Migrate DLC1 first person models to IQM.

This commit is contained in:
Mari the Deer 2023-02-25 20:47:36 +01:00
commit 859f88f86c
43 changed files with 63 additions and 54 deletions

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r751 \cu(Fri 24 Feb 22:38:48 CET 2023)\c-";
SWWM_SHORTVER="\cw1.3pre r751 \cu(2023-02-24 22:38:48)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r752 \cu(Tue 28 Feb 00:00:43 CET 2023)\c-";
SWWM_SHORTVER="\cw1.3pre r752 \cu(2023-02-28 00:00:43)\c-";

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@ -32,14 +32,14 @@ Model "ItamexHammer"
{
Path "models"
Model 1 "CombatHammer1st_d.3d"
Model 1 "CombatHammer1st.iqm"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
SurfaceSkin 1 3 "CombatHammer.png"
AngleOffset -90
Scale -0.01 0.005 0.01
Scale -128 64 128
// Still
FrameIndex XZW2 A 1 0

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@ -134,8 +134,7 @@ Model "MisterRifle"
DONTCULLBACKFACES
FrameIndex XZW1 A 0 0
Model 0 "MortalRiflePickupBoltLock.iqm"
FrameIndex XZW1 B 0 0
FrameIndex XZW1 B 0 1
}
Model "MisterRifle"
@ -173,7 +172,7 @@ Model "MisterRifle"
{
Path "models"
Model 1 "MortalRifle1st_d.3d"
Model 1 "MortalRifle1st.iqm"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
@ -182,7 +181,8 @@ Model "MisterRifle"
SurfaceSkin 1 5 "MortalLED2.png"
SurfaceSkin 1 6 "MortalSight.png"
Scale -0.01 0.005 0.01
AngleOffset -90
Scale -128 64 128
//// UNLOCKED
// Still / Deselect

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@ -35,11 +35,11 @@ Model "Quadravol"
Model "Quadravol"
{
Path "models"
Model 2 "Quadravol1st_d.3d"
SurfaceSkin 2 5 "QuadCell.png"
Model 2 "Quadravol1st_Casing.iqm" // this was done very awkwardly
SurfaceSkin 2 0 "QuadCell.png"
AngleOffset -90
Scale -0.01 0.005 0.01
Scale -128 64 128
// Eject
FrameIndex XZWZ A 2 87
@ -125,7 +125,7 @@ Model "Quadravol"
Model "Quadravol"
{
Path "models"
Model 1 "Quadravol1st_d.3d"
Model 1 "Quadravol1st.iqm"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
@ -133,7 +133,7 @@ Model "Quadravol"
SurfaceSkin 1 4 "QuadLED.png"
AngleOffset -90
Scale -0.01 0.005 0.01
Scale -128 64 128
//// TWO HANDED
// Still
@ -518,6 +518,6 @@ Model "Quadravol"
FrameIndex XZWF J 1 377
FrameIndex XZWF K 1 378
FrameIndex XZWF L 1 379
// Spin Skip (needed if we migrate to skeletal animation)
// Spin Skip (needed for skeletal animation)
FrameIndex XZWF M 1 381 // Copy of frame 280 with rotation quat inverted
}

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@ -85,69 +85,61 @@ Model "HeavyMahSheenGun"
Offset 0 -60 -15
PitchOffset 90
Scale -24 24 24
Skin 2 "SheenMuz0.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 A 2 0
RollOffset 120
FrameIndex XZW0 B 2 0
RollOffset 240
FrameIndex XZW0 C 2 0
Scale -22 22 22
Skin 2 "SheenMuz1.png"
RollOffset 0
FrameIndex XZW0 D 2 0
RollOffset 120
FrameIndex XZW0 E 2 0
RollOffset 240
FrameIndex XZW0 F 2 0
FrameIndex XZW0 B 2 0
Scale -20 20 20
FrameIndex XZW0 C 2 0
Skin 2 "SheenMuz1.png"
Scale -24 24 24
FrameIndex XZW0 D 2 0
Scale -22 22 22
FrameIndex XZW0 E 2 0
Scale -20 20 20
FrameIndex XZW0 F 2 0
Skin 2 "SheenMuz2.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 G 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 H 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 I 2 0
Scale -18 18 18
Skin 2 "SheenMuz3.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 J 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 K 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 L 2 0
Scale -16 16 16
Skin 2 "SheenMuz4.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 M 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 N 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 O 2 0
Scale -14 14 14
Skin 2 "SheenMuz5.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 P 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 Q 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 R 2 0
Scale -12 12 12
Skin 2 "SheenMuz6.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 S 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 T 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 U 2 0
Scale -10 10 10
Skin 2 "SheenMuz7.png"
RollOffset 0
Scale -24 24 24
FrameIndex XZW0 V 2 0
RollOffset 120
Scale -22 22 22
FrameIndex XZW0 W 2 0
RollOffset 240
Scale -20 20 20
FrameIndex XZW0 X 2 0
}
@ -155,14 +147,15 @@ Model "HeavyMahSheenGun"
{
Path "models"
Model 1 "SheenHMG1st_d.3d"
Model 1 "SheenHMG1st.iqm"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
SurfaceSkin 1 3 "SheenHMG.png"
SurfaceSkin 1 4 "SheenLED.png"
Scale -0.01 0.005 0.01
AngleOffset -90
Scale -128 64 128
Offset 0 -1 -2
// Still

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@ -260,14 +260,14 @@ Model "MothPlushyGesture"
Model "SayasMugGesture"
{
Path "models"
Model 0 "SayasMug1st_d.3d"
Model 0 "SayasMug1st.iqm"
SurfaceSkin 0 0 "DemoTags.png"
SurfaceSkin 0 1 "DemoArms.png"
SurfaceSkin 0 2 "DemoSoft.png"
SurfaceSkin 0 3 "SayasMug.png"
AngleOffset -90
Scale -0.005 0.0025 0.005
Scale -64 32 64
// Base
FrameIndex XZW1 A 0 0

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@ -212,6 +212,7 @@ Class ItamexHammer : SWWMWeapon
Obituary "$O_HAMMER";
SWWMWeapon.Tooltip "$TT_HAMMER";
SWWMWeapon.GetLine "getitamexhammer";
SWWMWeapon.BobFactor 1., .0001;
Weapon.SlotNumber 1;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 1200;

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@ -343,6 +343,7 @@ Class HeavyMahSheenGun : SWWMWeapon
Obituary "$O_SHEENHMG";
SWWMWeapon.Tooltip "$TT_SHEENHMG";
SWWMWeapon.GetLine "getheavymahsheengun";
SWWMWeapon.BobFactor 1., .0001;
Weapon.UpSound "sheen/select";
Weapon.SlotNumber 5;
Weapon.SlotPriority 2.;
@ -662,7 +663,7 @@ Class HeavyMahSheenGun : SWWMWeapon
{
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
l.Args[3] -= psp.frame*2;
l.Args[3] -= (psp.frame%3)*20;
}
}
Stop;

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@ -1205,6 +1205,7 @@ Class MisterRifle : SWWMWeapon
Obituary "$O_MORTALRIFLE";
SWWMWeapon.Tooltip "$TT_MORTALRIFLE";
SWWMWeapon.GetLine "getmortalrifle";
SWWMWeapon.BobFactor 1., .0001;
Weapon.SlotNumber 9;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 850;

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@ -415,6 +415,7 @@ Class Quadravol : SWWMWeapon
Obituary "$O_QUADRAVOL";
SWWMWeapon.Tooltip "$TT_QUADRAVOL";
SWWMWeapon.GetLine "getquadravol";
SWWMWeapon.BobFactor 1., .0001;
Weapon.SlotNumber 6;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 650;

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@ -510,10 +510,17 @@ Class Demolitionist : PlayerPawn
int sgn = (diffz2>0)?1:-1;
diffz2 = abs(diffz2)**.5*sgn;
}
Vector3 bobvec = (diffy,-diffz,diffx)*20. + (cur.x,-cur.y,0)*10.;
Vector3 bobang = (diffang,diffpitch,diffroll)*.1 - (cur.x,cur.y,0)*.04 - (diffy2,diffz2,0)*.2;
Vector3 bobvec = (diffy,-diffz,diffx*.5)*20. + (cur.x,-cur.y,cur.y)*15.;
Vector3 bobang = (dangles.x,dangles.y,dangles.z)*.15 - (cur.x,cur.y,-cur.x*2.)*.05 - (diffy2,diffz2,0)*.02;
double fready = SWWMUtility.Lerp(oldlagready,lagready,ticfrac);
return bobvec*fready, bobang*fready;
double rfact = 1., vfact = 1.;
if ( player.ReadyWeapon is 'SWWMWeapon' )
{
let sw = SWWMWeapon(player.ReadyWeapon);
rfact = sw.bobfactor_ang;
vfact = sw.bobfactor_vec;
}
return bobvec*fready*vfact, bobang*fready*rfact;
}
// compatibility with 2D weapons

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@ -403,6 +403,7 @@ Class SWWMGesture : SWWMWeapon
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;
Weapon.SelectionOrder int.max;
SWWMWeapon.BobFactor 0., 0.;
}
States
{
@ -742,6 +743,7 @@ Class SWWMItemGesture : SWWMWeapon abstract
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;
Weapon.SelectionOrder int.max;
SWWMWeapon.BobFactor 0., 0.;
}
States
{

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@ -11,10 +11,12 @@ Class SWWMWeapon : Weapon abstract
meta Class<Actor> dropammotype;
int dropamount;
bool bInitialized;
meta double bobfactor_ang, bobfactor_vec;
Property Tooltip : tooltip;
Property GetLine : getline;
Property DropAmmoType : dropammotype;
Property BobFactor : bobfactor_ang, bobfactor_vec;
FlagDef NoFirstGive : SWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
FlagDef HideInMenu : SWeaponFlags, 1; // don't show in inventory menu (usually for sister weapons)
@ -704,6 +706,7 @@ Class SWWMWeapon : Weapon abstract
Weapon.SlotPriority 1.;
Inventory.RestrictedTo "Demolitionist";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMWeapon.BobFactor 1., 1.;
+INVENTORY.IGNORESKILL;
+WEAPON.NOALERT;
+WEAPON.NODEATHINPUT;