stinger_m/modeldef.stinger
Marisa Kirisame a36a736887 1.0.6 release:
- Revert 1.2 stretch compensation like in Doom Tournament.
2019-12-05 13:35:43 +01:00

190 lines
3.3 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 0.06
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 0.04
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 0.04
ZOffset 2.5
FrameIndex SAMO B 0 0
}
Model "StingerProjectile"
{
Path "models"
Model 0 "TarydiumProjectile_d.3d"
Skin 0 "JTaryPick1.png"
Scale 0.03 0.03 0.03
AngleOffset -90
PITCHFROMMOMENTUM
USEACTORROLL
FrameIndex TPRJ A 0 0
}
Model "StingerChunk"
{
Path "models"
Model 0 "burstx_d.3d"
Skin 0 "JBurst1.png"
Scale 0.2 0.2 0.2
USEACTORPITCH
USEACTORROLL
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
FrameIndex CHIP C 0 2
FrameIndex CHIP D 0 3
FrameIndex CHIP E 0 4
FrameIndex CHIP F 0 5
FrameIndex CHIP G 0 6
FrameIndex CHIP H 0 7
FrameIndex CHIP I 0 8
}
Model "ViewStingerChunk"
{
Path "models"
Model 0 "burstx_d.3d"
Skin 0 "JBurst1.png"
Scale 0.08 0.08 0.08
USEACTORPITCH
USEACTORROLL
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
FrameIndex CHIP C 0 2
FrameIndex CHIP D 0 3
FrameIndex CHIP E 0 4
FrameIndex CHIP F 0 5
FrameIndex CHIP G 0 6
FrameIndex CHIP H 0 7
FrameIndex CHIP I 0 8
}
Model "Stinger"
{
Path "models"
Model 2 "Flat_d.3d"
Skin 2 "StingMuz.png"
AngleOffset 90
PitchOffset 90
Scale 0.08 0.08 0.08
Offset 9 -35 -11
FrameIndex STFF A 2 0
Scale 0.09 0.09 0.09
PitchOffset 180
FrameIndex STFF B 2 0
Scale 0.07 0.07 0.07
PitchOffset 270
FrameIndex STFF C 2 0
Scale 0.06 0.06 0.06
PitchOffset 0
FrameIndex STFF D 2 0
/* Path "models"
Model 2 "StingerM_d.3d"
SurfaceSkin 2 0 "FireEffect18.png"
Scale 0.05 -0.05 0.05
AngleOffset 90
Offset 4.5 -6.25 -6
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 0.05 -0.05 0.05
AngleOffset 90
Offset 4.5 -6.25 -6
// 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
}