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.
181 lines
2.9 KiB
Text
181 lines
2.9 KiB
Text
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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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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ROTATING
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FrameIndex BPAK A 0 0
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}
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Model "UArmor"
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{
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Path "models"
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Model 0 "ArmorM_d.3d"
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Skin 0 "Jarmor1.png"
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ZOffset 9
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AngleOffset -90
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Scale 0.07 -0.07 0.084
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FrameIndex UARM A 0 0
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}
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Model "AsbestosSuit"
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{
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Path "models"
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Model 0 "Suit_d.3d"
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Skin 0 "Asuit1.png"
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RollOffset 90
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AngleOffset -90
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ZOffset 17
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Scale 0.096 -0.08 0.08
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FrameIndex ASBS A 0 0
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}
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Model "ToxinSuit"
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{
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Path "models"
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Model 0 "ToxSuit_d.3d"
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Skin 0 "AToxSuit1.png"
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RollOffset 90
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AngleOffset -90
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ZOffset 17
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Scale 0.096 -0.08 0.08
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FrameIndex TOXS A 0 0
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}
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Model "KevlarSuit"
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{
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Path "models"
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Model 0 "KevSuit_d.3d"
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Skin 0 "AkevSuit1.png"
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AngleOffset -90
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ZOffset 5
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Scale 0.08 -0.08 0.096
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FrameIndex KEVS A 0 0
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}
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Model "ShieldBelt"
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{
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Path "models"
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Model 0 "ShieldBeltMesh_d.3d"
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Skin 0 "Abelt1.png"
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AngleOffset 90
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ZOffset 2
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Scale 0.05 -0.05 0.06
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FrameIndex BELT A 0 0
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}
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Model "PowerShield"
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{
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Path "models"
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Model 0 "ShieldBeltMesh_d.3d"
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Skin 0 "Apbelt1.png"
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AngleOffset 90
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ZOffset 2
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Scale 0.05 -0.05 0.06
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FrameIndex BELT A 0 0
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}
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Model "VoiceBox"
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{
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Path "models"
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Model 0 "VoiceBoxMesh_d.3d"
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Skin 0 "Ainv1_.png"
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ZOffset 4
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Scale 0.08 -0.08 0.096
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FrameIndex VBOX A 0 0
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}
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Model "VoiceBoxActive"
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{
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Path "models"
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Model 0 "VoiceBoxMesh_d.3d"
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Skin 0 "Ainv1.png"
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ZOffset 4
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Scale 0.08 -0.08 0.096
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FrameIndex VBOX A 0 0
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FrameIndex VBOX B 0 1
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FrameIndex VBOX C 0 2
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FrameIndex VBOX D 0 3
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FrameIndex VBOX E 0 4
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FrameIndex VBOX F 0 5
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FrameIndex VBOX G 0 6
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FrameIndex VBOX H 0 7
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FrameIndex VBOX I 0 8
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FrameIndex VBOX J 0 9
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}
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Model "Dampener"
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{
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Path "models"
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Model 0 "DampenerM_d.3d"
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Skin 0 "Ainv1.png"
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ZOffset 6
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Scale 0.06 -0.06 0.072
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FrameIndex DAMP A 0 0
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FrameIndex DAMP B 0 1
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FrameIndex DAMP C 0 2
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FrameIndex DAMP D 0 3
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FrameIndex DAMP E 0 4
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FrameIndex DAMP F 0 5
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FrameIndex DAMP G 0 6
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FrameIndex DAMP H 0 7
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FrameIndex DAMP I 0 8
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FrameIndex DAMP J 0 9
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}
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Model "Forcefield"
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{
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Path "models"
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Model 0 "ForceFieldPick_d.3d"
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SurfaceSkin 0 1 "aforce1.png"
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ZOffset 11
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Scale 0.14 -0.14 0.168
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FrameIndex FFPK A 0 0
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}
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Model "ForcefieldX"
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{
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Path "models"
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Model 0 "ForceFieldPick_d.3d"
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SurfaceSkin 0 0 "ForceF.png"
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ZOffset 11
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Scale 0.14 -0.14 0.168
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DONTCULLBACKFACES
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FrameIndex FFPK A 0 0
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}
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Model "ForcefieldEffect"
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{
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Path "models"
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Model 0 "ForceFieldM_d.3d"
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Skin 0 "textures/ForceFieldFX.png"
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ZOffset 22
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Scale 0.16 -0.16 0.16
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DONTCULLBACKFACES
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FrameIndex FFLD A 0 0
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FrameIndex FFLD B 0 1
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FrameIndex FFLD C 0 2
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FrameIndex FFLD D 0 3
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FrameIndex FFLD E 0 4
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FrameIndex FFLD F 0 5
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FrameIndex FFLD G 0 6
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FrameIndex FFLD H 0 7
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FrameIndex FFLD I 0 8
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FrameIndex FFLD J 0 9
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}
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