stinger_m/modeldef.umisc
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

181 lines
2.9 KiB
Text

Model "UnrealBackpack"
{
Path "models"
Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
Skin 0 "bpak.png"
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
Scale 0.36 0.3 0.3
AngleOffset 90
RollOffset -90
ROTATING
FrameIndex BPAK A 0 0
}
Model "UArmor"
{
Path "models"
Model 0 "ArmorM_d.3d"
Skin 0 "Jarmor1.png"
ZOffset 9
AngleOffset -90
Scale 0.07 -0.07 0.084
FrameIndex UARM A 0 0
}
Model "AsbestosSuit"
{
Path "models"
Model 0 "Suit_d.3d"
Skin 0 "Asuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex ASBS A 0 0
}
Model "ToxinSuit"
{
Path "models"
Model 0 "ToxSuit_d.3d"
Skin 0 "AToxSuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex TOXS A 0 0
}
Model "KevlarSuit"
{
Path "models"
Model 0 "KevSuit_d.3d"
Skin 0 "AkevSuit1.png"
AngleOffset -90
ZOffset 5
Scale 0.08 -0.08 0.096
FrameIndex KEVS A 0 0
}
Model "ShieldBelt"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Abelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "PowerShield"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Apbelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "VoiceBox"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1_.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
}
Model "VoiceBoxActive"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
FrameIndex VBOX B 0 1
FrameIndex VBOX C 0 2
FrameIndex VBOX D 0 3
FrameIndex VBOX E 0 4
FrameIndex VBOX F 0 5
FrameIndex VBOX G 0 6
FrameIndex VBOX H 0 7
FrameIndex VBOX I 0 8
FrameIndex VBOX J 0 9
}
Model "Dampener"
{
Path "models"
Model 0 "DampenerM_d.3d"
Skin 0 "Ainv1.png"
ZOffset 6
Scale 0.06 -0.06 0.072
FrameIndex DAMP A 0 0
FrameIndex DAMP B 0 1
FrameIndex DAMP C 0 2
FrameIndex DAMP D 0 3
FrameIndex DAMP E 0 4
FrameIndex DAMP F 0 5
FrameIndex DAMP G 0 6
FrameIndex DAMP H 0 7
FrameIndex DAMP I 0 8
FrameIndex DAMP J 0 9
}
Model "Forcefield"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 1 "aforce1.png"
ZOffset 11
Scale 0.14 -0.14 0.168
FrameIndex FFPK A 0 0
}
Model "ForcefieldX"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 0 "ForceF.png"
ZOffset 11
Scale 0.14 -0.14 0.168
DONTCULLBACKFACES
FrameIndex FFPK A 0 0
}
Model "ForcefieldEffect"
{
Path "models"
Model 0 "ForceFieldM_d.3d"
Skin 0 "textures/ForceFieldFX.png"
ZOffset 22
Scale 0.16 -0.16 0.16
DONTCULLBACKFACES
FrameIndex FFLD A 0 0
FrameIndex FFLD B 0 1
FrameIndex FFLD C 0 2
FrameIndex FFLD D 0 3
FrameIndex FFLD E 0 4
FrameIndex FFLD F 0 5
FrameIndex FFLD G 0 6
FrameIndex FFLD H 0 7
FrameIndex FFLD I 0 8
FrameIndex FFLD J 0 9
}