stinger_m/modeldef.asmd
Marisa Kirisame 8da5167e59 Today's progress. A whole lot of stuff added, and some cleanup too.
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.
2019-08-16 03:27:15 +02:00

173 lines
3 KiB
Text

Model "ASMDAmmo"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 1 "JAsmdAmmo1.png"
Scale 0.09 -0.09 0.108
ZOffset 10
FrameIndex SHOA A 0 0
}
Model "ASMDAmmoX"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 0 "ShockC.png"
Scale 0.09 -0.09 0.108
ZOffset 10
DONTCULLBACKFACES
FrameIndex SHOA A 0 0
}
Model "ASMDAmmoXX"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 2 "ShockSm.png"
Scale 0.09 -0.09 0.108
ZOffset 10
DONTCULLBACKFACES
FrameIndex SHOA A 0 0
}
Model "ASMDAmmo2"
{
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 0 "JAsmdAmmo1.png"
Scale 0.05 -0.05 0.06
ZOffset 6
FrameIndex SHOA B 0 0
}
Model "ASMDAmmo2X"
{
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 1 "ShockC.png"
Scale 0.05 -0.05 0.06
ZOffset 6
DONTCULLBACKFACES
FrameIndex SHOA B 0 0
}
Model "ASMD"
{
Path "models"
Model 1 "ASMDPick_d.3d"
Skin 1 "ASMD1_.png"
ZOffset 8
AngleOffset 90
Scale 0.2 0.2 0.24
FrameIndex ASMP B 1 0
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "ASMD"
{
Path "models"
Model 2 "ASMDM_d.3d"
SurfaceSkin 2 0 "ShockSm.png"
AngleOffset -90
Scale 0.14 -0.1 0.1
Offset 9 -17.5 -10
// steam
FrameIndex ASVI A 2 14
FrameIndex ASVF A 2 47
FrameIndex ASVF B 2 48
FrameIndex ASVF C 2 49
FrameIndex ASVF D 2 50
FrameIndex ASVF E 2 51
FrameIndex ASVF F 2 52
FrameIndex ASVF G 2 53
FrameIndex ASVF H 2 54
FrameIndex ASVF I 2 55
FrameIndex ASVF J 2 56
}
Model "ASMD"
{
Path "models"
Model 0 "ASMDM_d.3d"
SurfaceSkin 0 1 "ASMD1.png"
AngleOffset -90
Scale 0.14 -0.1 0.1
Offset 9 -17.5 -10
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
// idle
FrameIndex ASMI A 0 14
FrameIndex ASMI B 0 15
// sway
FrameIndex ASMI C 0 76
FrameIndex ASMI D 0 77
FrameIndex ASMI E 0 78
FrameIndex ASMI F 0 79
// deselect
FrameIndex ASMD A 0 16
FrameIndex ASMD B 0 17
FrameIndex ASMD C 0 18
FrameIndex ASMD D 0 19
FrameIndex ASMD E 0 20
FrameIndex ASMD F 0 21
FrameIndex ASMD G 0 22
FrameIndex ASMD H 0 23
FrameIndex ASMD I 0 24
FrameIndex ASMD J 0 25
// fire
FrameIndex ASMF A 0 28
FrameIndex ASMF B 0 29
FrameIndex ASMF C 0 30
FrameIndex ASMF D 0 31
FrameIndex ASMF E 0 32
FrameIndex ASMF F 0 33
FrameIndex ASMF G 0 34
FrameIndex ASMF H 0 35
FrameIndex ASMF I 0 36
// altfire
FrameIndex ASMA A 0 37
FrameIndex ASMA B 0 38
FrameIndex ASMA C 0 39
FrameIndex ASMA D 0 40
FrameIndex ASMA E 0 41
FrameIndex ASMA F 0 42
FrameIndex ASMA G 0 43
FrameIndex ASMA H 0 44
FrameIndex ASMA I 0 45
FrameIndex ASMA J 0 46
// steam
FrameIndex ASMV A 0 47
FrameIndex ASMV B 0 48
FrameIndex ASMV C 0 49
FrameIndex ASMV D 0 50
FrameIndex ASMV E 0 51
FrameIndex ASMV F 0 52
FrameIndex ASMV G 0 53
FrameIndex ASMV H 0 54
FrameIndex ASMV I 0 55
FrameIndex ASMV J 0 56
}