stinger_m/modeldef.stinger
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

147 lines
2.6 KiB
Text

Model "Stinger"
{
Path "models"
Model 1 "StingerPickup_d.3d"
Skin 1 "Sting1_.png"
Offset -3 3 2
AngleOffset -90
Scale 0.06 0.06 0.072
FrameIndex STNP B 1 0
Offset -3 3 12
ROTATING
FrameIndex STNP A 1 0
}
Model "StingerAmmo"
{
Path "models"
Model 0 "TarydiumPickup_d.3d"
Skin 0 "JTaryPick1_.png"
Scale 0.04 0.04 0.048
ZOffset 1
FrameIndex SAMO A 0 0
}
Model "StingerAmmo2"
{
Path "models"
Model 0 "TarydiumLarge_d.3d"
Skin 0 "JTaryPick1_.png"
Scale 0.04 0.04 0.048
ZOffset 3
FrameIndex SAMO B 0 0
}
Model "StingerProjectile"
{
Path "models"
Model 0 "TarydiumProjectile_d.3d"
Skin 0 "JTaryPick1.png"
Scale 0.03 0.03 0.036
AngleOffset -90
PITCHFROMMOMENTUM
FrameIndex TPRJ A 0 0
}
Model "StingerProjectile"
{
Path "models"
Model 1 "burst_d.3d"
Skin 1 "Jburst1.png"
Scale 0.4 0.4 0.48
AngleOffset 90
FrameIndex TPRJ B 1 0
FrameIndex TPRJ C 1 1
FrameIndex TPRJ D 1 2
FrameIndex TPRJ E 1 3
FrameIndex TPRJ F 1 4
FrameIndex TPRJ G 1 5
}
Model "Stinger"
{
Path "models"
Model 2 "StingerM_d.3d"
SurfaceSkin 2 0 "FireEffect18.png"
Scale 0.1 -0.1 0.1
AngleOffset 90
Offset 9 -12.5 -12
DONTCULLBACKFACES
// Fire
FrameIndex STFF A 2 33
FrameIndex STFF B 2 34
FrameIndex STFF C 2 35
// Hold
FrameIndex STFH A 2 36
FrameIndex STFH B 2 37
FrameIndex STFH C 2 38
FrameIndex STFH D 2 39
FrameIndex STFH E 2 40
FrameIndex STFH F 2 41
FrameIndex STFH G 2 42
}
Model "Stinger"
{
Path "models"
Model 0 "StingerM_d.3d"
SurfaceSkin 0 1 "Sting1.png"
Scale 0.1 -0.1 0.1
AngleOffset 90
Offset 9 -12.5 -12
// Select
FrameIndex STNS A 0 0
FrameIndex STNS B 0 1
FrameIndex STNS C 0 2
FrameIndex STNS D 0 3
FrameIndex STNS E 0 4
FrameIndex STNS F 0 5
FrameIndex STNS G 0 6
FrameIndex STNS H 0 7
FrameIndex STNS I 0 8
FrameIndex STNS J 0 9
FrameIndex STNS K 0 10
FrameIndex STNS L 0 11
FrameIndex STNS M 0 12
FrameIndex STNS N 0 13
FrameIndex STNS O 0 14
FrameIndex STNS P 0 15
FrameIndex STNS Q 0 16
FrameIndex STNS R 0 17
FrameIndex STNS S 0 18
FrameIndex STNS T 0 19
FrameIndex STNS U 0 20
// Idle
FrameIndex STNI A 0 21
// Deselect
FrameIndex STND A 0 22
FrameIndex STND B 0 23
FrameIndex STND C 0 24
FrameIndex STND D 0 25
FrameIndex STND E 0 26
FrameIndex STND F 0 27
FrameIndex STND G 0 28
FrameIndex STND H 0 29
FrameIndex STND I 0 30
FrameIndex STND J 0 31
FrameIndex STND K 0 32
// Fire
FrameIndex STNF A 0 33
FrameIndex STNF B 0 34
FrameIndex STNF C 0 35
// Hold
FrameIndex STNH A 0 36
FrameIndex STNH B 0 37
FrameIndex STNH C 0 38
FrameIndex STNH D 0 39
FrameIndex STNH E 0 40
FrameIndex STNH F 0 41
FrameIndex STNH G 0 42
}