -0.1 0.1
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Offset 9 -17.5 -10
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// select
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FrameIndex ASMS A 0 0
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FrameIndex ASMS B 0 1
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FrameIndex ASMS C 0 2
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FrameIndex ASMS D 0 3
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FrameIndex ASMS E 0 4
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FrameIndex ASMS F 0 5
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FrameIndex ASMS G 0 6
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FrameIndex ASMS H 0 7
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FrameIndex ASMS I 0 8
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FrameIndex ASMS J 0 9
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FrameIndex ASMS K 0 10
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FrameIndex ASMS L 0 11
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FrameIndex ASMS M 0 12
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FrameIndex ASMS N 0 13
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// idle
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FrameIndex ASMI A 0 14
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FrameIndex ASMI B 0 15
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// sway
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FrameIndex ASMI C 0 76
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FrameIndex ASMI D 0 77
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FrameIndex ASMI E 0 78
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FrameIndex ASMI F 0 79
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// deselect
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FrameIndex ASMD A 0 16
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FrameIndex ASMD B 0 17
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FrameIndex ASMD C 0 18
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FrameIndex ASMD D 0 19
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FrameIndex ASMD E 0 20
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FrameIndex ASMD F 0 21
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FrameIndex ASMD G 0 22
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FrameIndex ASMD H 0 23
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FrameIndex ASMD I 0 24
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FrameIndex ASMD J 0 25
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// fire
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FrameIndex ASMF A 0 28
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FrameIndex ASMF B 0 29
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FrameIndex ASMF C 0 30
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FrameIndex ASMF D 0 31
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FrameIndex ASMF E 0 32
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FrameIndex ASMF F 0 33
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FrameIndex ASMF G 0 34
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FrameIndex ASMF H 0 35
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FrameIndex ASMF I 0 36
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// altfire
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FrameIndex ASMA A 0 37
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FrameIndex ASMA B 0 38
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FrameIndex ASMA C 0 39
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FrameIndex ASMA D 0 40
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FrameIndex ASMA E 0 41
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FrameIndex ASMA F 0 42
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FrameIndex ASMA G 0 43
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FrameIndex ASMA H 0 44
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FrameIndex ASMA I 0 45
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FrameIndex ASMA J 0 46
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// steam
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FrameIndex ASMV A 0 47
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FrameIndex ASMV B 0 48
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FrameIndex ASMV C 0 49
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FrameIndex ASMV D 0 50
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FrameIndex ASMV E 0 51
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FrameIndex ASMV F 0 52
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FrameIndex ASMV G 0 53
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FrameIndex ASMV H 0 54
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FrameIndex ASMV I 0 55
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FrameIndex ASMV J 0 56
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}
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