Doomreal development is officially back to life. Doomreal now depends on Doom Tournament, as it's an add-on for it. Most of the resources are in place right now, just a couple more things left to add in. Flak cannon is still incomplete and weapon development will be resumed soon. There is a main menu now, I hope you like it. Player classes don't have models assigned yet, so they will look weird. Overall this is not yet very playable.
136 lines
2.4 KiB
Text
136 lines
2.4 KiB
Text
Model "Stinger"
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{
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Path "models"
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Model 1 "StingerPickup_d.3d"
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Skin 1 "Sting1_.png"
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Offset -3 -3 2
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AngleOffset -90
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Scale 0.06 0.06 0.072
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FrameIndex STNP B 1 0
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Offset -3 3 12
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ROTATING
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FrameIndex STNP A 1 0
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}
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Model "StingerAmmo"
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{
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Path "models"
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Model 0 "TarydiumPickup_d.3d"
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Skin 0 "JTaryPick1.png"
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Scale 0.04 0.04 0.048
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ZOffset 1
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FrameIndex SAMO A 0 0
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}
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Model "StingerProjectile"
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{
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Path "models"
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Model 0 "TarydiumProjectile_d.3d"
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Skin 0 "JTaryPick1.png"
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Scale 0.03 0.03 0.036
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AngleOffset -90
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PITCHFROMMOMENTUM
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FrameIndex TPRJ A 0 0
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}
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Model "StingerProjectile"
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{
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Path "models"
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Model 1 "burst_d.3d"
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Skin 1 "Jburst1.png"
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Scale 0.4 0.4 0.48
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AngleOffset 90
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FrameIndex TPRJ B 1 0
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FrameIndex TPRJ C 1 1
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FrameIndex TPRJ D 1 2
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FrameIndex TPRJ E 1 3
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FrameIndex TPRJ F 1 4
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FrameIndex TPRJ G 1 5
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}
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Model "Stinger"
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{
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Path "models"
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Model 2 "StingerM_d.3d"
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SurfaceSkin 2 0 "FireEffect18.png"
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Scale 0.1 -0.08 0.1
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AngleOffset 89
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Offset 6.8 -13.2 -10.6
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DONTCULLBACKFACES
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// Fire
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FrameIndex STFF A 2 33
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FrameIndex STFF B 2 34
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FrameIndex STFF C 2 35
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// Hold
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FrameIndex STFH A 2 36
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FrameIndex STFH B 2 37
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FrameIndex STFH C 2 38
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FrameIndex STFH D 2 39
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FrameIndex STFH E 2 40
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FrameIndex STFH F 2 41
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FrameIndex STFH G 2 42
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}
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Model "Stinger"
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{
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Path "models"
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Model 0 "StingerM_d.3d"
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SurfaceSkin 0 1 "Sting1.png"
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Scale 0.1 -0.08 0.1
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AngleOffset 89
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Offset 6.8 -13.2 -10.6
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// Select
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FrameIndex STNS A 0 0
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FrameIndex STNS B 0 1
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FrameIndex STNS C 0 2
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FrameIndex STNS D 0 3
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FrameIndex STNS E 0 4
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FrameIndex STNS F 0 5
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FrameIndex STNS G 0 6
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FrameIndex STNS H 0 7
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FrameIndex STNS I 0 8
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FrameIndex STNS J 0 9
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FrameIndex STNS K 0 10
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FrameIndex STNS L 0 11
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FrameIndex STNS M 0 12
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FrameIndex STNS N 0 13
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FrameIndex STNS O 0 14
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FrameIndex STNS P 0 15
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FrameIndex STNS Q 0 16
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FrameIndex STNS R 0 17
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FrameIndex STNS S 0 18
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FrameIndex STNS T 0 19
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FrameIndex STNS U 0 20
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// Idle
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FrameIndex STNI A 0 21
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// Deselect
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FrameIndex STND A 0 22
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FrameIndex STND B 0 23
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FrameIndex STND C 0 24
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FrameIndex STND D 0 25
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FrameIndex STND E 0 26
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FrameIndex STND F 0 27
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FrameIndex STND G 0 28
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FrameIndex STND H 0 29
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FrameIndex STND I 0 30
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FrameIndex STND J 0 31
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FrameIndex STND K 0 32
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// Fire
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FrameIndex STNF A 0 33
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FrameIndex STNF B 0 34
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FrameIndex STNF C 0 35
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// Hold
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FrameIndex STNH A 0 36
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FrameIndex STNH B 0 37
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FrameIndex STNH C 0 38
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FrameIndex STNH D 0 39
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FrameIndex STNH E 0 40
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FrameIndex STNH F 0 41
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FrameIndex STNH G 0 42
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}
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