Add Xylemon's CC0-licensed material definitions file for Half-Life.

Adding over 2100 texture property definitions to make sure bullet impacts,
foot steps etc. all do a better job.
This commit is contained in:
Marco Cawthorne 2022-03-02 09:21:40 -08:00
parent a02b5a85e2
commit 2087fae53b
Signed by: eukara
GPG key ID: C196CD8BA993248A
4 changed files with 2195 additions and 25 deletions

View file

@ -135,7 +135,11 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
case IMPACT_MELEE: case IMPACT_MELEE:
case IMPACT_EXPLOSION: case IMPACT_EXPLOSION:
break; break;
case IMPACT_DIRT:
case IMPACT_GLASS: case IMPACT_GLASS:
case IMPACT_FOLIAGE:
case IMPACT_SNOW:
case IMPACT_SAND:
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1); pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
break; break;
case IMPACT_WOOD: case IMPACT_WOOD:

View file

@ -105,6 +105,7 @@ void
w_crossbow_draw(void) w_crossbow_draw(void)
{ {
player pl = (player)self; player pl = (player)self;
Weapons_SetModel("models/v_crossbow.mdl"); Weapons_SetModel("models/v_crossbow.mdl");
if (pl.crossbow_mag <= 0) if (pl.crossbow_mag <= 0)

View file

@ -10,12 +10,15 @@ sfx_impact.default
sfx_impact.alien sfx_impact.alien
{ {
pitch_min 1.5
pitch_max 2
attenuation normal attenuation normal
sample weapons/ric1.wav sample debris/flesh1.wav
sample weapons/ric2.wav sample debris/flesh2.wav
sample weapons/ric3.wav sample debris/flesh3.wav
sample weapons/ric4.wav sample debris/flesh5.wav
sample weapons/ric5.wav sample debris/flesh6.wav
sample debris/flesh7.wav
} }
sfx_impact.flesh sfx_impact.flesh
@ -31,12 +34,11 @@ sfx_impact.flesh
sfx_impact.foliage sfx_impact.foliage
{ {
pitch 2
attenuation normal attenuation normal
sample weapons/ric1.wav sample debris/concrete1.wav
sample weapons/ric2.wav sample debris/concrete2.wav
sample weapons/ric3.wav sample debris/concrete3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
} }
sfx_impact.computer sfx_impact.computer
@ -56,12 +58,11 @@ sfx_impact.computer
sfx_impact.dirt sfx_impact.dirt
{ {
pitch 2
attenuation normal attenuation normal
sample weapons/ric1.wav sample debris/concrete1.wav
sample weapons/ric2.wav sample debris/concrete2.wav
sample weapons/ric3.wav sample debris/concrete3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
} }
sfx_impact.vent sfx_impact.vent
@ -108,12 +109,11 @@ sfx_impact.glass
sfx_impact.sand sfx_impact.sand
{ {
pitch 2
attenuation normal attenuation normal
sample weapons/ric1.wav sample debris/concrete1.wav
sample weapons/ric2.wav sample debris/concrete2.wav
sample weapons/ric3.wav sample debris/concrete3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
} }
sfx_impact.slosh sfx_impact.slosh
@ -128,12 +128,11 @@ sfx_impact.slosh
sfx_impact.snow sfx_impact.snow
{ {
pitch 2
attenuation normal attenuation normal
sample weapons/ric1.wav sample debris/concrete1.wav
sample weapons/ric2.wav sample debris/concrete2.wav
sample weapons/ric3.wav sample debris/concrete3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
} }
sfx_impact.tile sfx_impact.tile

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