as released 2003-11-21
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Docs/CoD_Tools_License.rtf
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\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li360 }}\ls1}}{\info{\title END-USER LICENSE AGREEMENT}{\author David Silverman}{\operator John Fritts}{\creatim\yr2003\mo11\dy11\hr13\min26}{\revtim\yr2003\mo11\dy11\hr13\min26}
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{\printim\yr2003\mo7\dy30\hr19\min3}{\version2}{\edmins0}{\nofpages2}{\nofwords1244}{\nofchars7094}{\*\company Activision}{\nofcharsws8711}{\vern8203}}\margl1728\margr1728\margt907\margb1080 \widowctrl\ftnbj\aenddoc\lytprtmet\formshade\horzdoc\dghspace120
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{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9
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\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s15\qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \b\fs22\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\fs18 END USER SOFTWARE LICENSE AGREEMENT
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\par
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\par }{\i\f1\fs18 CALL OF DUTY MAP MAKING TOOLS
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\par }\pard \s15\qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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\par }\pard\plain \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\f1\fs18 IMPORTANT - READ CAREFULLY: }{\f1
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These files contain certain design, programming and processing utilities, tools, assets and other resources (the \'93Program Utilities\'94) for use with the }{\i\f1 Call of Duty}{\f1
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map editor that allow you to customize or create new maps, missions, game levels, environments and/or other related game materials for personal use in and with }{\i\f1 Call of Duty }{\f1 (the \'93New Game Materials\'94)}{\f1 .}{\f1
|
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The use of the Program Utilities shall be subject to the Software License Agreement contained within the }{\i\f1 Call of Duty}{\f1 manual, as well as the following additional license terms and restrictions}{\f1\fs18 :
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\par
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\par }{\b\f1\fs18 LIMITED USE LICENSE: }{\f1\fs18 Activision grants you the non-exclusive, non-transferable, limited right and license to u
|
||||
se the Program Utilities solely for your own personal, non-commercial use in order to create the New Game Materials. All rights not specifically granted under this Agreement are reserved by Activision and, as applicable, Activision\rquote
|
||||
s licensors. The Program Utilities are licensed, not sold. This license confers no title or ownership in the Program Utilities and should not be construed as a sale of any rights in the Program Utilities.
|
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\par
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\par }{\b\f1\fs18 LICENSE CONDITIONS:
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\par }{\f1\fs18
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\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
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You agree that, as a condition to your using the P
|
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rogram Utilities, you will not use or allow third parties to use the Program Utilities and/or the New Game Materials created by you for any commercial purposes, including, but not limited to, selling, renting, leasing, licensing, distributing, or otherwis
|
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e
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transferring the ownership of the Program Utilities or the New Game Materials, whether on a stand alone basis or packaged in combination with the New Game Materials created by others, through any and all distribution channels, including, without limitati
|
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o
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n, retail sales and on-line electronic distribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials for commercial distribution. You agree to promptly inform Activision in
|
||||
writing of any instances of your receipt of any such proposal or offer.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so solely without charge.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of }{\i\f1\fs18 Call of Duty}{\f1\fs18 . New Game Materials may not be designed to be used as a stand-alone product.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
New Game Materials must not contain any illegal, obscene or defamatory mat
|
||||
erials, materials that infringe rights of privacy and publicity of third parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trademarks, copyright-protected works or other properties of third parties.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18 New Game M
|
||||
aterials must contain prominent identification at least in any on-line description and with reasonable duration on the opening screen: (a) the name and E-mail address of the New Game Materials\rquote creator(s) and (b) the words \'93
|
||||
THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.\'94
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
You agree not to export or re-export the Program Utilities or New Game Materials or any copy or adaptation thereof in violation of any applicable laws or regulations.
|
||||
\par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par }{\b\f1\fs18 OWNERSHIP. }{\f1\fs18 All title, ownership rights and intellectual proper
|
||||
ty rights in and to the Program Utilities and any and all copies thereof are owned by Activision or its licensors. The Program Utilities are protected by the copyright laws of the United States, international copyright treaties and conventions and other l
|
||||
aws. The Program Utilities may contain certain licensed materials and, in that event, Activision\rquote
|
||||
s licensors may protect their rights in the event of any violation of this Agreement. You agree not to remove, disable or circumvent any proprietary notices o
|
||||
r labels contained on or within the Program Utilities. All New Game Materials created by you shall be exclusively owned by Activision and/or its licensors as a derivative work (as such term is described under U.S. copyright law) of the Program Utilities
|
||||
and }{\i\f1\fs18 Call of Duty}{\f1\fs18 and Activision and its licensors may use any New Game Materials made publicly available by you for any purpose whatsoever, including but not limited to, for purpose of advertising and promoting }{\i\f1\fs18
|
||||
Call of Duty}{\f1\fs18 .
|
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\par
|
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\par }{\b\f1\fs18 NO WARRANTIES/NO SUPPORT.}{\f1\fs18 }{\b\caps\f28\fs18 THE
|
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RE ARE NO WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISI
|
||||
ON. THE PROGRAM UTILITIES ARE PROVIDED TO YOU \'93AS IS.\'94 }{\b\caps\f28
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Activision does not provide technical or customer support for the Program Utilities or the New Game Materials created by using the Program Utilities. All use of such materials is at your own risk.}{\f1\fs18
|
||||
\par
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\par }{\b\f1\fs18 LIMITATION ON DAMAGES. }{\f1\fs18
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IN NO EVENT WILL ACTIVISION BE LIABLE FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM UTILITIES, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER
|
||||
FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION\rquote
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||||
S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID BY YOU TO ACTIVISION FOR THE
|
||||
LICENSE TO USE THE PROGRAM UTILITIES. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITAION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITAIONS AND/OR EXCLUSION OR LIMITAION OF
|
||||
LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS THAT VARY FROM JURISDICTION TO JURISDICTION.
|
||||
\par
|
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\par }{\b\f1\fs18 TERMINATION.}{\f1\fs18 Without prejudice to any other rights of Activision, this Agreement will terminate autom
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||||
atically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of the Program Utilities and New Game Materials created by you or in your possession.
|
||||
\par
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\par }{\b\f1\fs18 U.S. GOVERNMENT RESTRICTED RIGHTS.}{\f1\fs18 The Program Utilities and documentation have been developed entirely at private expense and are provided as \'93Commercial Computer Software\'94 or \'93restricted computer software.\'94
|
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Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the res
|
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trictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-1
|
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9, as applicable. The Contractor/Manufacturer is Activision, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.
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\par
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\par }{\b\f1\fs18 INJUNCTION. }{\f1\fs18 Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agr
|
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ee that Activision shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to such other remedies as Activision may otherwise have under applicable laws
|
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.
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||||
\par
|
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\par }{\b\f1\fs18 INDEMNITY.}{\f1\fs18
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||||
You agree to indemnify, defend and hold Activision, its partners, licensors, affiliates, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and o
|
||||
missions to act in using the Program Utilities and creating the New Game Materials pursuant to the terms of this Agreement
|
||||
\par
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\par }{\b\f1\fs18 MISCELLANEOUS. }{\f1\fs18 This Agreement represents the complete agreement concerning this license between the parties and supersedes all prio
|
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r agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to
|
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m
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ake it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within Cali
|
||||
fornia, except as governed by federal law and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California.
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\par
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\par If you have any questions concerning this license, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, USA, (310) 255-2000, Attn. Business and Legal Affairs, }{\field{\*\fldinst {\f1\fs18
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HYPERLINK "mailto:legal@activision.com" }{\f1\fs18 {\*\datafield
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00d0c9ea79f9bace118c8200aa004ba90b0200000017000000150000006c006500670061006c004000610063007400690076006900730069006f006e002e0063006f006d000000e0c9ea79f9bace118c8200aa004ba90b380000006d00610069006c0074006f003a006c006500670061006c00400061006300740069007600
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6900730069006f006e002e0063006f006d000000}}}{\fldrslt {\cs16\f1\fs18\ul\cf2 legal@activision.com}}}{\f1\fs18 .
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\par
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\par }}
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|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5040\jclisttab\tx5040 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2
|
||||
\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5760\jclisttab\tx5760 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693
|
||||
\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6480\jclisttab\tx6480 }{\listname ;}\listid147018629}{\list\listtemplateid-102098426\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0
|
||||
\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698695\'01\u-3983 ?;}{\levelnumbers;}\f14\fs16\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1080\jclisttab\tx1080 }{\listlevel\levelnfc23
|
||||
\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1800\jclisttab\tx1800 }{\listlevel
|
||||
\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2520
|
||||
\jclisttab\tx2520 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0
|
||||
\fi-360\li3240\jclisttab\tx3240 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3960\jclisttab\tx3960 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4680\jclisttab\tx4680 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689
|
||||
\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5400\jclisttab\tx5400 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext
|
||||
\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6120\jclisttab\tx6120 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0
|
||||
{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6840\jclisttab\tx6840 }{\listname ;}\listid903174836}{\list\listtemplateid-102098426\listhybrid{\listlevel
|
||||
\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li720\jclisttab\tx720
|
||||
}{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1440
|
||||
\jclisttab\tx1440 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2160\jclisttab\tx2160 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2880\jclisttab\tx2880 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2
|
||||
\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3600\jclisttab\tx3600 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693
|
||||
\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4320\jclisttab\tx4320 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext
|
||||
\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5040\jclisttab\tx5040 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360
|
||||
\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5760\jclisttab\tx5760 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1
|
||||
\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6480\jclisttab\tx6480 }{\listname ;}\listid1682313819}{\list\listtemplateid630075922
|
||||
\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid191503832\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0
|
||||
\fi-360\li720\jclisttab\tx720 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1800\jclisttab\tx1800 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2520\jclisttab\tx2520 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers
|
||||
;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3240\jclisttab\tx3240 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691
|
||||
\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3960\jclisttab\tx3960 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext
|
||||
\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4680\jclisttab\tx4680 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0
|
||||
\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5400\jclisttab\tx5400 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1
|
||||
\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6120\jclisttab\tx6120 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0
|
||||
\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6840\jclisttab\tx6840 }{\listname ;}\listid1694304763}}{\*\listoverridetable
|
||||
{\listoverride\listid903174836\listoverridecount0\ls1}{\listoverride\listid1682313819\listoverridecount0\ls2}{\listoverride\listid147018629\listoverridecount0\ls3}{\listoverride\listid1694304763\listoverridecount0\ls4}}{\info
|
||||
{\title CALL OF DUTY\'99 MINIMUM SYSTEM REQUIREMENTS:}{\author bsaavedra}{\operator Dan Hagerty}{\creatim\yr2003\mo11\dy11\hr14\min30}{\revtim\yr2003\mo11\dy18\hr17\min33}{\version4}{\edmins4}{\nofpages1}{\nofwords153}{\nofchars873}
|
||||
{\*\company Activision, Inc.}{\nofcharsws0}{\vern8299}}\widowctrl\ftnbj\aenddoc\noxlattoyen\expshrtn\noultrlspc\dntblnsbdb\nospaceforul\hyphcaps0\formshade\horzdoc\dgmargin\dghspace180\dgvspace180\dghorigin1800\dgvorigin1440\dghshow1\dgvshow1
|
||||
\jexpand\viewkind1\viewscale143\viewzk2\pgbrdrhead\pgbrdrfoot\splytwnine\ftnlytwnine\htmautsp\nolnhtadjtbl\useltbaln\alntblind\lytcalctblwd\lyttblrtgr\lnbrkrule \fet0\sectd \linex0\sectdefaultcl {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\pntxta .}}
|
||||
{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta )}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}
|
||||
{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9
|
||||
\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\f1 CALL OF DUTY\'99 MINIMUM SYSTEM REQUIREMENTS:
|
||||
\par }{\f1
|
||||
\par }\pard \ql \li360\ri0\widctlpar\faauto\rin0\lin360\itap0 {\f3\fs20 \'b7\tab }{\f1\fs20 Pentium}{\f1\fs20\super \'ae}{\f1\fs20 III 700MHz or Athlon}{\f1\fs20\super \'ae}{\f1\fs20 700MHz processor or higher for systems with Windows}{\f1\fs20\super \'ae}{
|
||||
\f1\fs20 2000/XP
|
||||
\par }\pard \ql \fi-360\li720\ri0\widctlpar\faauto\rin0\lin720\itap0 {\f3\fs20 \'b7\tab }{\f1\fs20 Microsoft}{\f1\fs20\super \'ae}{\f1\fs20 Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 128MB of RAM
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 20MB of uncompressed free hard disk space (plus 250MB for Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP swap file)
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 100% Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP compatible mouse, keyboard and latest drivers
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 DirectX}{\f1\fs20\super \'ae}{\f1\fs20 9.0b (not included)
|
||||
\par
|
||||
\par }}
|
11
Docs/CoD_Tools_Readme.txt
Normal file
11
Docs/CoD_Tools_Readme.txt
Normal file
|
@ -0,0 +1,11 @@
|
|||
Call Of Duty
|
||||
Map & Mod Tools
|
||||
===============
|
||||
|
||||
IMPORTANT NOTE: These tools are not supported by Activision Customer Support.
|
||||
|
||||
The Call Of Duty tools are not designed to run on Microsoft Windows® 98 or ME. They are designed to run on Windows® 2000 or XP.
|
||||
|
||||
The Map & Mod tools must be installed to an existing, valid Call of Duty directory. The installer will detect the location of your CoD installation automatically.
|
||||
|
||||
On running CoDRadiant for the first time, you will need to load the included cod.qe4 project file which is located in "tools/bin". If you ever reinstall CoDRadiant to a different location you will need to reload this project file from the new location.
|
67
Tools/aitype/aitype.gdt
Normal file
67
Tools/aitype/aitype.gdt
Normal file
|
@ -0,0 +1,67 @@
|
|||
|
||||
{
|
||||
"sample_aitype" ( "aitype.gdf" )
|
||||
{
|
||||
"radiantModel" "Airborne"
|
||||
"team" "allies"
|
||||
"accuracy" "0.2"
|
||||
"health" "100"
|
||||
"weapon" "thompson"
|
||||
"secondaryweapon" ""
|
||||
"grenadeWeapon" "fraggrenade"
|
||||
"scariness" "1"
|
||||
"bravery" "6"
|
||||
"grenadeAmmo" "0"
|
||||
"comments" ""
|
||||
"character1" "Foley"
|
||||
"character2" "sample_character"
|
||||
"character3" ""
|
||||
"character4" ""
|
||||
"character5" ""
|
||||
"character6" ""
|
||||
"character7" ""
|
||||
"character8" ""
|
||||
"character9" ""
|
||||
"character10" ""
|
||||
"character11" ""
|
||||
"character12" ""
|
||||
"character13" ""
|
||||
"character14" ""
|
||||
"character15" ""
|
||||
"character16" ""
|
||||
"character17" ""
|
||||
"character18" ""
|
||||
"character19" ""
|
||||
"character20" ""
|
||||
"character21" ""
|
||||
"character22" ""
|
||||
"character23" ""
|
||||
"character24" ""
|
||||
"character25" ""
|
||||
"character26" ""
|
||||
"character27" ""
|
||||
"character28" ""
|
||||
"character29" ""
|
||||
"character30" ""
|
||||
"character31" ""
|
||||
"character32" ""
|
||||
"character33" ""
|
||||
"character34" ""
|
||||
"character35" ""
|
||||
"character36" ""
|
||||
"character37" ""
|
||||
"character38" ""
|
||||
"character39" ""
|
||||
"character40" ""
|
||||
"character41" ""
|
||||
"character42" ""
|
||||
"character43" ""
|
||||
"character44" ""
|
||||
"character45" ""
|
||||
"character46" ""
|
||||
"character47" ""
|
||||
"character48" ""
|
||||
"character49" ""
|
||||
"character50" ""
|
||||
}
|
||||
}
|
121
Tools/aitype/character.gdt
Normal file
121
Tools/aitype/character.gdt
Normal file
|
@ -0,0 +1,121 @@
|
|||
|
||||
{
|
||||
"Foley" ( "character.gdf" )
|
||||
{
|
||||
"body" "character_Foley"
|
||||
"bodyAlias" ""
|
||||
"head" "head_Foley"
|
||||
"headAlias" ""
|
||||
"hat" "gear_US_helmet_scrim"
|
||||
"hatAlias" ""
|
||||
"viewmodel" ""
|
||||
"TAG_BELT_BACK" ""
|
||||
"TAG_BELT_BACK_required" "0"
|
||||
"TAG_BELT_BACKLEFT" ""
|
||||
"TAG_BELT_BACKLEFT_required" "0"
|
||||
"TAG_BELT_BACKRIGHT" ""
|
||||
"TAG_BELT_BACKRIGHT_required" "0"
|
||||
"TAG_BELT_FRONT" ""
|
||||
"TAG_BELT_FRONT_required" "0"
|
||||
"TAG_BELT_FRONTLEFT" ""
|
||||
"TAG_BELT_FRONTLEFT_required" "0"
|
||||
"TAG_BELT_FRONTRIGHT" ""
|
||||
"TAG_BELT_FRONTRIGHT_required" "0"
|
||||
"TAG_BELT_LEFT" ""
|
||||
"TAG_BELT_LEFT_required" "0"
|
||||
"TAG_BELT_RIGHT" ""
|
||||
"TAG_BELT_RIGHT_required" "0"
|
||||
"TAG_BREASTPOCKET_LEFT" ""
|
||||
"TAG_BREASTPOCKET_LEFT_required" "0"
|
||||
"TAG_BREASTPOCKET_RIGHT" ""
|
||||
"TAG_BREASTPOCKET_RIGHT_required" "0"
|
||||
"TAG_CALF_LEFT" ""
|
||||
"TAG_CALF_LEFT_required" "0"
|
||||
"TAG_CALF_RIGHT" ""
|
||||
"TAG_CALF_RIGHT_required" "0"
|
||||
"TAG_HELMET" ""
|
||||
"TAG_HELMET_required" "0"
|
||||
"TAG_HELMETSIDE" ""
|
||||
"TAG_HELMETSIDE_required" "0"
|
||||
"TAG_SHIN_LEFT" ""
|
||||
"TAG_SHIN_LEFT_required" "0"
|
||||
"TAG_SHIN_RIGHT" ""
|
||||
"TAG_SHIN_RIGHT_required" "0"
|
||||
"TAG_THIGH_LEFT" ""
|
||||
"TAG_THIGH_LEFT_required" "0"
|
||||
"TAG_THIGH_RIGHT" ""
|
||||
"TAG_THIGH_RIGHT_required" "0"
|
||||
"TAG_WEAPON_LEFT" ""
|
||||
"TAG_WEAPON_LEFT_required" "0"
|
||||
"TAG_WEAPON_RIGHT" ""
|
||||
"TAG_WEAPON_RIGHT_required" "0"
|
||||
"TAG_ORIGIN" ""
|
||||
"TAG_ORIGIN_required" "0"
|
||||
"misc1" "gear_US_Foley"
|
||||
"misc1_required" "0"
|
||||
"misc2" ""
|
||||
"misc2_required" "0"
|
||||
"misc3" ""
|
||||
"misc3_required" "0"
|
||||
"voice" "foley"
|
||||
}
|
||||
"sample_character" ( "character.gdf" )
|
||||
{
|
||||
"body" ""
|
||||
"bodyAlias" "sample_bodyAlias"
|
||||
"head" "head_Foley"
|
||||
"headAlias" ""
|
||||
"hat" ""
|
||||
"hatAlias" ""
|
||||
"viewmodel" ""
|
||||
"TAG_BELT_BACK" ""
|
||||
"TAG_BELT_BACK_required" "0"
|
||||
"TAG_BELT_BACKLEFT" ""
|
||||
"TAG_BELT_BACKLEFT_required" "0"
|
||||
"TAG_BELT_BACKRIGHT" ""
|
||||
"TAG_BELT_BACKRIGHT_required" "0"
|
||||
"TAG_BELT_FRONT" ""
|
||||
"TAG_BELT_FRONT_required" "0"
|
||||
"TAG_BELT_FRONTLEFT" ""
|
||||
"TAG_BELT_FRONTLEFT_required" "0"
|
||||
"TAG_BELT_FRONTRIGHT" ""
|
||||
"TAG_BELT_FRONTRIGHT_required" "0"
|
||||
"TAG_BELT_LEFT" ""
|
||||
"TAG_BELT_LEFT_required" "0"
|
||||
"TAG_BELT_RIGHT" ""
|
||||
"TAG_BELT_RIGHT_required" "0"
|
||||
"TAG_BREASTPOCKET_LEFT" ""
|
||||
"TAG_BREASTPOCKET_LEFT_required" "0"
|
||||
"TAG_BREASTPOCKET_RIGHT" ""
|
||||
"TAG_BREASTPOCKET_RIGHT_required" "0"
|
||||
"TAG_CALF_LEFT" ""
|
||||
"TAG_CALF_LEFT_required" "0"
|
||||
"TAG_CALF_RIGHT" ""
|
||||
"TAG_CALF_RIGHT_required" "0"
|
||||
"TAG_HELMET" ""
|
||||
"TAG_HELMET_required" "0"
|
||||
"TAG_HELMETSIDE" ""
|
||||
"TAG_HELMETSIDE_required" "0"
|
||||
"TAG_SHIN_LEFT" ""
|
||||
"TAG_SHIN_LEFT_required" "0"
|
||||
"TAG_SHIN_RIGHT" ""
|
||||
"TAG_SHIN_RIGHT_required" "0"
|
||||
"TAG_THIGH_LEFT" ""
|
||||
"TAG_THIGH_LEFT_required" "0"
|
||||
"TAG_THIGH_RIGHT" ""
|
||||
"TAG_THIGH_RIGHT_required" "0"
|
||||
"TAG_WEAPON_LEFT" ""
|
||||
"TAG_WEAPON_LEFT_required" "0"
|
||||
"TAG_WEAPON_RIGHT" ""
|
||||
"TAG_WEAPON_RIGHT_required" "0"
|
||||
"TAG_ORIGIN" ""
|
||||
"TAG_ORIGIN_required" "0"
|
||||
"misc1" ""
|
||||
"misc1_required" "0"
|
||||
"misc2" ""
|
||||
"misc2_required" "0"
|
||||
"misc3" ""
|
||||
"misc3_required" "0"
|
||||
"voice" "american"
|
||||
}
|
||||
}
|
56
Tools/aitype/xmodelalias.gdt
Normal file
56
Tools/aitype/xmodelalias.gdt
Normal file
|
@ -0,0 +1,56 @@
|
|||
|
||||
{
|
||||
"sample_bodyAlias" ( "xmodelalias.gdf" )
|
||||
{
|
||||
"model1" "Airborne"
|
||||
"model2" "character_Foley"
|
||||
"model3" ""
|
||||
"model4" ""
|
||||
"model5" ""
|
||||
"model6" ""
|
||||
"model7" ""
|
||||
"model8" ""
|
||||
"model9" ""
|
||||
"model10" ""
|
||||
"model11" ""
|
||||
"model12" ""
|
||||
"model13" ""
|
||||
"model14" ""
|
||||
"model15" ""
|
||||
"model16" ""
|
||||
"model17" ""
|
||||
"model18" ""
|
||||
"model19" ""
|
||||
"model20" ""
|
||||
"model21" ""
|
||||
"model22" ""
|
||||
"model23" ""
|
||||
"model24" ""
|
||||
"model25" ""
|
||||
"model26" ""
|
||||
"model27" ""
|
||||
"model28" ""
|
||||
"model29" ""
|
||||
"model30" ""
|
||||
"model31" ""
|
||||
"model32" ""
|
||||
"model33" ""
|
||||
"model34" ""
|
||||
"model35" ""
|
||||
"model36" ""
|
||||
"model37" ""
|
||||
"model38" ""
|
||||
"model39" ""
|
||||
"model40" ""
|
||||
"model41" ""
|
||||
"model42" ""
|
||||
"model43" ""
|
||||
"model44" ""
|
||||
"model45" ""
|
||||
"model46" ""
|
||||
"model47" ""
|
||||
"model48" ""
|
||||
"model49" ""
|
||||
"model50" ""
|
||||
}
|
||||
}
|
BIN
Tools/bin/CoDRadiant.exe
Normal file
BIN
Tools/bin/CoDRadiant.exe
Normal file
Binary file not shown.
BIN
Tools/bin/asset_manager.exe
Normal file
BIN
Tools/bin/asset_manager.exe
Normal file
Binary file not shown.
541
Tools/bin/cod.def
Normal file
541
Tools/bin/cod.def
Normal file
|
@ -0,0 +1,541 @@
|
|||
/*QUAKED info_grenade_hint (0.4 0.6 0.8) (-4 -4 -4) (4 4 4)
|
||||
AI will try to get a grenade to go through this point in space when throwing a grenade. This is how AI understand throwing grenades through windows and doors.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_player_start (1 0 0) (-16 -16 0) (16 16 72)
|
||||
equivelant to info_player_deathmatch
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_group (0 0 0) ?
|
||||
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_cullgroup (0 .5 .5) ?
|
||||
Used to group brushes together for culling in the portal-based renderer. They are turned into world brushes by the utilities.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for in-game calculation, like jumppad targets.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_notnull_big (1 0 0) (-16 -16 -24) (16 16 32)
|
||||
info_notnull with a bigger box for ease of positioning
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear angle
|
||||
Non-displayed light.
|
||||
"light" overrides the default 300 intensity.
|
||||
Nonlinear checkbox gives inverse square falloff instead of linear
|
||||
Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
|
||||
Lights pointed at a target will be spotlights.
|
||||
"radius" overrides the default 64 unit radius of a spotlight at the target point.
|
||||
"exponent" changes the default 0 exponent for the angle falloff. Must be a non-negative integer. High numbers (10-20) are needed for narrow spotlight angles to show falloff over angle.
|
||||
"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
|
||||
"overbrightShift" controls overbright radius. 0 is default, 1 is no overbrighting at all, fractions in between do linear interpolation.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD NO_SHADOW
|
||||
If the misc_model has a targetname, it is kept as a server-side entity, so game scripts can modify it.
|
||||
If the misc_model does not have a targetname, it is only in the renderer on the client, so it cannot change.
|
||||
"model" arbitrary xmodel file to display
|
||||
"modelscale" scale multiplier (defaults to 1x, and scales uniformly)
|
||||
"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
|
||||
ORIENT_LOD - if flagged, the entity will yaw towards the player when the LOD switches
|
||||
NO_SHADOW - the opaque surfaces will not cast shadows
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
|
||||
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
|
||||
This must be within 64 world units of the surface!
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
|
||||
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
|
||||
"roll" an angle modifier to orient the camera around the target vector;
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF
|
||||
Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
|
||||
"scale" will designate a multiplier to the default size. (so 2.0 is 2xdefault size, 0.5 is half)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_mg42 (1 0 0) (-16 -16 0) (16 16 56) x x
|
||||
weaponinfo - weapon info
|
||||
leftarc - horizonal left fire arc.
|
||||
rightarc - horizonal left fire arc.
|
||||
toparc - vertical top fire arc.
|
||||
bottomarc - vertical bottom fire arc.
|
||||
convergencetime - time (in seconds) to converge to target.
|
||||
maxrange - maximum firing/sight range.
|
||||
damage - determines how much the weapon will inflict if a non player uses it
|
||||
accuracy - all guns are 100% accurate a value of 0.5 would make it 50%
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_turret (1 0 0) (-16 -16 0) (16 16 56) x x
|
||||
weaponinfo - weapon info
|
||||
leftarc - horizonal left fire arc.
|
||||
rightarc - horizonal left fire arc.
|
||||
toparc - vertical top fire arc.
|
||||
bottomarc - vertical bottom fire arc.
|
||||
convergencetime - time (in seconds) to converge to target.
|
||||
maxrange - maximum firing/sight range.
|
||||
damage - determines how much the weapon will inflict if a non player uses it
|
||||
accuracy - all guns are 100% accurate a value of 0.5 would make it 50%
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN TOGGLE CRUSHER TOUCH SHOOT-THRU
|
||||
TOGGLE wait in both the start and end states for a trigger event.
|
||||
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
|
||||
NOMONSTER monsters will not trigger this door
|
||||
SHOOT-THRU Bullets don't stop when they hit the door. Set "shoot_thru_scale" with bullet damage scale (see below)
|
||||
|
||||
"key" set to any non-zero value to start door as locked
|
||||
"angle" determines the opening direction
|
||||
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
|
||||
"speed" movement speed (100 default)
|
||||
"closespeed" optional different movement speed for door closing
|
||||
"wait" wait before returning (3 default, -1 = never return)
|
||||
"lip" lip remaining at end of move (8 default)
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"health" if set, the door must be shot open
|
||||
"teamname" team name. other doors with same team name will open/close in syncronicity
|
||||
"noisescale"multiplier for how far the noise from the door will travel to alert AI
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_static (0 .5 .8) ? start_invis pain painEFX
|
||||
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"start_invis" will start the entity as non-existant
|
||||
If targeted, it will toggle existance when triggered
|
||||
|
||||
pain will use its target
|
||||
|
||||
When using pain you will need to specify the delay time
|
||||
value of 1 = 1 sec 2 = 2 sec so on...
|
||||
default is 1 sec you can use decimals
|
||||
example :
|
||||
delay
|
||||
1.27
|
||||
|
||||
painEFX will spawn a shards
|
||||
example:
|
||||
shard
|
||||
4
|
||||
will spawn rubble
|
||||
|
||||
shard default is 4
|
||||
|
||||
shard =
|
||||
shard_glass = 0,
|
||||
shard_wood = 1,
|
||||
shard_metal = 2,
|
||||
shard_ceramic = 3,
|
||||
shard_pebbles = 4
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_rotating (0 .5 .8) ? START_ON STARTINVIS X_AXIS Y_AXIS
|
||||
You need to have an origin brush as part of this entity.
|
||||
The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.
|
||||
|
||||
"speed" determines how fast it moves; default value is 100.
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
|
||||
Normally bobs on the Z axis
|
||||
"height" amplitude of bob (32 default)
|
||||
"speed" seconds to complete a bob cycle (4 default)
|
||||
"phase" the 0.0 to 1.0 offset in the cycle to start at
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_pendulum (0 .5 .8) ?
|
||||
You need to have an origin brush as part of this entity.
|
||||
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
|
||||
Pendulum frequency is a physical constant based on the length of the beam and gravity.
|
||||
"speed" the number of degrees each way the pendulum swings, (30 default)
|
||||
"phase" the 0.0 to 1.0 offset in the cycle to start at
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN TOGGLE X_AXIS Y_AXIS REVERSE FORCE x
|
||||
You need to have an origin brush as part of this entity.
|
||||
The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that (only one axis allowed. If both X and Y are checked, the default of Z will be used).
|
||||
FORCE door opens even if blocked
|
||||
|
||||
"key" set to any non-zero value to start door as locked
|
||||
"degrees" determines how many degrees it will turn (90 default)
|
||||
"speed" movement speed (100 default)
|
||||
"closespeed" optional different movement speed for door closing
|
||||
"time" how many milliseconds it will take to open 1 sec = 1000
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"teamname" team name. other doors with same team name will open/close in syncronicity
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_use (.3 .5 .8) STARTOFF HAS_USER
|
||||
when activated will use its target
|
||||
"delay" - time (in seconds) before it can be used again
|
||||
"offnoise" - specifies an alternate sound
|
||||
"cursorhint" - sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
|
||||
"hintstring" - hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb"
|
||||
|
||||
"cursorhint" cursor types:
|
||||
HINT_INHERIT
|
||||
HINT_NONE
|
||||
HINT_ACTIVATE
|
||||
HINT_NOACTIVATE
|
||||
HINT_DOOR
|
||||
HINT_DOOR_LOCKED
|
||||
HINT_MG42
|
||||
HINT_HEALTH
|
||||
HINT_LADDER
|
||||
HINT_EXIT
|
||||
HINT_FRIENDLY
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
|
||||
"fov" for the skybox default is 90
|
||||
To have the portal sky fogged, enter any of the following values:
|
||||
"fogcolor" (r g b) (values 0.0-1.0)
|
||||
"fognear" distance from entity to start fogging
|
||||
"fogfar" distance from entity that fog is opaque
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_brushmodel (0 .5 .8) ? DYNAMICPATH
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_model (1 0 0) (-16 -16 -16) (16 16 16)
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_origin (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_vehicle_node (0.0 0.8 0.0) (-24 -24 -24) (24 24 24) START_NODE
|
||||
"targetname" - name of this node
|
||||
"target" - name of next node in this path
|
||||
"speed" - speed[mph] vehicle should have at this node
|
||||
"lookahead" - time[sec] vehicle should look ahead at this node
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_vehicle_node_rotate (0.2 0.4 1.0) (-24 -24 -24) (24 24 24) START_NODE
|
||||
"targetname" - name of this node
|
||||
"target" - name of next node in this path
|
||||
"speed" - speed[mph] vehicle should have at this node
|
||||
"lookahead" - time[sec] vehicle should look ahead at this node
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_vehicle (1 0 0) (-16 -16 -16) (16 16 16) USABLE
|
||||
"targetname" - name of this vehicle
|
||||
"model" - xmodel file to use as vehicle
|
||||
"vehicletype" - name of vehicle type to use in AssetManager
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED worldspawn (0 0 0) ? sun_cameraflare x x x x NO_GT_WOLF NO_STOPWATCH NO_CHECKPOINT
|
||||
|
||||
Every map should have exactly one worldspawn.
|
||||
"music" Music wav file. Can optionally specify intro & loop files to play
|
||||
"ambienttrack" Ambient wav file.
|
||||
"gravity" 800 is default gravity
|
||||
"message" Text to print during connection process
|
||||
"ambient" Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
|
||||
"_color" Ambient light color (RGB triple, must be used with 'ambient')
|
||||
"sun" Shader to use for 'sun' image
|
||||
"suncolor" RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
|
||||
"sunlight" Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
|
||||
"sundiffusecolor" RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
|
||||
"diffusefraction" fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
|
||||
"sundirection" pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0)
|
||||
"minlight" minimum intensity for a lightmap pixel (does not affect models in-game)
|
||||
"minlightcolor" color to clamp to for minlight (color gets normalized)
|
||||
"northyaw" yaw angle that denotes the direction of north
|
||||
|
||||
Multiplayer specific stuff:
|
||||
NO_GT_WOLF specifies no objective mode for this map
|
||||
NO_STOPWATCH specifies no stopwatch mode for this map
|
||||
NO_CHECKPOINT specifies no checkpoint mode for this map
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_multiple (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
|
||||
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
|
||||
"random" wait variance, default is 0
|
||||
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_friendlychain (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER
|
||||
Forces any touching entity to be considered on the targeted friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_hurt (1 .3 .1) ? START_OFF PLAYER_ONLY SILENT NO_PROTECTION SLOW ONCE
|
||||
Any entity that touches this will be hurt.
|
||||
It does dmg points of damage each server frame
|
||||
Targeting the trigger will toggle its on / off state.
|
||||
|
||||
PLAYER_ONLY - only damages the player
|
||||
SILENT - supresses playing the sound
|
||||
NO_PROTECTION - *nothing* stops the damage
|
||||
SLOW - changes the damage rate to once per second
|
||||
|
||||
"dmg" default 5 (whole numbers only)
|
||||
|
||||
"life" time this brush will exist if value is zero will live for ever ei 0.5 sec 2.sec
|
||||
default is zero
|
||||
|
||||
the entity must be used first before it will count down its life
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_once (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
|
||||
Must be targeted at one or more entities.
|
||||
Once triggered, this entity is destroyed
|
||||
(you can actually do the same thing with trigger_multiple with a wait of -1)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_damage (1 .3 .1) ? PISTOL_NO RIFLE_NO PROJ_NO EXPLOSION_NO SPLASH_NO MELEE_NO FLAME_NO - MISC_NO
|
||||
Trigger that responds to taking damage.
|
||||
|
||||
"wait" base time between triggering all targets, default is 1
|
||||
"random" wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
"accumulate" If set, this much damage must be accumulated before it will trigger
|
||||
"threshold" If set, the min amount of damage that must be done to it to trigger it
|
||||
|
||||
Note that accumulate & threshold can used at the same time.
|
||||
|
||||
PISTOL_NO turns off response to pistol damage
|
||||
RIFLE_NO turns off response to rifle damage
|
||||
PROJ_NO turns off response to projectile damage
|
||||
SPLASH_NO turns off response to splash damage
|
||||
MELEE_NO turns off response to melee damage
|
||||
FLAME_NO turns off response to fire damage
|
||||
MISC_NO turns off response to all other misc types of damage
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_lookat (1 .3 .1)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_pathnode (1 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - face this way when at this node on a friendly chain
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_stand (0 .54 .66) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_crouch (0 .93 .72) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_prone (0 .60 .46) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH -
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_right (.85 .85 .10) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_left (1 .7 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_wide_right (.75 .75 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_wide_left (.75 .525 .375) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_stand (0 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_crouch (0 0 .75) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_prone (0 0 .5) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH -
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_stack (.87 0 .41) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - face this direction while stacking here
|
||||
|
||||
This node must target a cover node or another stack node. It is treated as overflow for the first targeted non-stack node.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_reacquire (.52 .52 .60) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - node can reacquire against enemies in this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_balcony (.5 .5 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE NO_RAILING
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
NO_RAILING - the balcony is against a ledge and not a railing
|
||||
angles - the edge is in this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_scripted (.72 .72 .83) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - orients the node for the animation
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_negotiation_begin (.5 .6 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE STOP_FIRST
|
||||
STOP_FIRST - if set, the AI comes to a complete stop before starting the node's animation script
|
||||
"animscript" - name without path or extension of the animation script to play when you reach this node. This script must be in "animscripts/traverse/".
|
||||
Must target a single "node_negotiation_end".
|
||||
Always contributes to navigation data.
|
||||
Can never be included in a friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_negotiation_end (.6 .5 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
Must be targeted by a "node_negotiation_begin".
|
||||
Always contributes to navigation data.
|
||||
Can never be included in a friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED mp_target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
|
||||
Set "message" to the name of this location.
|
||||
Set "count" to 0-7 for color.
|
||||
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
||||
|
||||
Closest target_location in sight used for the location, if none
|
||||
in site, closest in distance
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_ammo_stielhandgranate_open (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/ammo_stielhandgranate1"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_ammo_stielhandgranate_closed (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/ammo_stielhandgranate2"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_small"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_medium"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_large"
|
||||
*/
|
||||
|
||||
|
101
Tools/bin/cod.ini
Normal file
101
Tools/bin/cod.ini
Normal file
|
@ -0,0 +1,101 @@
|
|||
; command mapping for QERadiant
|
||||
;
|
||||
; syntax is as follows
|
||||
; Command name=keystroke
|
||||
;
|
||||
; use +alt, shift or ctrl to modify the keys (you can combine them)
|
||||
; i.e.
|
||||
; EntityColor=k+ctrl
|
||||
;
|
||||
; the special keys are as follows
|
||||
;
|
||||
; UP=Cursor up
|
||||
; DOWN=Cursor down
|
||||
; LEFT=Cursor left
|
||||
; RIGHT=Cursor right
|
||||
; SPACE=space
|
||||
; BACKSPACE=back space
|
||||
; ESCAPE=escape
|
||||
; END=end
|
||||
; INSERT=insert
|
||||
; DELETE=delete
|
||||
; PAGEUP=page up
|
||||
; PAGEDOWN=page down
|
||||
; TAB=tab
|
||||
; RETURN=return (enter)
|
||||
; F1..F2=f1 .. f12
|
||||
; COMMAN=,
|
||||
; PERIOD=.
|
||||
; PLUS=+
|
||||
; MULTIPLY=*
|
||||
; SUBTRACT=-
|
||||
CubicClipping=0
|
||||
CubicScale=16
|
||||
WhichGame=CoD
|
||||
ALTEdgeDrag=1
|
||||
UseTextureBar=0
|
||||
FaceColors=0
|
||||
|
||||
[Commands]
|
||||
EntityColor=K
|
||||
CameraForward=UP
|
||||
CameraBack=DOWN
|
||||
CameraLeft=LEFT
|
||||
CameraRight=RIGHT
|
||||
CameraUp=D
|
||||
CameraDown=C
|
||||
CameraAngleUp=A
|
||||
CameraAngleDown=Z
|
||||
CameraStrafeRight=PERIOD
|
||||
CameraStrafeLeft=COMMA
|
||||
ToggleGrid=0
|
||||
SetGrid1=1
|
||||
SetGrid2=2
|
||||
SetGrid4=3
|
||||
SetGrid8=4
|
||||
SetGrid16=5
|
||||
SetGrid32=6
|
||||
SetGrid64=7
|
||||
DragEdges=E
|
||||
DragVertices=V
|
||||
ViewEntityInfo=N
|
||||
ViewConsole=O
|
||||
ViewTextures=T
|
||||
SurfaceInspector=S
|
||||
CloneSelection=SPACE
|
||||
DeleteSelection=BACKSPACE
|
||||
UnSelectSelection=ESCAPE
|
||||
CenterView=END
|
||||
ZoomOut=INSERT
|
||||
ZoomIn=DELETE
|
||||
ZZoomOut=INSERT+ctrl
|
||||
ZZoomIn=DELETE+ctrl
|
||||
UpFloor=PAGEUP
|
||||
DownFloor=PAGEDOWN
|
||||
ToggleClipper=X
|
||||
ClipSelected=RETURN
|
||||
FlipClip=~
|
||||
SplitSelected=RETURN+shift
|
||||
; ToggleRealtime=R
|
||||
MouseRotate=R
|
||||
EntityList=L
|
||||
MapInfo=M
|
||||
Preferences=P
|
||||
ToggleCamera=C+shift+ctrl
|
||||
ToggleConsole=O+shift+ctrl
|
||||
ToggleView=V+shift+ctrl
|
||||
ToggleZ=Z+shift+ctrl
|
||||
ConnectSelection=W
|
||||
Brush3Sided=3+ctrl
|
||||
Brush4Sided=4+ctrl
|
||||
Brush5Sided=5+ctrl
|
||||
Brush6Sided=6+ctrl
|
||||
Brush7Sided=7+ctrl
|
||||
Brush8Sided=8+ctrl
|
||||
Brush9Sided=9+ctrl
|
||||
NextLeakSpot=K+ctrl+shift
|
||||
PrevLeakSpot=L+ctrl+shift
|
||||
FileOpen=O+ctrl
|
||||
FileSave=S+ctrl
|
||||
NextView=TAB+ctrl
|
||||
Center2DOnCamera=X+alt
|
12
Tools/bin/cod.qe4
Normal file
12
Tools/bin/cod.qe4
Normal file
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"basegame" ""
|
||||
"game" ""
|
||||
"brush_primit" "0"
|
||||
"autosave" "autosave.map"
|
||||
"texturepath" "textures"
|
||||
"entitypath" "..\bin\cod.def"
|
||||
"mapspath" "..\..\main\maps"
|
||||
"remotebasepath" "..\..\"
|
||||
"rshcmd" "..\bin\"
|
||||
"basepath" "..\..\"
|
||||
}
|
BIN
Tools/bin/converter.exe
Normal file
BIN
Tools/bin/converter.exe
Normal file
Binary file not shown.
84
Tools/bin/flare.cfg
Normal file
84
Tools/bin/flare.cfg
Normal file
|
@ -0,0 +1,84 @@
|
|||
//-----------------------------------------------------------------------------------------
|
||||
//
|
||||
// config file for FLARE light compiler
|
||||
// this file always gets automatically executed after the command line has finished parsing
|
||||
//
|
||||
//-----------------------------------------------------------------------------------------
|
||||
|
||||
//---------------------------------------------
|
||||
// command keys
|
||||
|
||||
bind escape "quit"
|
||||
|
||||
//---------------------------------------------
|
||||
// movement
|
||||
|
||||
set movespeed 512
|
||||
set sensitivity 5
|
||||
set m_pitch 0.022
|
||||
set m_yaw 0.022
|
||||
|
||||
bind s "+moveleft"
|
||||
bind f "+moveright"
|
||||
bind d "+back"
|
||||
bind e "+forward"
|
||||
bind mouse2 "+forward"
|
||||
bind space "+moveup"
|
||||
bind shift "+movedown"
|
||||
|
||||
//---------------------------------------------
|
||||
// leak points and bsp testing
|
||||
|
||||
bind [ "inc leakpoint"
|
||||
bind ] "dec leakpoint"
|
||||
bind \ "set leakpoint 0"
|
||||
bind l "toggle r_showleaf"
|
||||
bind semicolon "toggle r_lockleaf"
|
||||
|
||||
// bspleaf is the one in the bsp from q3map
|
||||
|
||||
bind b "toggle r_showbspleaf"
|
||||
|
||||
//---------------------------------------------
|
||||
// debug stepping commands
|
||||
|
||||
bind f10 step
|
||||
bind f11 stepin
|
||||
bind f5 stepout
|
||||
|
||||
bind f8 resetbreakpoints
|
||||
bind f9 togglebreakpoint
|
||||
|
||||
//---------------------------------------------
|
||||
// rendering
|
||||
|
||||
bind w "toggle r_wireframe"
|
||||
bind r "toggle r_fullbright"
|
||||
bind t "toggle r_textured"
|
||||
bind o "overbright"
|
||||
bind p "lmapfilter"
|
||||
bind i "toggle r_showoccluders"
|
||||
bind j "jumptolight"
|
||||
bind k "toggle r_showlights"
|
||||
bind g "toggle r_showgrid"
|
||||
bind . "toggle r_picklight"
|
||||
bind y "toggle r_showbreakpoints"
|
||||
bind n "toggle r_shownormals"
|
||||
|
||||
//---------------------------------------------
|
||||
// zoom
|
||||
|
||||
bind 1 "set r_fov 90"
|
||||
bind 2 "set r_fov 75"
|
||||
bind 3 "set r_fov 60"
|
||||
bind 4 "set r_fov 45"
|
||||
bind 5 "set r_fov 30"
|
||||
bind 6 "set r_fov 20"
|
||||
bind 7 "set r_fov 15"
|
||||
bind 8 "set r_fov 10"
|
||||
|
||||
//---------------------------------------------
|
||||
// convenient speed toggle
|
||||
|
||||
bind mwheelup "add 64 movespeed"
|
||||
bind mwheeldown "add -64 movespeed"
|
BIN
Tools/bin/flare.exe
Normal file
BIN
Tools/bin/flare.exe
Normal file
Binary file not shown.
BIN
Tools/bin/q3map.exe
Normal file
BIN
Tools/bin/q3map.exe
Normal file
Binary file not shown.
BIN
Tools/bin/skelout.dle
Normal file
BIN
Tools/bin/skelout.dle
Normal file
Binary file not shown.
BIN
Tools/deffiles/aitype.dll
Normal file
BIN
Tools/deffiles/aitype.dll
Normal file
Binary file not shown.
535
Tools/deffiles/aitype.gdf
Normal file
535
Tools/deffiles/aitype.gdf
Normal file
|
@ -0,0 +1,535 @@
|
|||
#name "aitype"
|
||||
#dll "aitype"
|
||||
#source_dir "aitype/"
|
||||
#target_dir "aitype/"
|
||||
#file_ext "*.gsc"
|
||||
|
||||
string radiantModel
|
||||
|
||||
enum {"axis", "allies", "neutral"} team // made this first so that it gets set first in script (may not be necessary)
|
||||
float 0.2 0.01 1.0 accuracy // 0.01 -> 1.0f percent accuracy of AI within effective range of weapon
|
||||
int 100 1 10000 health
|
||||
keyenum("projectileweapon.gdf", "grenadeweapon.gdf", "bulletweapon.gdf") weapon
|
||||
keyenum("projectileweapon.gdf", "grenadeweapon.gdf", "bulletweapon.gdf") secondaryweapon
|
||||
keyenum("grenadeweapon.gdf") grenadeWeapon
|
||||
float 1 0 100 scariness
|
||||
float 6 0 100 bravery
|
||||
int 0 0 5 grenadeAmmo
|
||||
string comments
|
||||
|
||||
keyenum("character.gdf") character1
|
||||
keyenum("character.gdf") character2
|
||||
keyenum("character.gdf") character3
|
||||
keyenum("character.gdf") character4
|
||||
keyenum("character.gdf") character5
|
||||
keyenum("character.gdf") character6
|
||||
keyenum("character.gdf") character7
|
||||
keyenum("character.gdf") character8
|
||||
keyenum("character.gdf") character9
|
||||
keyenum("character.gdf") character10
|
||||
keyenum("character.gdf") character11
|
||||
keyenum("character.gdf") character12
|
||||
keyenum("character.gdf") character13
|
||||
keyenum("character.gdf") character14
|
||||
keyenum("character.gdf") character15
|
||||
keyenum("character.gdf") character16
|
||||
keyenum("character.gdf") character17
|
||||
keyenum("character.gdf") character18
|
||||
keyenum("character.gdf") character19
|
||||
keyenum("character.gdf") character20
|
||||
keyenum("character.gdf") character21
|
||||
keyenum("character.gdf") character22
|
||||
keyenum("character.gdf") character23
|
||||
keyenum("character.gdf") character24
|
||||
keyenum("character.gdf") character25
|
||||
keyenum("character.gdf") character26
|
||||
keyenum("character.gdf") character27
|
||||
keyenum("character.gdf") character28
|
||||
keyenum("character.gdf") character29
|
||||
keyenum("character.gdf") character30
|
||||
keyenum("character.gdf") character31
|
||||
keyenum("character.gdf") character32
|
||||
keyenum("character.gdf") character33
|
||||
keyenum("character.gdf") character34
|
||||
keyenum("character.gdf") character35
|
||||
keyenum("character.gdf") character36
|
||||
keyenum("character.gdf") character37
|
||||
keyenum("character.gdf") character38
|
||||
keyenum("character.gdf") character39
|
||||
keyenum("character.gdf") character40
|
||||
keyenum("character.gdf") character41
|
||||
keyenum("character.gdf") character42
|
||||
keyenum("character.gdf") character43
|
||||
keyenum("character.gdf") character44
|
||||
keyenum("character.gdf") character45
|
||||
keyenum("character.gdf") character46
|
||||
keyenum("character.gdf") character47
|
||||
keyenum("character.gdf") character48
|
||||
keyenum("character.gdf") character49
|
||||
keyenum("character.gdf") character50
|
||||
|
||||
vcontainer
|
||||
{
|
||||
fileedit(radiantModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(accuracy, 0.01, 0.1)
|
||||
spinedit(health, 1, 10)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
|
||||
scrollbox(weapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(secondaryweapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(grenadeWeapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
spinedit(grenadeAmmo, 1, 1)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(team)
|
||||
floatedit(scariness, .1, 1)
|
||||
floatedit(bravery, .1, 1)
|
||||
}
|
||||
|
||||
multiedit(comments)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(712)
|
||||
height(64)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character3)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character4)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character5)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character6)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character7)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character8)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character9)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character11)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character12)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character13)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character14)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character15)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character16)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character17)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character18)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character19)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character20)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character21)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character22)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character23)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character24)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character25)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character26)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character27)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character28)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character29)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character30)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character31)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character32)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character33)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character34)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character35)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character36)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character37)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character38)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character39)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character40)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character41)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character42)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character43)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character44)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character45)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character46)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character47)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character48)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character49)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character50)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
}
|
1539
Tools/deffiles/bulletweapon.gdf
Normal file
1539
Tools/deffiles/bulletweapon.gdf
Normal file
File diff suppressed because it is too large
Load diff
BIN
Tools/deffiles/character.dll
Normal file
BIN
Tools/deffiles/character.dll
Normal file
Binary file not shown.
517
Tools/deffiles/character.gdf
Normal file
517
Tools/deffiles/character.gdf
Normal file
|
@ -0,0 +1,517 @@
|
|||
#name "character"
|
||||
#dll "character"
|
||||
#target_dir "character/"
|
||||
#file_ext "*"
|
||||
|
||||
string body
|
||||
keyenum("xmodelalias.gdf") bodyAlias
|
||||
string head
|
||||
keyenum("xmodelalias.gdf") headAlias
|
||||
string hat
|
||||
keyenum("xmodelalias.gdf") hatAlias
|
||||
string viewmodel
|
||||
|
||||
string TAG_BELT_BACK
|
||||
int 0 0 1 TAG_BELT_BACK_required
|
||||
string TAG_BELT_BACKLEFT
|
||||
int 0 0 1 TAG_BELT_BACKLEFT_required
|
||||
string TAG_BELT_BACKRIGHT
|
||||
int 0 0 1 TAG_BELT_BACKRIGHT_required
|
||||
string TAG_BELT_FRONT
|
||||
int 0 0 1 TAG_BELT_FRONT_required
|
||||
string TAG_BELT_FRONTLEFT
|
||||
int 0 0 1 TAG_BELT_FRONTLEFT_required
|
||||
string TAG_BELT_FRONTRIGHT
|
||||
int 0 0 1 TAG_BELT_FRONTRIGHT_required
|
||||
string TAG_BELT_LEFT
|
||||
int 0 0 1 TAG_BELT_LEFT_required
|
||||
string TAG_BELT_RIGHT
|
||||
int 0 0 1 TAG_BELT_RIGHT_required
|
||||
string TAG_BREASTPOCKET_LEFT
|
||||
int 0 0 1 TAG_BREASTPOCKET_LEFT_required
|
||||
string TAG_BREASTPOCKET_RIGHT
|
||||
int 0 0 1 TAG_BREASTPOCKET_RIGHT_required
|
||||
string TAG_CALF_LEFT
|
||||
int 0 0 1 TAG_CALF_LEFT_required
|
||||
string TAG_CALF_RIGHT
|
||||
int 0 0 1 TAG_CALF_RIGHT_required
|
||||
string TAG_HELMET
|
||||
int 0 0 1 TAG_HELMET_required
|
||||
string TAG_HELMETSIDE
|
||||
int 0 0 1 TAG_HELMETSIDE_required
|
||||
string TAG_SHIN_LEFT
|
||||
int 0 0 1 TAG_SHIN_LEFT_required
|
||||
string TAG_SHIN_RIGHT
|
||||
int 0 0 1 TAG_SHIN_RIGHT_required
|
||||
string TAG_THIGH_LEFT
|
||||
int 0 0 1 TAG_THIGH_LEFT_required
|
||||
string TAG_THIGH_RIGHT
|
||||
int 0 0 1 TAG_THIGH_RIGHT_required
|
||||
string TAG_WEAPON_LEFT
|
||||
int 0 0 1 TAG_WEAPON_LEFT_required
|
||||
string TAG_WEAPON_RIGHT
|
||||
int 0 0 1 TAG_WEAPON_RIGHT_required
|
||||
string TAG_ORIGIN
|
||||
int 0 0 1 TAG_ORIGIN_required
|
||||
|
||||
string misc1
|
||||
int 0 0 1 misc1_required
|
||||
string misc2
|
||||
int 0 0 1 misc2_required
|
||||
string misc3
|
||||
int 0 0 1 misc3_required
|
||||
|
||||
enum { "american", "british", "german", "russian", "elder", "foley", "moody", "pavlov", "price", "waters", "ingram", "makarov", "kovalenko", "mills" } voice
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(voice)
|
||||
|
||||
fileedit(body)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(bodyAlias)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(200)
|
||||
width(640)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(head)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(headAlias)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(200)
|
||||
width(640)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(hat)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(hatAlias)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(200)
|
||||
width(640)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(viewmodel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACK)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_BACK_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACKLEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_BACKLEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACKRIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_BACKRIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_FRONT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONTLEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_FRONTLEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONTRIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_FRONTRIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BELT_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BREASTPOCKET_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BREASTPOCKET_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BREASTPOCKET_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_BREASTPOCKET_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_CALF_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_CALF_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_CALF_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_CALF_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_HELMET)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_HELMET_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_HELMETSIDE)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_HELMETSIDE_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_SHIN_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_SHIN_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_SHIN_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_SHIN_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_THIGH_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_THIGH_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_THIGH_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_THIGH_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_WEAPON_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_WEAPON_LEFT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_WEAPON_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_WEAPON_RIGHT_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_ORIGIN)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(TAG_ORIGIN_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(misc1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(misc1_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(misc2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(misc2_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(misc3)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
checkbox(misc3_required)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(256)
|
||||
}
|
||||
]
|
||||
|
||||
}
|
BIN
Tools/deffiles/configstringconvert.dll
Normal file
BIN
Tools/deffiles/configstringconvert.dll
Normal file
Binary file not shown.
BIN
Tools/deffiles/defaultconvert.dll
Normal file
BIN
Tools/deffiles/defaultconvert.dll
Normal file
Binary file not shown.
735
Tools/deffiles/grenadeweapon.gdf
Normal file
735
Tools/deffiles/grenadeweapon.gdf
Normal file
|
@ -0,0 +1,735 @@
|
|||
#name "grenadeweapon"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "weapons/sp/" // target location 1 (single-player)
|
||||
#target_dir "weapons/mp/" // target location 2 (multi-player)
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
enum { "WEAPONFILE" } configstringFileType
|
||||
|
||||
// This uses the config string convert's multi-target folder
|
||||
// mechanism to make the weapon either a single-player weaons
|
||||
// or a multi-player weapon.
|
||||
// The first character is used to specify which target folder to go in
|
||||
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
|
||||
|
||||
// Because the first entry is the default value, this
|
||||
// Will set the weaponType to "grenade"
|
||||
enum { "grenade", "bullet", "projectile" } weaponType
|
||||
|
||||
enum { "grenade", "rifle", "mg", "smg", "pistol", "rocketlauncher", "flamethrower", "turret", "non-player" } weaponClass
|
||||
|
||||
string displayName
|
||||
string AIOverlayDescription
|
||||
string modeName
|
||||
string gunModel
|
||||
string handModel
|
||||
string idleAnim
|
||||
string emptyIdleAnim
|
||||
string fireAnim
|
||||
string holdFireAnim
|
||||
string lastShotAnim
|
||||
string meleeAnim
|
||||
string raiseAnim
|
||||
string dropAnim
|
||||
string altRaiseAnim
|
||||
string altDropAnim
|
||||
|
||||
enum { "grenade", "smokegrenade", "none", "pistol", "primary" } weaponSlot
|
||||
int 0 0 1 slotStackable
|
||||
|
||||
float 1 0 5 moveSpeedScale
|
||||
|
||||
int 0 0 1000 damage
|
||||
int 0 0 1000 meleeDamage
|
||||
|
||||
float 0.1 0 10.0 fireDelay
|
||||
float 0.25 0.05 10.0 meleeDelay
|
||||
|
||||
float 0.1 0.0 10.0 fireTime
|
||||
float 0.1 0.0 10.0 holdFireTime
|
||||
float 0.7 0.0 10.0 meleeTime
|
||||
float 2.0 0.0 10.0 reloadTime
|
||||
float 0.5 0.0 10.0 dropTime
|
||||
float 0.5 0.0 10.0 raiseTime
|
||||
float 0.5 0.0 10.0 altDropTime
|
||||
float 0.5 0.0 10.0 altRaiseTime
|
||||
float 4 0 100 fuseTime
|
||||
|
||||
int 1 0 1 clipOnly
|
||||
|
||||
int 80 0 150 hipIdleAmount
|
||||
float 0.5 0 1 idleCrouchFactor
|
||||
float 0.15 0 1 idleProneFactor
|
||||
|
||||
float 30 0 180 swayMaxAngle
|
||||
float 6 1 50 swayLerpSpeed
|
||||
float 0.1 -2 2 swayPitchScale
|
||||
float 0.1 -2 2 swayYawScale
|
||||
float 0.1 -2 2 swayHorizScale
|
||||
float 0.1 -2 2 swayVertScale
|
||||
float 5 0 20 swayShellShockScale
|
||||
|
||||
// info for filling in the gitem_t for the weapon
|
||||
string radiantName
|
||||
string worldModel
|
||||
string hudIcon
|
||||
string modeIcon
|
||||
string ammoIcon
|
||||
string ammoName
|
||||
int 100 0 999 maxAmmo
|
||||
int 0 0 999 startAmmo
|
||||
string clipName
|
||||
int 10 0 999 clipSize
|
||||
|
||||
string sharedAmmoCapName
|
||||
int 0 0 999 sharedAmmoCap
|
||||
|
||||
int 0 0 999 dropAmmoMin
|
||||
int 0 0 999 dropAmmoMax
|
||||
|
||||
// client-side info
|
||||
//string viewFlashEffect
|
||||
//string worldFlashEffect
|
||||
|
||||
string pickupSound
|
||||
string ammoPickupSound
|
||||
string pullbackSound
|
||||
string fireSound
|
||||
string lastShotSound
|
||||
string reloadSound
|
||||
string altSwitchSound
|
||||
string raiseSound
|
||||
string putawaySound
|
||||
string noteTrackSoundA
|
||||
string noteTrackSoundB
|
||||
string noteTrackSoundC
|
||||
string noteTrackSoundD
|
||||
|
||||
string reticleCenter
|
||||
string reticleSide
|
||||
int 32 1 480 reticleCenterSize
|
||||
int 16 1 480 reticleSideSize
|
||||
int 4 0 480 reticleMinOfs
|
||||
|
||||
// additional weapon info
|
||||
string altWeapon
|
||||
|
||||
int 1 0 1 twoHanded
|
||||
int 0 0 1 cookOffHold
|
||||
int 1 0 1 wideListIcon
|
||||
|
||||
string killIcon
|
||||
int 1 0 1 wideKillIcon
|
||||
|
||||
// settings for view model position movement
|
||||
float 0 -100 100 standMoveF
|
||||
float 1 -100 100 standMoveR
|
||||
float -1.5 -100 100 standMoveU
|
||||
float 0 -100 100 standRotP
|
||||
float 0 -100 100 standRotY
|
||||
float 0 -100 100 standRotR
|
||||
float -2 -100 100 duckedOfsF
|
||||
float 2 -100 100 duckedOfsR
|
||||
float -0.2 -100 100 duckedOfsU
|
||||
float 0 -100 100 duckedMoveF
|
||||
float 1 -100 100 duckedMoveR
|
||||
float -1.5 -100 100 duckedMoveU
|
||||
float 0 -100 100 duckedRotP
|
||||
float 0 -100 100 duckedRotY
|
||||
float 0 -100 100 duckedRotR
|
||||
float -6 -100 100 proneOfsF
|
||||
float 3.5 -100 100 proneOfsR
|
||||
float 0.8 -100 100 proneOfsU
|
||||
float 0 -100 100 proneMoveF
|
||||
float 1 -100 100 proneMoveR
|
||||
float -1.5 -100 100 proneMoveU
|
||||
float 0 -100 100 proneRotP
|
||||
float 0 -100 100 proneRotY
|
||||
float 0 -100 100 proneRotR
|
||||
float 4 0 100 posMoveRate
|
||||
float 10 0 100 posProneMoveRate
|
||||
float 110 0 1000 standMoveMinSpeed
|
||||
float 60 0 1000 duckedMoveMinSpeed
|
||||
float 0 0 1000 proneMoveMinSpeed
|
||||
float 5 0 100 posRotRate
|
||||
float 10 0 100 posProneRotRate
|
||||
float 110 0 1000 standRotMinSpeed
|
||||
float 60 0 1000 duckedRotMinSpeed
|
||||
float 0 0 1000 proneRotMinSpeed
|
||||
|
||||
// additional grenade weapon info
|
||||
int 300 0 10000 explosionRadius
|
||||
int 10 0 10000 explosionInnerDamage
|
||||
int 10 0 10000 explosionOuterDamage
|
||||
int 600 0 10000 projectileSpeed
|
||||
int 0 0 10000 projectileSpeedUp
|
||||
|
||||
string projectileModel
|
||||
enum { "grenade", "rocket", "molotov", "none" } projExplosionType
|
||||
string projExplosionEffect
|
||||
string projExplosionSound
|
||||
enum { "none", "grenade", "rocket" } projectileTrail
|
||||
float 1.0 0 100 projectileTrailTime
|
||||
int 32 1 1000 projectileTrailRadius
|
||||
int 0 0 1 projImpactExplode
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(targetFolder)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
edit(displayName)
|
||||
edit(modeName)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
edit(AIOverlayDescription)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(moveSpeedScale, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
spinedit(damage, 1, 10)
|
||||
spinedit(meleeDamage, 1, 10)
|
||||
}
|
||||
checkbox(projImpactExplode)
|
||||
hcontainer
|
||||
{
|
||||
spinedit(explosionInnerDamage, 1, 10)
|
||||
spinedit(explosionOuterDamage, 1, 10)
|
||||
spinedit(explosionRadius, 10, 50)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
spinedit(projectileSpeed, 10, 100)
|
||||
spinedit(projectileSpeedUp, 10, 100)
|
||||
floatedit(fuseTime, 0.1, 1)
|
||||
}
|
||||
|
||||
checkbox(cookOffHold)
|
||||
checkbox(twoHanded)
|
||||
checkbox(wideListIcon)
|
||||
|
||||
fileedit(killIcon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
checkbox(wideKillIcon)
|
||||
|
||||
fileedit(projectileModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(projExplosionType)
|
||||
fileedit(projExplosionEffect)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
width(400)
|
||||
}
|
||||
]
|
||||
}
|
||||
edit(projExplosionSound)
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(projectileTrail)
|
||||
floatedit(projectileTrailTime, 0.1, 1)
|
||||
spinedit(projectileTrailRadius, 1, 5)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(fireDelay, 0.05, 0.2)
|
||||
floatedit(meleeDelay, 0.05, 0.2)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(fireTime, 0.05, 0.2)
|
||||
floatedit(meleeTime, 0.05, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(holdFireTime, 0.05, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(reloadTime, 0.05, 0.2)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(dropTime, 0.05, 0.2)
|
||||
floatedit(raiseTime, 0.05, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(altDropTime, 0.05, 0.2)
|
||||
floatedit(altRaiseTime, 0.05, 0.2)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(idleCrouchFactor, 0.01, 0.1)
|
||||
floatedit(idleProneFactor, 0.01, 0.1)
|
||||
}
|
||||
|
||||
// seperator
|
||||
hcontainer
|
||||
{
|
||||
}
|
||||
|
||||
spinedit(hipIdleAmount, 1, 10)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayMaxAngle, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayLerpSpeed, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayPitchScale, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayYawScale, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayHorizScale, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(swayVertScale, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
floatedit(swayShellShockScale, 0.05, 0.1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
|
||||
// seperator
|
||||
hcontainer
|
||||
{
|
||||
}
|
||||
|
||||
// info for filling in the gitem_t for the weapon
|
||||
edit(radiantName)
|
||||
fileedit(worldModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
fileedit(hudIcon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
fileedit(modeIcon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
fileedit(ammoIcon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
hcontainer
|
||||
{
|
||||
edit(ammoName)
|
||||
spinedit(maxAmmo, 10, 20)
|
||||
spinedit(startAmmo, 1, 10)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
edit(clipName)
|
||||
spinedit(clipSize, 1, 10)
|
||||
checkbox(clipOnly)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
edit(sharedAmmoCapName)
|
||||
spinedit(sharedAmmoCap, 10, 20)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
spinedit(dropAmmoMin, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
spinedit(dropAmmoMax, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(270) // optional custom width
|
||||
labelwidth(170) // optional custom width
|
||||
}
|
||||
]
|
||||
}
|
||||
fileedit(reticleCenter)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
// fileedit(reticleSide)
|
||||
// [
|
||||
// exec
|
||||
// {
|
||||
// reldir("game/main/")
|
||||
// }
|
||||
// ]
|
||||
// hcontainer
|
||||
// {
|
||||
spinedit(reticleCenterSize, 1, 2)
|
||||
// spinedit(reticleSideSize, 1, 2)
|
||||
// spinedit(reticleMinOfs, 1, 2)
|
||||
// }
|
||||
|
||||
// seperator
|
||||
hcontainer
|
||||
{
|
||||
}
|
||||
// fileedit(viewFlashEffect)
|
||||
// [
|
||||
// exec
|
||||
// {
|
||||
// reldir("game/main/")
|
||||
// }
|
||||
// ]
|
||||
// fileedit(worldFlashEffect)
|
||||
// [
|
||||
// exec
|
||||
// {
|
||||
// reldir("game/main/")
|
||||
// }
|
||||
// ]
|
||||
|
||||
edit(pickupSound)
|
||||
edit(ammoPickupSound)
|
||||
edit(pullbackSound)
|
||||
edit(fireSound)
|
||||
edit(lastShotSound)
|
||||
edit(reloadSound)
|
||||
edit(altSwitchSound)
|
||||
edit(raiseSound)
|
||||
edit(putawaySound)
|
||||
edit(noteTrackSoundA)
|
||||
edit(noteTrackSoundB)
|
||||
edit(noteTrackSoundC)
|
||||
edit(noteTrackSoundD)
|
||||
|
||||
// seperator
|
||||
hcontainer
|
||||
{
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(weaponSlot)
|
||||
checkbox(slotStackable)
|
||||
}
|
||||
|
||||
scrollbox(weaponClass)
|
||||
edit(altWeapon)
|
||||
|
||||
// seperator
|
||||
hcontainer
|
||||
{
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(standMoveF, 0.1, 1)
|
||||
floatedit(standMoveR, 0.1, 1)
|
||||
floatedit(standMoveU, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(standRotP, 0.1, 1)
|
||||
floatedit(standRotY, 0.1, 1)
|
||||
floatedit(standRotR, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(duckedOfsF, 0.1, 1)
|
||||
floatedit(duckedOfsR, 0.1, 1)
|
||||
floatedit(duckedOfsU, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(duckedMoveF, 0.1, 1)
|
||||
floatedit(duckedMoveR, 0.1, 1)
|
||||
floatedit(duckedMoveU, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(duckedRotP, 0.1, 1)
|
||||
floatedit(duckedRotY, 0.1, 1)
|
||||
floatedit(duckedRotR, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(proneOfsF, 0.1, 1)
|
||||
floatedit(proneOfsR, 0.1, 1)
|
||||
floatedit(proneOfsU, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(proneMoveF, 0.1, 1)
|
||||
floatedit(proneMoveR, 0.1, 1)
|
||||
floatedit(proneMoveU, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(proneRotP, 0.1, 1)
|
||||
floatedit(proneRotY, 0.1, 1)
|
||||
floatedit(proneRotR, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(posMoveRate, 0.1, 1)
|
||||
floatedit(posProneMoveRate, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(standMoveMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(duckedMoveMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(proneMoveMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(posRotRate, 0.1, 1)
|
||||
floatedit(posProneRotRate, 0.1, 1)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(standRotMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(duckedRotMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(proneRotMinSpeed, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(210)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
fileedit(gunModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(handModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(idleAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(emptyIdleAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(fireAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(holdFireAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(lastShotAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(meleeAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(raiseAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(dropAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(altRaiseAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(altDropAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
}
|
21
Tools/deffiles/hitlocpart.gdf
Normal file
21
Tools/deffiles/hitlocpart.gdf
Normal file
|
@ -0,0 +1,21 @@
|
|||
#name "hitlocpart"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "info/hitlocparts/"
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
enum { "HITLOCPART" } configstringFileType
|
||||
|
||||
enum { "none", "helmet", "head", "neck", "torso_upper", "torso_lower", "right_arm_upper", "right_arm_lower", "right_hand", "left_arm_upper", "left_arm_lower", "left_hand", "right_leg_upper", "right_leg_lower", "right_foot", "left_leg_upper", "left_leg_lower", "left_foot", "gun" } hitLocation
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(hitLocation)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(80)
|
||||
width(220)
|
||||
}
|
||||
]
|
||||
}
|
200
Tools/deffiles/input.gdf
Normal file
200
Tools/deffiles/input.gdf
Normal file
|
@ -0,0 +1,200 @@
|
|||
#name "My Test"
|
||||
// JBW - don't convert #dll "defaultconvert"
|
||||
#source_dir "source_data/"
|
||||
#target_dir "output/temp/"
|
||||
#file_ext "*.txt"
|
||||
|
||||
data testdata("weapon.gdf")
|
||||
|
||||
enum { "name1", "name2", "name3", "name4", "name5" } mapnames
|
||||
|
||||
//int 100 1 500 f
|
||||
|
||||
struct
|
||||
{
|
||||
// bool verbose
|
||||
enum
|
||||
{
|
||||
"action",
|
||||
"movement"
|
||||
} animtype
|
||||
|
||||
enum
|
||||
{
|
||||
"val1",
|
||||
"val2"
|
||||
} testenum
|
||||
|
||||
struct
|
||||
{
|
||||
enum
|
||||
{
|
||||
"val3",
|
||||
"val4"
|
||||
} testenum2
|
||||
|
||||
int 100 1 500 testint
|
||||
} teststruct
|
||||
} animation
|
||||
|
||||
enum
|
||||
{
|
||||
"idle",
|
||||
"patrol",
|
||||
"balcony_idle"
|
||||
} type_idle
|
||||
|
||||
enum
|
||||
{
|
||||
"idle",
|
||||
"patrol",
|
||||
"balcony_idle"
|
||||
} type_idle2
|
||||
|
||||
enum
|
||||
{
|
||||
"idle",
|
||||
"patrol",
|
||||
"balcony_idle"
|
||||
} type_idle3
|
||||
|
||||
enum
|
||||
{
|
||||
"idle",
|
||||
"patrol",
|
||||
"balcony_idle"
|
||||
} type_idle4
|
||||
|
||||
string mapkey
|
||||
|
||||
map struct
|
||||
{
|
||||
int 100 1 500 f
|
||||
string here
|
||||
|
||||
enum
|
||||
{
|
||||
"1",
|
||||
"2",
|
||||
"3"
|
||||
} testenum
|
||||
} testmap
|
||||
[
|
||||
event "event_name"
|
||||
{
|
||||
newentry(type_idle4)
|
||||
newentry(type_idle)
|
||||
}
|
||||
]
|
||||
|
||||
ref(struct
|
||||
{
|
||||
int 100 1 500 f
|
||||
string here
|
||||
|
||||
enum
|
||||
{
|
||||
"1",
|
||||
"2",
|
||||
"3"
|
||||
} testenum
|
||||
}) ref_var(testmap, mapkey)
|
||||
|
||||
string filename
|
||||
|
||||
int 0 0 1 f
|
||||
int 0 0 1 g
|
||||
|
||||
/*
|
||||
list entity map // map here is a variable name - essentially a list of values
|
||||
map shader shaderlist // map here is a type - essentially a list of variables all of the same type (so they are not predefined)
|
||||
*/
|
||||
|
||||
vcontainer
|
||||
{
|
||||
spinedit(f, 1, 1)
|
||||
spinedit(g, 1, 1)
|
||||
spinedit(f == g, 1, 1)
|
||||
spinedit(filename == "here", 1, 1)
|
||||
spinedit((f == g) && (f == g ? f : NULL), 1, 1)
|
||||
|
||||
using ref_var
|
||||
{
|
||||
spinedit(f, 5, 10)
|
||||
edit(here)
|
||||
scrollbox(testenum)
|
||||
button("new file", "new_file")
|
||||
}
|
||||
|
||||
fileedit(filename)
|
||||
edit(mapkey)
|
||||
|
||||
button("clickme text", "event_name")
|
||||
|
||||
spinedit(f, 5, 10)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(type_idle)
|
||||
scrollbox(type_idle4)
|
||||
}
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(type_idle2)
|
||||
scrollbox(type_idle)
|
||||
}
|
||||
|
||||
using animation
|
||||
{
|
||||
vcontainer
|
||||
{
|
||||
// bool(verbose)
|
||||
scrollbox(animtype)
|
||||
scrollbox(testenum)
|
||||
|
||||
using teststruct
|
||||
{
|
||||
scrollbox(testenum2)
|
||||
spinedit(testint, 5, 10)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vcontainer
|
||||
{
|
||||
// bool animation.verbose
|
||||
scrollbox(animation.animtype)
|
||||
scrollbox(animation.testenum)
|
||||
|
||||
spinedit(animation.teststruct.testint, 5, 10)
|
||||
|
||||
scrollbox(animation.teststruct.testenum2)
|
||||
}
|
||||
|
||||
listbox(testmap, mapkey)
|
||||
}
|
||||
/*
|
||||
// variable values
|
||||
type_idle3 "idle3"
|
||||
type_idle4 "idle4"
|
||||
type_idle2 "idle2"
|
||||
type_idle "idle"
|
||||
|
||||
models/human/animation/viewmodel/sten/raise_sten_stand
|
||||
{
|
||||
verbose 1
|
||||
animtype action
|
||||
}
|
||||
|
||||
struct
|
||||
{
|
||||
bool verbose
|
||||
enum
|
||||
{
|
||||
action
|
||||
movement
|
||||
} animtype
|
||||
} animation
|
||||
|
||||
*/
|
70
Tools/deffiles/locdmgtable.gdf
Normal file
70
Tools/deffiles/locdmgtable.gdf
Normal file
|
@ -0,0 +1,70 @@
|
|||
#name "locdmgtable"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "info/"
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
enum { "LOCDMGTABLE" } configstringFileType
|
||||
|
||||
float 1.0 0 10 none
|
||||
float 4.0 0 10 helmet
|
||||
float 4.0 0 10 head
|
||||
float 5.0 0 10 neck
|
||||
float 1.0 0 10 torso_upper
|
||||
float 0.9 0 10 torso_lower
|
||||
float 0.8 0 10 right_arm_upper
|
||||
float 0.6 0 10 right_arm_lower
|
||||
float 0.4 0 10 right_hand
|
||||
float 0.8 0 10 left_arm_upper
|
||||
float 0.6 0 10 left_arm_lower
|
||||
float 0.4 0 10 left_hand
|
||||
float 0.8 0 10 right_leg_upper
|
||||
float 0.6 0 10 right_leg_lower
|
||||
float 0.4 0 10 right_foot
|
||||
float 0.8 0 10 left_leg_upper
|
||||
float 0.6 0 10 left_leg_lower
|
||||
float 0.4 0 10 left_foot
|
||||
float 0 0 10 gun
|
||||
|
||||
vcontainer
|
||||
{
|
||||
floatedit(none, 0.1, 0.2)
|
||||
floatedit(helmet, 0.1, 0.2)
|
||||
floatedit(head, 0.1, 0.2)
|
||||
floatedit(neck, 0.1, 0.2)
|
||||
floatedit(torso_upper, 0.1, 0.2)
|
||||
floatedit(torso_lower, 0.1, 0.2)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_arm_upper, 0.1, 0.2)
|
||||
floatedit(right_arm_upper, 0.1, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_arm_lower, 0.1, 0.2)
|
||||
floatedit(right_arm_lower, 0.1, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_hand, 0.1, 0.2)
|
||||
floatedit(right_hand, 0.1, 0.2)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_leg_upper, 0.1, 0.2)
|
||||
floatedit(right_leg_upper, 0.1, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_leg_lower, 0.1, 0.2)
|
||||
floatedit(right_leg_lower, 0.1, 0.2)
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(left_foot, 0.1, 0.2)
|
||||
floatedit(right_foot, 0.1, 0.2)
|
||||
}
|
||||
floatedit(gun, 0.1, 0.2)
|
||||
}
|
243
Tools/deffiles/mpplayermodel.gdf
Normal file
243
Tools/deffiles/mpplayermodel.gdf
Normal file
|
@ -0,0 +1,243 @@
|
|||
#name "mpplayermodel"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "mp/playermodels/"
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
enum { "PLAYERMODEL" } configstringFileType
|
||||
|
||||
string body
|
||||
string hat
|
||||
|
||||
string TAG_BELT_BACK
|
||||
string TAG_BELT_BACKLEFT
|
||||
string TAG_BELT_BACKRIGHT
|
||||
string TAG_BELT_FRONT
|
||||
string TAG_BELT_FRONTLEFT
|
||||
string TAG_BELT_FRONTRIGHT
|
||||
string TAG_BELT_LEFT
|
||||
string TAG_BELT_RIGHT
|
||||
string TAG_BREASTPOCKET_LEFT
|
||||
string TAG_BREASTPOCKET_RIGHT
|
||||
string TAG_CALF_LEFT
|
||||
string TAG_CALF_RIGHT
|
||||
string TAG_HELMET
|
||||
string TAG_HELMETSIDE
|
||||
string TAG_SHIN_LEFT
|
||||
string TAG_SHIN_RIGHT
|
||||
string TAG_THIGH_LEFT
|
||||
string TAG_THIGH_RIGHT
|
||||
string TAG_WEAPON_LEFT
|
||||
string TAG_WEAPON_RIGHT
|
||||
string TAG_ORIGIN
|
||||
|
||||
|
||||
vcontainer
|
||||
{
|
||||
fileedit(body)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(hat)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACK)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACKLEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_BACKRIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONTLEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_FRONTRIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BELT_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BREASTPOCKET_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_BREASTPOCKET_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_CALF_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_CALF_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_HELMET)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_HELMETSIDE)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_SHIN_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_SHIN_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_THIGH_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_THIGH_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_WEAPON_LEFT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_WEAPON_RIGHT)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(TAG_ORIGIN)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(200)
|
||||
}
|
||||
]
|
||||
}
|
BIN
Tools/deffiles/mptype.dll
Normal file
BIN
Tools/deffiles/mptype.dll
Normal file
Binary file not shown.
469
Tools/deffiles/mptype.gdf
Normal file
469
Tools/deffiles/mptype.gdf
Normal file
|
@ -0,0 +1,469 @@
|
|||
#name "mptype"
|
||||
#dll "mptype"
|
||||
#target_dir "mptype/"
|
||||
#file_ext "*.gsc"
|
||||
|
||||
string comments
|
||||
|
||||
keyenum("character.gdf") character1
|
||||
keyenum("character.gdf") character2
|
||||
keyenum("character.gdf") character3
|
||||
keyenum("character.gdf") character4
|
||||
keyenum("character.gdf") character5
|
||||
keyenum("character.gdf") character6
|
||||
keyenum("character.gdf") character7
|
||||
keyenum("character.gdf") character8
|
||||
keyenum("character.gdf") character9
|
||||
keyenum("character.gdf") character10
|
||||
keyenum("character.gdf") character11
|
||||
keyenum("character.gdf") character12
|
||||
keyenum("character.gdf") character13
|
||||
keyenum("character.gdf") character14
|
||||
keyenum("character.gdf") character15
|
||||
keyenum("character.gdf") character16
|
||||
keyenum("character.gdf") character17
|
||||
keyenum("character.gdf") character18
|
||||
keyenum("character.gdf") character19
|
||||
keyenum("character.gdf") character20
|
||||
keyenum("character.gdf") character21
|
||||
keyenum("character.gdf") character22
|
||||
keyenum("character.gdf") character23
|
||||
keyenum("character.gdf") character24
|
||||
keyenum("character.gdf") character25
|
||||
keyenum("character.gdf") character26
|
||||
keyenum("character.gdf") character27
|
||||
keyenum("character.gdf") character28
|
||||
keyenum("character.gdf") character29
|
||||
keyenum("character.gdf") character30
|
||||
keyenum("character.gdf") character31
|
||||
keyenum("character.gdf") character32
|
||||
keyenum("character.gdf") character33
|
||||
keyenum("character.gdf") character34
|
||||
keyenum("character.gdf") character35
|
||||
keyenum("character.gdf") character36
|
||||
keyenum("character.gdf") character37
|
||||
keyenum("character.gdf") character38
|
||||
keyenum("character.gdf") character39
|
||||
keyenum("character.gdf") character40
|
||||
keyenum("character.gdf") character41
|
||||
keyenum("character.gdf") character42
|
||||
keyenum("character.gdf") character43
|
||||
keyenum("character.gdf") character44
|
||||
keyenum("character.gdf") character45
|
||||
keyenum("character.gdf") character46
|
||||
keyenum("character.gdf") character47
|
||||
keyenum("character.gdf") character48
|
||||
keyenum("character.gdf") character49
|
||||
keyenum("character.gdf") character50
|
||||
|
||||
vcontainer
|
||||
{
|
||||
multiedit(comments)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(712)
|
||||
height(64)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character3)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character4)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character5)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character6)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character7)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character8)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character9)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character11)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character12)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character13)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character14)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character15)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character16)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character17)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character18)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character19)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character20)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character21)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character22)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character23)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character24)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character25)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character26)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character27)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character28)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character29)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character30)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character31)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character32)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character33)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character34)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character35)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character36)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character37)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character38)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character39)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character40)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character41)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character42)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character43)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character44)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character45)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character46)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character47)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character48)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character49)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character50)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
}
|
1511
Tools/deffiles/projectileweapon.gdf
Normal file
1511
Tools/deffiles/projectileweapon.gdf
Normal file
File diff suppressed because it is too large
Load diff
66
Tools/deffiles/sample.gdf
Normal file
66
Tools/deffiles/sample.gdf
Normal file
|
@ -0,0 +1,66 @@
|
|||
//******************************************************************************************
|
||||
// file info
|
||||
//******************************************************************************************
|
||||
|
||||
#name "Sample Name" // name that appears in asset manager list box
|
||||
//#dll "sampleconvert" // name of dll in deffiles directory - uses the ConvertValue interface specified in library.h
|
||||
#source_dir "sample_source_files/"
|
||||
#target_dir "sample_game_files/"
|
||||
#file_ext "*.txt" // Specifies extensions of generated files in the directory specified by #target_dir.
|
||||
// If an extension becomes obsolete, leave it in #file_ext so that a clean build of converter will remove the obsolete files.
|
||||
// ';' may be used to separate multiple extensions.
|
||||
// "*" may be used to specify files with no extension.
|
||||
|
||||
//******************************************************************************************
|
||||
// variable declarations
|
||||
//******************************************************************************************
|
||||
|
||||
int 100 1 500 myInteger // type default min max name
|
||||
float 2.5 -25.5 50 myFloat // type default min max name
|
||||
int 0 0 1 myBool // type default min max name - this is how you do a boolean value (defaulted to false)
|
||||
int 1 0 1 myBool2 // type default min max name - this is how you do a boolean value (defaulted to true)
|
||||
enum { "hello", "world", "a", "b", "c" } myEnum // type name
|
||||
string "Default value" myString // type default name
|
||||
string myFilename // type name
|
||||
|
||||
//******************************************************************************************
|
||||
// component definition
|
||||
//******************************************************************************************
|
||||
|
||||
vcontainer // arrange all included components vertically
|
||||
{
|
||||
scrollbox(myEnum) // component(variable name)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300) // optional custom width
|
||||
height(100) // optional custom height
|
||||
}
|
||||
]
|
||||
edit(myString) // component(variable name)
|
||||
[ // optional section
|
||||
exec
|
||||
{
|
||||
labelwidth(200) // specifies label width (can use this for any component which has a label) - default is 128
|
||||
}
|
||||
]
|
||||
spinedit(myInteger, 1, 10) // component(variable name, slow spin, fast spin)
|
||||
floatedit(myFloat, .25, 10) // component(variable name, slow spin, fast spin)
|
||||
fileedit(myString) // component(variable name)
|
||||
hcontainer // arrange all included components horizontally
|
||||
{
|
||||
checkbox(myBool) // component(variable name)
|
||||
checkbox(myBool2) // component(variable name)
|
||||
|
||||
// the following spinedit will appear with the value of myBool2 when myBool == 1 or myInteger == 100
|
||||
spinedit(myBool == 1 || myInteger == 100 ? myBool2 : NULL, 1, 1) // conditional expression, slow spin, fast spin
|
||||
}
|
||||
|
||||
fileedit(myFilename)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/") // specifies directory myFilename will be relative to
|
||||
}
|
||||
]
|
||||
}
|
101
Tools/deffiles/template.idf
Normal file
101
Tools/deffiles/template.idf
Normal file
|
@ -0,0 +1,101 @@
|
|||
#name "template"
|
||||
|
||||
string name
|
||||
string filename
|
||||
|
||||
map data filedata
|
||||
[
|
||||
event "newentry"
|
||||
{
|
||||
newentry2(name, current_typename)
|
||||
}
|
||||
|
||||
event "deleteEntry"
|
||||
{
|
||||
deleteEntry(name, current_typename)
|
||||
}
|
||||
|
||||
event "renameEntry"
|
||||
{
|
||||
renameEntry(name, current_typename)
|
||||
}
|
||||
|
||||
event "copyEntry"
|
||||
{
|
||||
copyEntry(name, current_typename)
|
||||
}
|
||||
|
||||
exec
|
||||
{
|
||||
archive()
|
||||
}
|
||||
]
|
||||
|
||||
string current_typename
|
||||
|
||||
map struct
|
||||
{
|
||||
string filename
|
||||
} types
|
||||
[
|
||||
exec
|
||||
{
|
||||
deffile() // name -> filename
|
||||
}
|
||||
]
|
||||
|
||||
string iter_key
|
||||
|
||||
ref(data) ref_var(filedata, name)
|
||||
|
||||
ref(data) dummy(filedata, iter_key)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
vcontainer
|
||||
{
|
||||
edit(name)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(48)
|
||||
width(360)
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
vcontainer
|
||||
{
|
||||
button("New Entry", "newentry")
|
||||
button("Rename Entry", "renameEntry")
|
||||
}
|
||||
vcontainer
|
||||
{
|
||||
button("Delete Entry", "deleteEntry")
|
||||
button("Copy Entry", "copyEntry")
|
||||
}
|
||||
}
|
||||
|
||||
listbox(types, current_typename)
|
||||
[
|
||||
exec
|
||||
{
|
||||
height(64)
|
||||
}
|
||||
]
|
||||
|
||||
listbox(filedata, name)
|
||||
[
|
||||
filter(dummy.name == current_typename, iter_key)
|
||||
|
||||
exec
|
||||
{
|
||||
width(360)
|
||||
height(600)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
dataview(ref_var)
|
||||
}
|
191
Tools/deffiles/turretweapon.gdf
Normal file
191
Tools/deffiles/turretweapon.gdf
Normal file
|
@ -0,0 +1,191 @@
|
|||
#name "turretweapon"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "weapons/sp/" // target location 1 (single-player)
|
||||
#target_dir "weapons/mp/" // target location 2 (multi-player)
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
string "WEAPONFILE" configstringFileType
|
||||
|
||||
// This uses the config string convert's multi-target folder
|
||||
// mechanism to make the weapon either a single-player weaons
|
||||
// or a multi-player weapon.
|
||||
// The first character is used to specify which target folder to go in
|
||||
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
|
||||
|
||||
string "none" projectileTrail
|
||||
string "turret" weaponClass
|
||||
string "none" weaponSlot
|
||||
|
||||
enum { "bullet", "projectile" } weaponType
|
||||
enum { "stand", "prone", "duck" } stance
|
||||
|
||||
int 1 0 1 projImpactExplode
|
||||
int 600 0 10000 projectileSpeed
|
||||
int 300 0 10000 explosionRadius
|
||||
int 10 0 10000 explosionInnerDamage
|
||||
int 10 0 10000 explosionOuterDamage
|
||||
|
||||
string script
|
||||
|
||||
int 30 0 1000 damage
|
||||
|
||||
int 115 0 360 leftArc
|
||||
int 115 0 360 rightArc
|
||||
int 90 0 360 topArc
|
||||
int 90 0 360 bottomArc
|
||||
int 0 0 360 grabarc
|
||||
float 1 0 1 accuracy
|
||||
float 0.05 0.0 10.0 fireTime
|
||||
int 20 0 180 animHorRotateInc
|
||||
int 100 1 720 horTurnSpeed
|
||||
int 100 1 720 vertTurnSpeed
|
||||
float 0 0 60 convergenceTime
|
||||
float 0 0 1000000 maxRange
|
||||
|
||||
int 0 0 1 rifleBullet
|
||||
|
||||
string fireSound
|
||||
string loopFireSound
|
||||
string stopFireSound
|
||||
|
||||
string viewFlashEffect
|
||||
string worldFlashEffect
|
||||
|
||||
string reticleCenter
|
||||
int 32 1 480 reticleCenterSize
|
||||
|
||||
string idleAnim
|
||||
string fireAnim
|
||||
float 46 1 128 playerPositionDist
|
||||
|
||||
string killIcon
|
||||
int 1 0 1 wideKillIcon
|
||||
|
||||
string useHintString
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(targetFolder)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(stance)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(weaponType)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(damage, 1, 10)
|
||||
|
||||
spinedit(projectileSpeed, 10, 100)
|
||||
spinedit(explosionRadius, 10, 50)
|
||||
|
||||
spinedit(explosionInnerDamage, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(explosionOuterDamage, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(leftArc, 1, 10)
|
||||
spinedit(rightArc, 1, 10)
|
||||
spinedit(topArc, 1, 10)
|
||||
spinedit(bottomArc, 1, 10)
|
||||
|
||||
floatedit(accuracy, 0.1, 0.2)
|
||||
floatedit(fireTime, 0.05, 0.2)
|
||||
|
||||
spinedit(animHorRotateInc, 1, 10)
|
||||
|
||||
spinedit(horTurnSpeed, 1, 10)
|
||||
spinedit(vertTurnSpeed, 1, 10)
|
||||
floatedit(convergenceTime, 0.1, 1)
|
||||
floatedit(maxRange, 1, 10)
|
||||
|
||||
edit(script)
|
||||
|
||||
checkbox(rifleBullet)
|
||||
checkbox(projImpactExplode)
|
||||
|
||||
edit(fireSound)
|
||||
edit(loopFireSound)
|
||||
edit(stopFireSound)
|
||||
|
||||
fileedit(viewFlashEffect)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
fileedit(worldFlashEffect)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
fileedit(reticleCenter)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
spinedit(reticleCenterSize, 1, 2)
|
||||
|
||||
fileedit(idleAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
fileedit(fireAnim)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xanim/")
|
||||
width(500)
|
||||
}
|
||||
]
|
||||
floatedit(playerPositionDist, 1, 10)
|
||||
|
||||
fileedit(killIcon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
}
|
||||
]
|
||||
checkbox(wideKillIcon)
|
||||
edit(useHintString)
|
||||
}
|
||||
|
335
Tools/deffiles/vehicle.gdf
Normal file
335
Tools/deffiles/vehicle.gdf
Normal file
|
@ -0,0 +1,335 @@
|
|||
#name "vehicle"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "vehicles/"
|
||||
#file_ext "*"
|
||||
|
||||
// This tells the configstring converter what the file type identifier should be
|
||||
string "VEHICLEFILE" configstringFileType
|
||||
|
||||
enum { "4 wheel", "tank", "plane", "boat", "artillery" } type
|
||||
|
||||
int 0 0 1 steerWheels
|
||||
int 0 0 1 texureScroll
|
||||
int 0 0 1 quadBarrel
|
||||
int 0 0 1 bulletDamage
|
||||
int 0 0 1 grenadeDamage
|
||||
int 0 0 1 projectileDamage
|
||||
|
||||
float 0 0 100 texureScrollScale
|
||||
float 0 0 100 maxSpeed
|
||||
float 0 0 100 accel
|
||||
float 0 0 360 rotRate
|
||||
float 0 0 360 rotAccel
|
||||
|
||||
float 0 0 90 maxBodyPitch
|
||||
float 0 0 90 maxBodyRoll
|
||||
|
||||
float 0 0 1000 collisionDamage
|
||||
float 0 0 1000 collisionSpeed
|
||||
|
||||
float 0 0 20 suspensionTravel
|
||||
|
||||
string turretWeapon
|
||||
float 0 0 180 turretHorizSpanLeft
|
||||
float 0 0 180 turretHorizSpanRight
|
||||
float 0 0 180 turretVertSpanUp
|
||||
float 0 0 180 turretVertSpanDown
|
||||
float 0 0 360 turretRotRate
|
||||
|
||||
string lowIdleSnd
|
||||
string highIdleSnd
|
||||
string lowEngineSnd
|
||||
string highEngineSnd
|
||||
string turretSpinSnd
|
||||
string turretStopSnd
|
||||
|
||||
float 10 0 100 engineSndSpeed
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(type)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(200)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(steerWheels)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(texureScroll)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(quadBarrel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(bulletDamage)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(grenadeDamage)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(projectileDamage)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(texureScrollScale, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(maxSpeed, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(accel, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(rotRate, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(rotAccel, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(maxBodyPitch, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(maxBodyRoll, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
floatedit(suspensionTravel, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(collisionDamage, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(collisionSpeed, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
edit(turretWeapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(turretRotRate, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(turretHorizSpanLeft, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(turretHorizSpanRight, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(turretVertSpanUp, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
floatedit(turretVertSpanDown, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
edit(lowIdleSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
edit(highIdleSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
edit(lowEngineSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
edit(highEngineSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
edit(turretSpinSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
edit(turretStopSnd)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(350)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(engineSndSpeed, 0.05, 1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(280)
|
||||
labelwidth(150)
|
||||
}
|
||||
]
|
||||
}
|
141
Tools/deffiles/vehicleweapon.gdf
Normal file
141
Tools/deffiles/vehicleweapon.gdf
Normal file
|
@ -0,0 +1,141 @@
|
|||
#name "vehicleweapon"
|
||||
#dll "configstringconvert"
|
||||
#target_dir "weapons/sp/" // target location 1 (single-player)
|
||||
#target_dir "weapons/mp/" // target location 2 (multi-player)
|
||||
#file_ext "*"
|
||||
|
||||
string "WEAPONFILE" configstringFileType
|
||||
string "none" projectileTrail
|
||||
string "non-player" weaponClass
|
||||
string "none" weaponSlot
|
||||
|
||||
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
|
||||
enum { "bullet", "projectile" } weaponType
|
||||
enum { "grenade", "rocket", "molotov", "none" } projExplosionType
|
||||
|
||||
int 1 0 1 projImpactExplode
|
||||
|
||||
string worldFlashEffect
|
||||
string fireSound
|
||||
|
||||
int 30 0 3000 damage
|
||||
float 0.1 0.0 10.0 fireTime
|
||||
int 600 0 10000 projectileSpeed
|
||||
int 300 0 10000 explosionRadius
|
||||
int 10 0 10000 explosionInnerDamage
|
||||
int 10 0 10000 explosionOuterDamage
|
||||
|
||||
string useHintString
|
||||
|
||||
vcontainer
|
||||
{
|
||||
scrollbox(targetFolder)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(weaponType)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(projImpactExplode)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(projExplosionType)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(worldFlashEffect)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/")
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
edit(fireSound)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(500)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(damage, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(fireTime, 0.05, 0.2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(projectileSpeed, 10, 100)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(explosionRadius, 10, 50)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(explosionInnerDamage, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
spinedit(explosionOuterDamage, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(300)
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
edit(useHintString)
|
||||
}
|
||||
|
BIN
Tools/deffiles/xanim.dll
Normal file
BIN
Tools/deffiles/xanim.dll
Normal file
Binary file not shown.
50
Tools/deffiles/xanim.gdf
Normal file
50
Tools/deffiles/xanim.gdf
Normal file
|
@ -0,0 +1,50 @@
|
|||
#name "xanim"
|
||||
#dll "xanim"
|
||||
#target_dir "xanim/"
|
||||
#file_ext "*"
|
||||
|
||||
string filename
|
||||
string model
|
||||
int 0 0 1 looping
|
||||
enum {"delta", "relative", "absolute", "mp_torso", "mp_legs", "mp_fullbody"} type
|
||||
int 1 0 1 useBones
|
||||
string node
|
||||
float .05 0 180 angleError
|
||||
float .025 0 1000 translationError
|
||||
|
||||
string boneStabilizers
|
||||
|
||||
vcontainer
|
||||
{
|
||||
fileedit(filename)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("xanim_export/")
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/")
|
||||
}
|
||||
]
|
||||
|
||||
checkbox(looping)
|
||||
checkbox(useBones)
|
||||
scrollbox(type)
|
||||
edit(node)
|
||||
floatedit(angleError, .05, 1)
|
||||
floatedit(translationError, .025, .1)
|
||||
|
||||
multiedit(boneStabilizers)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(640)
|
||||
height(80)
|
||||
}
|
||||
]
|
||||
}
|
BIN
Tools/deffiles/xmodel.dll
Normal file
BIN
Tools/deffiles/xmodel.dll
Normal file
Binary file not shown.
259
Tools/deffiles/xmodel.gdf
Normal file
259
Tools/deffiles/xmodel.gdf
Normal file
|
@ -0,0 +1,259 @@
|
|||
#name "xmodel"
|
||||
#dll "xmodel"
|
||||
#target_dir "xmodel/"
|
||||
#target_dir "skins/"
|
||||
#target_dir "xmodelparts/"
|
||||
#target_dir "xmodelsurfs/"
|
||||
#file_ext "*;*.dds;*.tga;*.jpg"
|
||||
|
||||
enum { "rigid", "animated", "viewmodel", "multiplayer body", "viewhands" } type
|
||||
string highLodRigidRoot
|
||||
string filename
|
||||
float 0 0 1000000 highLodDist
|
||||
int 0 0 1 forceMediumLodRigid
|
||||
string mediumLodRigidRoot
|
||||
string mediumLod
|
||||
float 0 0 1000000 mediumLodDist
|
||||
int 0 0 1 forceLowLodRigid
|
||||
string lowLodRigidRoot
|
||||
string lowLod
|
||||
float 0 0 1000000 lowLodDist
|
||||
|
||||
int 1 0 1 calculateBounds
|
||||
float 0 -1000000 1000000 minX
|
||||
float 0 -1000000 1000000 minY
|
||||
float 0 -1000000 1000000 minZ
|
||||
float 0 -1000000 1000000 maxX
|
||||
float 0 -1000000 1000000 maxY
|
||||
float 0 -1000000 1000000 maxZ
|
||||
|
||||
int 0 0 1 noRadialNormals
|
||||
float 0 -1000000 1000000 radialOriginX
|
||||
float 0 -1000000 1000000 radialOriginY
|
||||
float 0 -1000000 1000000 radialOriginZ
|
||||
|
||||
enum { "None", "High", "Medium", "Low" } collisionLOD
|
||||
|
||||
string hitBoxModel
|
||||
string skinOverride
|
||||
string boneControllers
|
||||
string boneStabilizers
|
||||
|
||||
|
||||
vcontainer
|
||||
{
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(type)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(320)
|
||||
}
|
||||
]
|
||||
|
||||
edit(highLodRigidRoot)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
fileedit(filename)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/")
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(highLodDist, 1, 10)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
checkbox(forceMediumLodRigid)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
edit(mediumLodRigidRoot)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
fileedit(mediumLod)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/")
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(mediumLodDist, 1, 10)
|
||||
|
||||
hcontainer
|
||||
{
|
||||
checkbox(forceLowLodRigid)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
|
||||
edit(lowLodRigidRoot)
|
||||
[
|
||||
exec
|
||||
{
|
||||
labelwidth(160)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
fileedit(lowLod)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/")
|
||||
}
|
||||
]
|
||||
|
||||
floatedit(lowLodDist, 1, 10)
|
||||
|
||||
scrollbox(collisionLOD)
|
||||
|
||||
vcontainer
|
||||
{
|
||||
checkbox(calculateBounds)
|
||||
hcontainer
|
||||
{
|
||||
floatedit(minX, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
floatedit(minY, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
floatedit(minZ, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
}
|
||||
hcontainer
|
||||
{
|
||||
floatedit(maxX, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
floatedit(maxY, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
floatedit(maxZ, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(140)
|
||||
labelwidth(50)
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
vcontainer
|
||||
{
|
||||
checkbox(noRadialNormals)
|
||||
hcontainer
|
||||
{
|
||||
floatedit(radialOriginX, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(190)
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
floatedit(radialOriginY, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(190)
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
floatedit(radialOriginZ, 1, 10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(190)
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
fileedit(hitBoxModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("model_export/")
|
||||
}
|
||||
]
|
||||
|
||||
multiedit(skinOverride)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(640)
|
||||
height(80)
|
||||
}
|
||||
]
|
||||
|
||||
multiedit(boneControllers)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(640)
|
||||
height(80)
|
||||
}
|
||||
]
|
||||
|
||||
multiedit(boneStabilizers)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(640)
|
||||
height(80)
|
||||
}
|
||||
]
|
||||
}
|
BIN
Tools/deffiles/xmodelalias.dll
Normal file
BIN
Tools/deffiles/xmodelalias.dll
Normal file
Binary file not shown.
511
Tools/deffiles/xmodelalias.gdf
Normal file
511
Tools/deffiles/xmodelalias.gdf
Normal file
|
@ -0,0 +1,511 @@
|
|||
#name "xmodelalias"
|
||||
#dll "xmodelalias"
|
||||
#target_dir "xmodelalias/"
|
||||
#file_ext "*"
|
||||
|
||||
string model1
|
||||
string model2
|
||||
string model3
|
||||
string model4
|
||||
string model5
|
||||
string model6
|
||||
string model7
|
||||
string model8
|
||||
string model9
|
||||
string model10
|
||||
string model11
|
||||
string model12
|
||||
string model13
|
||||
string model14
|
||||
string model15
|
||||
string model16
|
||||
string model17
|
||||
string model18
|
||||
string model19
|
||||
string model20
|
||||
string model21
|
||||
string model22
|
||||
string model23
|
||||
string model24
|
||||
string model25
|
||||
string model26
|
||||
string model27
|
||||
string model28
|
||||
string model29
|
||||
string model30
|
||||
string model31
|
||||
string model32
|
||||
string model33
|
||||
string model34
|
||||
string model35
|
||||
string model36
|
||||
string model37
|
||||
string model38
|
||||
string model39
|
||||
string model40
|
||||
string model41
|
||||
string model42
|
||||
string model43
|
||||
string model44
|
||||
string model45
|
||||
string model46
|
||||
string model47
|
||||
string model48
|
||||
string model49
|
||||
string model50
|
||||
|
||||
vcontainer
|
||||
{
|
||||
fileedit(model1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model3)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model4)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model5)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model6)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model7)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model8)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model9)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model11)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model12)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model13)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model14)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model15)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model16)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model17)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model18)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model19)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model20)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
|
||||
fileedit(model21)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model22)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model23)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model24)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model25)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model26)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model27)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model28)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model29)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model30)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
|
||||
fileedit(model31)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model32)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model33)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model34)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model35)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model36)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model37)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model38)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model39)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model40)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
|
||||
fileedit(model41)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model42)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model43)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model44)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model45)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model46)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model47)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model48)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model49)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
|
||||
fileedit(model50)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
labelwidth(100)
|
||||
}
|
||||
]
|
||||
}
|
593
Tools/docs/CoDRadiant.htm
Normal file
593
Tools/docs/CoDRadiant.htm
Normal file
|
@ -0,0 +1,593 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
|
||||
<meta name=Generator content="Microsoft Word 10 (filtered)">
|
||||
<title>Preferences</title>
|
||||
|
||||
<style>
|
||||
<!--
|
||||
/* Style Definitions */
|
||||
p.MsoNormal, li.MsoNormal, div.MsoNormal
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
text-autospace:none;
|
||||
font-size:12.0pt;
|
||||
font-family:Arial;}
|
||||
h1
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
text-autospace:none;
|
||||
font-size:12.0pt;
|
||||
font-family:Arial;
|
||||
font-weight:normal;}
|
||||
h2
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
text-autospace:none;
|
||||
font-size:12.0pt;
|
||||
font-family:Arial;
|
||||
font-weight:normal;}
|
||||
h3
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
text-autospace:none;
|
||||
font-size:12.0pt;
|
||||
font-family:Arial;
|
||||
font-weight:normal;}
|
||||
h4
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
text-autospace:none;
|
||||
font-size:12.0pt;
|
||||
font-family:Arial;
|
||||
font-weight:normal;}
|
||||
/* Page Definitions */
|
||||
@page Section1
|
||||
{size:8.5in 11.0in;
|
||||
margin:1.0in 1.25in 1.0in 1.25in;}
|
||||
div.Section1
|
||||
{page:Section1;}
|
||||
-->
|
||||
</style>
|
||||
|
||||
</head>
|
||||
|
||||
<body lang=EN-US style='text-justify-trim:punctuation'>
|
||||
|
||||
<div class=Section1>
|
||||
|
||||
<p class=MsoNormal><b><u>Preferences</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Texture brushes in 2D</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This shows the textures on brushes
|
||||
in the 2D window, useful for building geometry from a 2D image.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Farplane</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>The maximum farplane distance
|
||||
(controls how far the in editor cubic clipping can go).</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Vehicle Arrow Time</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>A chain of vehicle nodes draws a spline
|
||||
in editor when set up correctly. This control sets how far apart the arrows are
|
||||
by time the vehicle would take to get from one arrow to the next. </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Drop Height</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'><i>Ctrl-Alt-left click</i> copies
|
||||
a currently selected entity to the location clicked. <i>Ctrl-Alt-middle click</i>
|
||||
moves the selected entity. Drop height controls how far above or below the
|
||||
surface you clicked on the entity will be placed. Useful for making the base of
|
||||
trees be below the terrain when they are placed on non flat surfaces. </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Scale base</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>See <i>Toggle "tree/grass
|
||||
placement mode".</i> Scale base defines the default model scale for this
|
||||
mode (100 = normal).</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Scale Range</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Like scale base, but controls the
|
||||
amount of scale variation.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Tolerant weld</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>The distance at which the editor
|
||||
will do tolerant welding.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Splay distance</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Select some vertices in a terrain
|
||||
patch and press <i>Alt-W</i>. This will make these vertices separate apart
|
||||
along their current direction by the distance set in this box. Useful for
|
||||
keeping the texture a consistent scale on a patch which uses Set for its
|
||||
texturing (for example roads). </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>View/Show</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Show Smart Tube Nodes
|
||||
(Ctrl-Alt-9)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This actually toggles showing all
|
||||
the node types other than pathnodes</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Show AI Nodes (Alt-9)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This toggles showing pathnodes. </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>Selection</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Select Connected (Ctrl-Alt-E)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Selects all the entities targeted
|
||||
by an entity and all the entities which target an entity. Useful for selecting
|
||||
vehicle node chains and friendly chains.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Connect Entities (Ctrl-K)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>When doing a lot of terrain work or
|
||||
linking a lot of entities you may want to rebind this in your ini file.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Hide Unselected (Alt-H)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Hide everything not selected.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Vertex Box Selection</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This has been extended to also
|
||||
work in the 3D view. It works with patches and terrain only.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>Textures</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Shift-A</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Select a texture in the texture
|
||||
browser and press this to select all the brushes using that texture.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>Misc</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Make Weaponclip</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
|
||||
solid to player and AI collision but solid to bullets. Note even things with shaders
|
||||
which specify not solid to bullets will become solid to bullets.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Make Non-Colliding</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
|
||||
solid to anything including bullets and grenades. </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i> </i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Go to position</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Enter the cooridinates you get
|
||||
from typing \viewpos in the console in game to set your camera position there.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Surface Inspector</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>The surface properties dialog has
|
||||
a "Sample size" edit box with spin buttons. You can use this to set
|
||||
the size of lightmap samples. A value of 0 means to use the default sample
|
||||
size. This is whatever argument you give to -samplesize on the q3map command
|
||||
line, or 16 by default. The only way to change the lightmap sample size of a
|
||||
surface is to edit it in the surface properties dialog. The sample size is not
|
||||
changed when you do any texturing work outside this dialog. The sample size is
|
||||
copied when you duplicate a brush.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>Worldspawn Key Values</u></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>_color</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
|
||||
which sets the ambient color. Values are RGB and scale is 0 to 1.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>ambient</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
|
||||
which sets ambient light level. 0 is no ambient, 1 would be fullbright ambient.
|
||||
(0.1 - 0.3 recommended)</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>diffusefraction</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Percentage (0 to 1) of the total
|
||||
sunlight which is diffuse vs direct. (0.3 - 0.7 recommended)</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>suncolor</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>same as _color but for the direct
|
||||
sunlight</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>sundiffusecolor</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>same as _color for the diffuse
|
||||
sunlight</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>sundirection</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>yaw pitch roll. -30 160 0 would
|
||||
mean the sun is 30 degrees below the horizon and coming from the upper left in
|
||||
the 2D view in the editor (more left than upper). Apply these values to a node
|
||||
and observe where the arrow points. The arrow points at the sun.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>sunlight</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>total brightness of the direct sun
|
||||
and the diffusesun and the ambient combined. IE increasing value of the
|
||||
diffusesun or the ambient will not increase the total brightness, only the
|
||||
amount of the total which is diffuse or ambient. The scale is 0 to 2 with 0
|
||||
being total darkness and 1 being surfaces directly hit are fullbright. values
|
||||
above 1 increase the number of surfaces which will be fullbright. IW uses about
|
||||
.7 for night time and 1.3 to 2 for daytime. </p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal><b><u>New Buttons</u></b></p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle camera movement modes</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Two different styles of moveing
|
||||
the camera in the 3D view best to try them and see which you like better.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle alpha rendering of
|
||||
textures (button looks like half a tree with 9 blue dots)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Toggle this between seeing the
|
||||
alpha on unselected trees correctly and seeing the alpha on decals and alpha
|
||||
blended terrain correctly.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting entities
|
||||
(button is an E with a slash through it)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Dont select entities in the 3D or
|
||||
2D windows.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle drawing portalnodraw
|
||||
surfaces (button is a red D)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Dont draw the common/portalnodraw
|
||||
surfaces. Useful for working on portals, shows you only the surfaces which
|
||||
matter (the common/portal ones).</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Tolerant Weld (button is a TW)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>See <i>Joining Terrain Patches</i>
|
||||
Method 2 for common use.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting models (button
|
||||
is an M with a slash through it)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Dont select models in the 2D/3D
|
||||
windows. Useful in maps with lots of trees.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Toggle "tree/grass
|
||||
placement mode" (button is a green and white arrow pointing down)</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Switches the <i>Ctrl-Alt left </i>and
|
||||
m<i>iddle click button </i>functions to "tree and grass placement
|
||||
mode". When in this mode entities placed using those two shortcuts will
|
||||
randomly vary in size and rotation.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h2 style='page-break-after:avoid'><b><u>Terrain</u></b></h2>
|
||||
|
||||
<h2 style='page-break-after:avoid'><b> </b></h2>
|
||||
|
||||
<h2 style='margin-left:.5in;page-break-after:avoid'><i>Creating a terrain patch</i></h2>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>To create a terrain patch, select
|
||||
a brush and go to the Patch menu at the top. Select Simple Terrain Mesh. A
|
||||
Terrain Density box will appear. This dictates how many vertices wide and tall
|
||||
the patch will be.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h2 style='margin-left:.5in;page-break-after:avoid'><i>Texturing a terrain
|
||||
patch</i></h2>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Terrain patches are textured much
|
||||
like a normal patch. <i>Shift+S</i> will bring up the Patch Properties menu. A
|
||||
terrain patch can use Cap, Set, Natural, and Fit like a normal patch. A terrain
|
||||
patch can also cycle through different Cap settings by using <i>Ctrl+Shift+N</i>.
|
||||
This is useful for getting a terrain patch textured with minimal distortion.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Joining Terrain Patches</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Terrain patches can be joined
|
||||
using a few different methods.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Method 1: This method is best for
|
||||
joining 2 specific vertices. Select 2 terrain patches and show the vertices
|
||||
with the <i>V</i> key. Select the 2 vertices you would like joined and then
|
||||
press <i>Ctrl+K</i>. The vertices will join.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Method 2: This method is best for
|
||||
joining multiple vertices. Click on the TW box in the toolbar at the top right.
|
||||
Select the 2 patches you want to join. They must be close enough for them join,
|
||||
when they are a highlighted line will connect the vertices that will snap
|
||||
together. You can drag select as many of the vertices as you like and they will
|
||||
connect to their highlighted partner.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Note that the first patch you
|
||||
select will be static and not alter, the second patch is the one that will
|
||||
deform after the vertices are snapped together.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>TW stands for tolerant weld. The
|
||||
distance at which the editor will do the tolerant welding is controlled in the
|
||||
Edit/Preferences menu.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Once multiple terrain patches are
|
||||
joined together, you can convert them into one larger patch. Simply select the
|
||||
terrain patches you would like to act as one and press <i>Ctrl+K</i>. You can
|
||||
now manipulate the multiple patches as one.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Adding and Removing
|
||||
Columns and Rows</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Columns and Rows can easily be
|
||||
added or removed from your terrain patch. Select 2 or more vertices on a row or
|
||||
column and press <i>Ctrl+Shift+A</i> and a row or column will be added. Press <i>Ctrl+Shift+Q</i>
|
||||
to remove the row or column. If you have merged vertices together using method
|
||||
1 then you may be selecting more than two vertices when it looks like you have
|
||||
only selected two, since that method doesn’t remove vertices, it only makes
|
||||
them be in the same position.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Turning edges</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>The smallest piece of terrain is
|
||||
made up of 4 vertices which are split into two triangles. You can reverse where
|
||||
the triangle splits the patch with the turn edges button which is the square
|
||||
one with the red and green x through the middle. This is useful for turning the
|
||||
edges to all face in on mortar craters.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Matrix Transpose</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Press <i>Shift-Ctrl-M</i> to
|
||||
reorient/rotate the textures on a terrain patch. Useful so you don’t have to
|
||||
re-rotate the texture each time you change the mapping.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<h3 style='page-break-after:avoid'><b><u>Advanced Terrain Patch Editing</u></b></h3>
|
||||
|
||||
<h3 style='page-break-after:avoid'><b><u><span style='text-decoration:none'> </span></u></b></h3>
|
||||
|
||||
<h3 style='page-break-after:avoid'>The terrain patches come equipped with a
|
||||
powerful tool. Press <i>Y</i> to bring up the Advanced Patch Editing Options.
|
||||
Within this tool you can do many different things to your patches.</h3>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal>At the top, there are three sliders. The first is
|
||||
called "inner radius", the second "outer radius", and the
|
||||
last "amplitude". Anything inside inner radius of a "hot
|
||||
spot" gets moved at full magnitude, anything outside outer radius does not
|
||||
get moved at all, and anything in the middle gets moved by a smooth ramp
|
||||
function that is basically a smoothed-out linear falloff. Increasing the
|
||||
amplitude makes the effect more pronounced for some effects. The radius
|
||||
checks are only in the x-y axis. In other words, the radius between two
|
||||
points is the distance you see between them in the XY top-down view.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal>Under these 3 sliders are the soft selection modes. Checking
|
||||
these will allow you to do different functions, which will be detailed out
|
||||
shortly.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal>For all other modes, any patches you want to effect must be
|
||||
selected, and you must be in normal brush-selection mode. To paint, hold
|
||||
down the <i>ALT</i> key and the <i>left</i> or <i>right mouse button</i>.
|
||||
Painting only happens when you move the mouse. Painting works in the 2D
|
||||
and the 3D views. The "hot spot" for any painting action is the
|
||||
point on the patch mesh that is currently under the cursor.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Paint Height + Height</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Paint height only works in
|
||||
conjunction with the Height selection at the bottom of the menu. This lets you
|
||||
raise and lower terrain by “painting” the terrain. The <i>left mouse button</i>
|
||||
causes the height to gradually increase, and the <i>right mouse button</i>
|
||||
causes it to gradually lower. The amount that height changes depends on
|
||||
grid size and on the amplitude setting of the dialog.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h4 style='margin-left:.5in;page-break-after:avoid'><i>Flatten</i></h4>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Flatten works in conjunction with
|
||||
a Height, RGB, Red, Green, Blue, and Alpha.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'><i> </i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'><i>+ Height</i> - This will
|
||||
flatten affected vertices down to the Z-coordinate set in the Height box on the
|
||||
bottom right of the dialog box. </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'><i>+ RGB</i> - This allows you to
|
||||
color the terrain with whatever color you choose in the color menu. You can
|
||||
also paint on just the red value by choosing Red, just blue by choosing Blue,
|
||||
and green by choosing Green. (<i>Alt-left click</i> paints color, <i>Alt-right
|
||||
click</i> removes color).</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'><i>+ Alpha -</i> This allows you
|
||||
to make portions of your texture transparent. It is especially useful for
|
||||
blending 2 textures together. For example, to create a dirt path through a
|
||||
grassy area you would first create the base, which would be the dirt path (a
|
||||
terrain patch with a dirt texture). Next, you would copy and paste that same
|
||||
patch on top of itself and change its texture to a grass texture set up for
|
||||
alpha blending. Finally, you alpha out the portion of the grass texture where
|
||||
you would like the dirt path to show through. Note that alpha should be used on
|
||||
shaders that are set up for alpha blending (examples of these textures are
|
||||
found in terrain.shader). (<i>Alt-left click</i> paints transparency, <i>Alt-right
|
||||
click</i> removes transparency).</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Smooth + Height</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Smooth only works in conjunction
|
||||
with the Height selection at the bottom of the menu. This lets you smooth
|
||||
terrain by “painting” the terrain. The <i>left and right mouse buttons</i> work
|
||||
to equalize the terrain by raising and lowering surrounding vertices. This
|
||||
gives the terrain a less bumpy appearance.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Noise + Height</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Noise only works in conjunction
|
||||
with the Height selection at the bottom of the menu. This works the opposite
|
||||
way of Smooth by making the terrain more bumpy and uneven.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Drag Up/Down + Height</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Drag Up/Down only works in
|
||||
conjunction with the Height selection at the bottom of the menu. This is the
|
||||
only soft selection mode that works in vertex-editing mode. This is
|
||||
basically normal patch vertex dragging, except it has smooth falloff around
|
||||
each selected vertex and it only changes the Z component.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Grab Value</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>This mode allows you to grab the
|
||||
height, color, and alpha value of terrain by holding the <i>left mouse button</i>
|
||||
and dragging on a section of terrain.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Disabled</i></h3>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Disabled simply disables soft
|
||||
selection while the dialog box is open.</p>
|
||||
|
||||
<p class=MsoNormal> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Allow soft selection on unhighlighted
|
||||
patches</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Allows modification to all patches
|
||||
inside the "hot spot" regardless of whether they are currently
|
||||
selected.</p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'> </p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'><i>Only perform soft selection
|
||||
while this dialog is open</i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.0in'>Allows soft selection while this
|
||||
menu is closed when unchecked.</p>
|
||||
|
||||
</div>
|
||||
|
||||
</body>
|
||||
|
||||
</html>
|
345
Tools/docs/Compiling Maps.htm
Normal file
345
Tools/docs/Compiling Maps.htm
Normal file
|
@ -0,0 +1,345 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
|
||||
<meta name=Generator content="Microsoft Word 10 (filtered)">
|
||||
<title>Compiling</title>
|
||||
|
||||
<style>
|
||||
<!--
|
||||
/* Style Definitions */
|
||||
p.MsoNormal, li.MsoNormal, div.MsoNormal
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
font-size:12.0pt;
|
||||
font-family:"Times New Roman";}
|
||||
/* Page Definitions */
|
||||
@page Section1
|
||||
{size:8.5in 11.0in;
|
||||
margin:1.0in 1.25in 1.0in 1.25in;}
|
||||
div.Section1
|
||||
{page:Section1;}
|
||||
-->
|
||||
</style>
|
||||
|
||||
</head>
|
||||
|
||||
<body lang=EN-US style='text-justify-trim:punctuation'>
|
||||
|
||||
<div class=Section1>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
|
||||
Arial'>Compiling</span></u></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>An
|
||||
example map and compile batch file are included with these tools and can be
|
||||
found in \game\main\maps.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>The
|
||||
stages of a compile are as follows:</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>q3map mapname.map</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
|
||||
style='font-family:Arial'>builds the bsp</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>q3map -vis mapname.bsp</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> options
|
||||
are <i>q3map -vis </i>or <i>q3map -vis -fast</i></span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'> </span></i><span style='font-family:Arial'>vis info is used
|
||||
for the server sending entity info to the client so multiplayer maps should use
|
||||
–vis but single player maps can just use –vis –fast</span></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
|
||||
style='font-family:Arial'>will not work if the map leaked</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>flare mapname.bsp</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> generates
|
||||
the lightmaps</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> will
|
||||
not work if the map leaked</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>CoDSP.exe +set r_vc_compile 2 +devmap mapname</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> generates
|
||||
the vc log (see VClog section below)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>CoDSP.exe +set g_connectpaths 2 +devmap mapname</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
|
||||
style='font-family:Arial'>generates the path data for the AI (opens the game
|
||||
and then closes it automatically after compiling)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
|
||||
Arial'>Optional</span></u></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>q3map -info mapname.bsp</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> displays
|
||||
data size information about your bsp</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'> </span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
|
||||
Arial'>Flare</span></u></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
|
||||
Arial'>flare args mapname.bsp</span></i></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> where
|
||||
args is 0 or more of the following</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Verbose Turns
|
||||
on verbose prints</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Fast
|
||||
Use fast presets for several options</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Extra Use
|
||||
high-quality presets for several options</span></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:2.0in;text-indent:-2.0in;text-autospace:
|
||||
none'><span style='font-family:Arial'>-MaxPolys Maximum
|
||||
number of polys to use during light compile (can be used to increase the
|
||||
default for larger maps)</span></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.5in;text-indent:-1.5in;text-autospace:
|
||||
none'><span style='font-family:Arial'>-MaxVerts Maximum
|
||||
number of vertices to use during light compile (can be used to increase the
|
||||
default for larger maps)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-MaxBrushes
|
||||
Maximum number of brushes to use during bsp solid check</span></p>
|
||||
|
||||
<p class=MsoNormal style='margin-left:1.5in;text-indent:-1.5in;text-autospace:
|
||||
none'><span style='font-family:Arial'>-MaxOccluders Maximum
|
||||
number of occluders to use during light compile (can be used to increase the
|
||||
default for larger maps)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Visual
|
||||
Activates visual preview / debugging</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-DiffuseSun
|
||||
Forces diffuse sunlighting</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoDiffuseSun
|
||||
Doesn't do diffuse sunlighting</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-FastDiffuseSun
|
||||
SampleDiffuseSun uses a single vertical sky trace</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ExtraDiffuseSun
|
||||
SampleDiffuseSun uses multiple sky traces</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelShadow
|
||||
Allows model surfaces to cast shadows</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelShadow
|
||||
Prevents model surfaces from casting shadows</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelAlphaShadow
|
||||
Allows transparent model surfaces to cast shadows</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelAlphaShadow
|
||||
Prevents transparent model surfaces from casting shadows</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-SunDiffuseSamples
|
||||
Hemicube edge size for SampleDiffuseSun (3N^2 samples) (Lower numbers
|
||||
will cause extra ghost shadows from the diffuse sun. 6-10, even values are
|
||||
recommended.)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-DumpOptions
|
||||
Displays current settings of most parameters</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
can see all the options to flare by running the program with no arguments.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
|
||||
Arial'>VClog</span></u></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'> </span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'>What is a VClog?</span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Entites
|
||||
(models, players, AI) in a map are lit by the lights in the map. In complex
|
||||
maps (as opposed to small test maps) calculating which lights affect which
|
||||
entities takes a lot of work. To prevent the engine from having to do this in
|
||||
realtime, this information can be written into the bsp using a mapname.vclog
|
||||
file. If a map doesn’t have a VClog, you will experience harsh hitches when
|
||||
entering new areas where entities are now visible. These hitches feel like
|
||||
texture thrashing. VClogs are needed for both single player and multiplayer
|
||||
maps. Anywhere our example says “CoDSP.exe”, just replace it with “CoDMP.exe”
|
||||
for multiplayer and the same process applies.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'> </span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'> </span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'>Creating a VClog </span></b><span style='font-family:Arial'>(visibility
|
||||
cache data)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>This
|
||||
log can be made once and forgotten about until you make a significant change to
|
||||
geometry in your map which would allow models, players, or AI to exist in new
|
||||
areas; it will still be valid after almost any tweak to geometry, including
|
||||
those that alter shadows. The typical way to make this log is to set
|
||||
"r_vc_showlog 1", and then to run around playing "pacman"
|
||||
trying to get rid of the green dots in areas where you expect players to
|
||||
go. You still find visibility data when "r_vc_showlog" is 0, and
|
||||
it runs a little faster, but it is easy to miss spots. "pacman"
|
||||
mode only works if you have a viewmodel on-screen.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
must set “r_vc_makelog 1” or “r_vc_makelog 2” to enable making a log. A value
|
||||
of 1 creates a brand new log, a value of 2 appends to an existing
|
||||
log. "r_vc_showlog" is not all that useful with
|
||||
"r_vc_makelog 2", since any dots that were already in the old logfile
|
||||
will never go away, no matter how many times you go near them.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDSP.exe
|
||||
+set r_graymap 1 +set r_vc_makelog 1 +set r_vc_showlog 1 +devmap mapname</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
can change the amount of dots you see in the map by changing the “r_vc_showlog”
|
||||
value.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Four
|
||||
is a good value to use, but any of these are valid: 2, 4, 6, 8, 10, 12, 16</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
can bind a key to increase/decrease the value.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Example:</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>bind
|
||||
F3 "toggle r_vc_showlog 2 4 6 8 12 16"</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>bind
|
||||
F4 "toggle r_vc_showlog 16 12 8 6 4 2"</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
must NOT set "dedicated", or you will not get the compiled visiblity
|
||||
cache data. Setting r_graymap is not necessary but saves a little time by
|
||||
not loading textures.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'>Compiling a VClog</span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Once
|
||||
your map is basically geometry complete, make "mapname.vclog" by
|
||||
going around your map with "r_vc_makelog 1". From then on, you need
|
||||
only compile the map with "+set r_vc_compile 2" as follows.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDSP.exe
|
||||
+set r_vc_compile 2 +devmap mapname</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>With
|
||||
r_vc_compile 2 the game quits after compiling visibility cache data; 1 compiles
|
||||
and finishes loading. Also, if you do r_vc_compile 1, then the compiled
|
||||
visibility will not be available until you do a vid_restart or load the map
|
||||
again. A map_restart or loaded savegame is not sufficient. Additionally,
|
||||
CoDSP.exe is hardcoded to look for the .vclog file in the maps directory and
|
||||
the CoDMP.exe is hardcoded to look in maps/mp/. Basically, the .vclog MUST be
|
||||
in the same place as the .bsp.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
||||
Arial'>Confirming a VClog </span></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>To
|
||||
confirm whether or not the VClog has been compiled into a .bsp use the
|
||||
“r_vc_stats” console command to see the performance statistics for the light
|
||||
visibility cache. Load the .bsp in the game. Once the map has loaded, pull down
|
||||
the console and type “r_vc_stats”. The VClog has been successfully compiled
|
||||
into the .bsp if the “entries used” number is greater than “entries filled in
|
||||
at runtime”.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Example:</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>light
|
||||
visibility cache performance:</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>74606
|
||||
entries used (28.5%)</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>21
|
||||
max associativity</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>0
|
||||
entries flushed</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>1216
|
||||
entries filled in at runtime instead of read from disk</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Note:</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>If
|
||||
the “entries filled in at runtime” number is the same as the “entries used”
|
||||
number, then the VClog has NOT been compiled into the .bsp.</span></p>
|
||||
|
||||
</div>
|
||||
|
||||
</body>
|
||||
|
||||
</html>
|
190
Tools/docs/Portals.htm
Normal file
190
Tools/docs/Portals.htm
Normal file
|
@ -0,0 +1,190 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
|
||||
<meta name=Generator content="Microsoft Word 10 (filtered)">
|
||||
<title>Portals</title>
|
||||
|
||||
<style>
|
||||
<!--
|
||||
/* Style Definitions */
|
||||
p.MsoNormal, li.MsoNormal, div.MsoNormal
|
||||
{margin:0in;
|
||||
margin-bottom:.0001pt;
|
||||
font-size:12.0pt;
|
||||
font-family:"Times New Roman";}
|
||||
/* Page Definitions */
|
||||
@page Section1
|
||||
{size:8.5in 11.0in;
|
||||
margin:1.0in 1.25in 1.0in 1.25in;}
|
||||
div.Section1
|
||||
{page:Section1;}
|
||||
-->
|
||||
</style>
|
||||
|
||||
</head>
|
||||
|
||||
<body lang=EN-US style='text-justify-trim:punctuation'>
|
||||
|
||||
<div class=Section1>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
|
||||
Arial'>Portals</span></u></b></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Portals
|
||||
divide the world into cells. Each cell is a non-solid, non-detail volume
|
||||
inside the BSP that does not cross any portals. Every non-solid part of
|
||||
the map exists in exactly one cell. Cells can have any arbitrary shape,
|
||||
such as L or cube. Portals connect two cells. The classic example is
|
||||
doorways in a house, where each room is a cell and the doorways are portals.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Whenever
|
||||
a cell is determined to be at least partially visible, all of the world
|
||||
geometry in that cell gets drawn. If a world surface exists on both sides
|
||||
of a portal, it gets drawn if either of the two cells are drawn. </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Note:
|
||||
model bounding boxes will get clipped against the portals so they may not get
|
||||
drawn even if they are in a cell that is drawn.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Portals
|
||||
gives better culling than PVS since they effectively do the exact cell-to-cell
|
||||
PVS for a single view point. Portals can even cull geometry when you turn
|
||||
the mouse, rather than being fixed for a given point. Too many portals
|
||||
can slow the game down because it does too much time calculating what to
|
||||
draw. Portals do frustum culling of triangles, (strafe in front of a
|
||||
doorway in CoD with r_showtris 1 to observe this in action). Because of this it
|
||||
is not necessary to have portals inside of rooms, only at the windows and doors.
|
||||
Use r_showportals 1 in the game to see where IW placed their portals. </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Too
|
||||
few portals can slow the game down because it quickly decides to draw too much.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
||||
have to place portals in radiant for portal-based rendering. A
|
||||
portal can be any brush face; it doesn't have to be axial and it doesn't have
|
||||
to be square. To create a portal, create a brush and then make most sides
|
||||
“textures / common / portalnodraw” and one side "textures / common /
|
||||
portal". </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>portalnodraw
|
||||
is just like nodraw but is designed to be used with portal.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Only
|
||||
structural brushes can make up the other walls of a cell with portals. Open a
|
||||
map and filter out the patches (Alt-3), detail brushes (Ctrl-d) and entities
|
||||
(Alt-2) and observe whats left. Usually this will be just a few simple walls, the
|
||||
sky and some caulk brushes. This is what the portal render “sees”. </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Portals
|
||||
are not allowed to have the same cell on both sides. If the compiler
|
||||
detects this, it will ignore the portal and issue a warning. This is known as a
|
||||
portal leak and it will generate a .lin file the same as a regular leak. </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Portals
|
||||
are not allowed to have one side completely against a solid brush (partially is
|
||||
okay, including partially inside solid). If the compiler detects this, it
|
||||
will ignore the portal and issue a warning.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Portals
|
||||
are not allowed the T-junction with other portals. The portal whose face is
|
||||
touching the edge of the other perpendicular portal must have its face split
|
||||
along the edge it shares with that portal. </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>An
|
||||
example of placing 2 portals to cull geometry around a corner: The diagonal
|
||||
portals here each share 1 edge exactly on the inside corner of this hallway.
|
||||
Cell number 1 can not see the portal face which divides cell 2 from cell 3.
|
||||
Since it can not see this portal, it does not draw the triangles inside cell 3.
|
||||
</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'>############</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># 2 / 3</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># /</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># /########</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># / #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'>#/ #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># 1 #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Another
|
||||
example. Position 4 can see through the portal into the cell where position 5
|
||||
is, however... frustum culling keeps the observer at position 4 from drawing
|
||||
the object at position 5.</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'> </p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'> 4</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'> </span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'>##########-------##########</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># 5 #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-size:10.0pt;
|
||||
font-family:"Courier New"'># #</span></p>
|
||||
|
||||
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
||||
|
||||
</div>
|
||||
|
||||
</body>
|
||||
|
||||
</html>
|
7
Tools/game/main/shadertypes/model/body.stype
Normal file
7
Tools/game/main/shadertypes/model/body.stype
Normal file
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
surfaceparm wood
|
||||
{
|
||||
map $texturename
|
||||
rgbGen lightingDiffuse
|
||||
}
|
||||
}
|
7
Tools/game/main/shadertypes/model/cloth.stype
Normal file
7
Tools/game/main/shadertypes/model/cloth.stype
Normal file
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
surfaceparm cloth
|
||||
{
|
||||
map $texturename
|
||||
rgbGen lightingDiffuse
|
||||
}
|
||||
}
|
7
Tools/game/main/shadertypes/model/flesh.stype
Normal file
7
Tools/game/main/shadertypes/model/flesh.stype
Normal file
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
surfaceparm wood
|
||||
{
|
||||
map $texturename
|
||||
rgbGen lightingDiffuse
|
||||
}
|
||||
}
|
10
Tools/game/main/shadertypes/model/flesh_masked.stype
Normal file
10
Tools/game/main/shadertypes/model/flesh_masked.stype
Normal file
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
surfaceparm wood
|
||||
{
|
||||
map $texturename
|
||||
rgbGen lightingDiffuse
|
||||
blendfunc blend
|
||||
depthWrite
|
||||
}
|
||||
}
|
||||
|
7
Tools/game/main/shadertypes/model/metal.stype
Normal file
7
Tools/game/main/shadertypes/model/metal.stype
Normal file
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
surfaceparm metal
|
||||
{
|
||||
map $texturename
|
||||
rgbGen lightingDiffuse
|
||||
}
|
||||
}
|
BIN
Tools/game/main/xmodel/gear_US_helmet_scrim
Normal file
BIN
Tools/game/main/xmodel/gear_US_helmet_scrim
Normal file
Binary file not shown.
BIN
Tools/game/main/xmodel/playerbody_default
Normal file
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Tools/game/main/xmodel/playerbody_default
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Tools/game/main/xmodel/viewmodel_hands_us
Normal file
BIN
Tools/game/main/xmodel/viewmodel_hands_us
Normal file
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14893
Tools/model_export/character_models/main/foley/Foley.XMODEL_EXPORT
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14893
Tools/model_export/character_models/main/foley/Foley.XMODEL_EXPORT
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Tools/model_export/character_models/main/foley/flesh@foley.dds
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Tools/model_export/character_models/main/foley/flesh@foley.dds
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10746
Tools/model_export/character_models/us/airborne.XMODEL_EXPORT
Normal file
10746
Tools/model_export/character_models/us/airborne.XMODEL_EXPORT
Normal file
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Tools/model_export/character_models/us/gear/cloth@US_shovel.dds
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Tools/model_export/character_models/us/gear/cloth@US_shovel.dds
Normal file
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Tools/model_export/character_models/us/gear/cloth@magbag.dds
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Tools/model_export/character_models/us/gear/cloth@magbag.dds
Normal file
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Tools/model_export/character_models/us/gear/cloth@medkit.dds
Normal file
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Tools/model_export/character_models/us/gear/cloth@medkit.dds
Normal file
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Tools/model_export/character_models/us/gear/cloth@rope.dds
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Tools/model_export/character_models/us/gear/cloth@rope.dds
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|
@ -0,0 +1,488 @@
|
|||
// Source filename: 'C:\trees\model_source\character_models\basehead_physique low lod.max'
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// Export time: Wed Aug 06 15:30:28 2003
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VERT 5 0.961133 0.411381 -0.000000 0.950795 0.309820
|
||||
TRI 0 0 2 2
|
||||
VERT 6 0.982092 0.567481 -0.000000 0.937434 -0.348163
|
||||
VERT 15 0.884342 0.567481 -0.000000 0.937434 -0.348162
|
||||
VERT 16 0.893332 0.660923 -0.000000 0.937434 -0.348163
|
||||
TRI 0 0 2 2
|
||||
VERT 16 0.893332 0.660923 -0.000000 0.937434 -0.348163
|
||||
VERT 7 0.973102 0.660923 0.000000 0.937434 -0.348163
|
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VERT 6 0.982092 0.567481 -0.000000 0.937434 -0.348163
|
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TRI 0 0 2 4
|
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VERT 7 0.973102 0.660923 -0.000000 0.995059 0.099281
|
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VERT 16 0.893332 0.660923 0.000000 0.995059 0.099281
|
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VERT 17 0.895050 0.928898 -0.000000 0.995059 0.099281
|
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|
||||
VERT 17 0.895050 0.928898 -0.000000 0.995059 0.099281
|
||||
VERT 8 0.971383 0.928898 -0.000000 0.995059 0.099281
|
||||
VERT 7 0.973102 0.660923 -0.000000 0.995059 0.099281
|
||||
TRI 0 0 1 16
|
||||
VERT 1 0.666070 0.828834 0.989902 -0.082616 -0.115186
|
||||
VERT 2 0.629916 0.747904 0.888411 -0.408866 -0.208696
|
||||
VERT 3 0.694778 0.451796 0.995777 -0.015975 0.090402
|
||||
TRI 0 0 1 16
|
||||
VERT 7 0.946953 0.670985 0.994607 0.015031 -0.102625
|
||||
VERT 8 0.965008 0.926038 0.999449 0.002850 -0.033054
|
||||
VERT 0 0.657219 0.947321 0.995814 0.046995 -0.078392
|
||||
TRI 0 0 1 16
|
||||
VERT 7 0.946953 0.670985 0.994607 0.015031 -0.102625
|
||||
VERT 0 0.657219 0.947321 0.995814 0.046995 -0.078392
|
||||
VERT 1 0.666070 0.828834 0.989902 -0.082616 -0.115186
|
||||
TRI 0 0 1 16
|
||||
VERT 7 0.946953 0.670985 0.994607 0.015031 -0.102625
|
||||
VERT 1 0.666070 0.828834 0.989902 -0.082616 -0.115186
|
||||
VERT 3 0.694778 0.451796 0.995777 -0.015975 0.090402
|
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TRI 0 0 1 16
|
||||
VERT 6 0.985209 0.485197 0.999613 -0.009812 0.026029
|
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VERT 7 0.946953 0.670985 0.994607 0.015031 -0.102625
|
||||
VERT 3 0.694778 0.451796 0.995777 -0.015975 0.090402
|
||||
TRI 0 0 1 16
|
||||
VERT 6 0.985209 0.485197 0.999613 -0.009812 0.026029
|
||||
VERT 3 0.694778 0.451796 0.995777 -0.015975 0.090402
|
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VERT 4 0.628191 0.283096 0.962763 0.008843 0.270201
|
||||
TRI 0 0 1 16
|
||||
VERT 5 0.937130 0.219048 0.976312 -0.020578 0.215386
|
||||
VERT 6 0.985209 0.485197 0.999613 -0.009812 0.026029
|
||||
VERT 4 0.628191 0.283096 0.962763 0.008843 0.270201
|
||||
TRI 0 0 0 16
|
||||
VERT 15 0.015036 0.491546 -0.999613 -0.009813 0.026030
|
||||
VERT 14 0.059857 0.225397 -0.976312 -0.020580 0.215387
|
||||
VERT 13 0.359837 0.283096 -0.962763 0.008842 0.270203
|
||||
TRI 0 0 0 16
|
||||
VERT 9 0.344963 0.947321 -0.995814 0.046994 -0.078392
|
||||
VERT 17 0.048023 0.932387 -0.999449 0.002849 -0.033054
|
||||
VERT 16 0.050700 0.677334 -0.994607 0.015030 -0.102624
|
||||
TRI 0 0 0 16
|
||||
VERT 10 0.317456 0.828834 -0.989902 -0.082616 -0.115185
|
||||
VERT 9 0.344963 0.947321 -0.995814 0.046994 -0.078392
|
||||
VERT 16 0.050700 0.677334 -0.994607 0.015030 -0.102624
|
||||
TRI 0 0 0 16
|
||||
VERT 12 0.294578 0.450086 -0.995777 -0.015976 0.090404
|
||||
VERT 11 0.359433 0.747904 -0.888412 -0.408864 -0.208694
|
||||
VERT 10 0.317456 0.828834 -0.989902 -0.082616 -0.115185
|
||||
TRI 0 0 0 16
|
||||
VERT 12 0.294578 0.450086 -0.995777 -0.015976 0.090404
|
||||
VERT 10 0.317456 0.828834 -0.989902 -0.082616 -0.115185
|
||||
VERT 16 0.050700 0.677334 -0.994607 0.015030 -0.102624
|
||||
TRI 0 0 0 16
|
||||
VERT 12 0.294578 0.450086 -0.995777 -0.015976 0.090404
|
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VERT 16 0.050700 0.677334 -0.994607 0.015030 -0.102624
|
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VERT 15 0.015036 0.491546 -0.999613 -0.009813 0.026030
|
||||
TRI 0 0 0 16
|
||||
VERT 12 0.294578 0.450086 -0.995777 -0.015976 0.090404
|
||||
VERT 15 0.015036 0.491546 -0.999613 -0.009813 0.026030
|
||||
VERT 13 0.359837 0.283096 -0.962763 0.008842 0.270203
|
||||
TRI 0 0 2 2
|
||||
VERT 19 0.442964 0.619960 -0.023358 -0.994405 -0.103023
|
||||
VERT 2 0.629916 0.747904 0.003670 -0.993688 -0.112121
|
||||
VERT 11 0.359433 0.747904 -0.003257 -0.993914 -0.110110
|
||||
TRI 0 0 2 2
|
||||
VERT 11 0.359433 0.747904 -0.003257 -0.993914 -0.110110
|
||||
VERT 12 0.294578 0.450086 -0.000000 -0.994279 -0.106818
|
||||
VERT 18 0.460178 0.450086 -0.002510 -0.998646 0.051969
|
||||
TRI 0 0 2 2
|
||||
VERT 18 0.460178 0.450086 -0.002510 -0.998646 0.051969
|
||||
VERT 19 0.442964 0.619960 -0.023358 -0.994405 -0.103023
|
||||
VERT 11 0.359433 0.747904 -0.003257 -0.993914 -0.110110
|
||||
TRI 0 0 2 2
|
||||
VERT 20 0.552499 0.619712 0.004547 -0.993986 -0.109411
|
||||
VERT 3 0.694445 0.450086 0.004522 -0.994703 -0.102693
|
||||
VERT 2 0.629916 0.747904 0.003670 -0.993688 -0.112121
|
||||
TRI 0 0 2 2
|
||||
VERT 20 0.552499 0.619712 0.004547 -0.993986 -0.109411
|
||||
VERT 2 0.629916 0.747904 0.003670 -0.993688 -0.112121
|
||||
VERT 19 0.442964 0.619960 -0.023358 -0.994405 -0.103023
|
||||
TRI 0 0 2 2
|
||||
VERT 21 0.529334 0.450086 -0.000000 -0.998386 0.056799
|
||||
VERT 3 0.694445 0.450086 0.004522 -0.994703 -0.102693
|
||||
VERT 20 0.552499 0.619712 0.004547 -0.993986 -0.109411
|
||||
TRI 0 0 2 0
|
||||
VERT 22 0.494328 0.567789 -0.699308 -0.714818 0.001817
|
||||
VERT 19 0.442964 0.619960 -0.699308 -0.714818 0.001817
|
||||
VERT 18 0.460178 0.450086 -0.699308 -0.714818 0.001817
|
||||
TRI 0 0 2 0
|
||||
VERT 22 0.999501 0.546925 0.001827 -0.329393 -0.944191
|
||||
VERT 20 0.909414 0.419340 0.001827 -0.329393 -0.944191
|
||||
VERT 19 0.909149 0.419707 0.001827 -0.329393 -0.944191
|
||||
TRI 0 0 2 0
|
||||
VERT 22 0.494328 0.567789 0.651504 -0.758476 0.016024
|
||||
VERT 21 0.529334 0.450086 0.651504 -0.758476 0.016024
|
||||
VERT 20 0.552499 0.619712 0.651504 -0.758476 0.016024
|
||||
|
||||
NUMOBJECTS 1
|
||||
OBJECT 0 "Line01"
|
||||
|
||||
NUMMATERIALS 1
|
||||
MATERIAL 0 "flesh@testhead03.tga"
|
File diff suppressed because it is too large
Load diff
123
Tools/model_export/xmodel.gdt
Normal file
123
Tools/model_export/xmodel.gdt
Normal file
|
@ -0,0 +1,123 @@
|
|||
|
||||
{
|
||||
"head_Foley" ( "xmodel.gdf" )
|
||||
{
|
||||
"type" "animated"
|
||||
"highLodRigidRoot" ""
|
||||
"filename" "character_models\\main\\foley\\FoleyHead.XMODEL_EXPORT"
|
||||
"highLodDist" "600"
|
||||
"forceMediumLodRigid" "1"
|
||||
"mediumLodRigidRoot" "Bip01 Head"
|
||||
"mediumLod" "character_models\\main\\foley\\foley_head_med.XMODEL_EXPORT"
|
||||
"mediumLodDist" "1100"
|
||||
"forceLowLodRigid" "1"
|
||||
"lowLodRigidRoot" "Bip01 Head"
|
||||
"lowLod" "character_models\\us\\heads\\lowpoly.XMODEL_EXPORT"
|
||||
"lowLodDist" "3000"
|
||||
"calculateBounds" "1"
|
||||
"minX" "0"
|
||||
"minY" "0"
|
||||
"minZ" "0"
|
||||
"maxX" "0"
|
||||
"maxY" "0"
|
||||
"maxZ" "0"
|
||||
"noRadialNormals" "0"
|
||||
"radialOriginX" "0"
|
||||
"radialOriginY" "0"
|
||||
"radialOriginZ" "0"
|
||||
"collisionLOD" "None"
|
||||
"skinOverride" ""
|
||||
"boneControllers" ""
|
||||
"boneStabilizers" ""
|
||||
}
|
||||
"character_Foley" ( "xmodel.gdf" )
|
||||
{
|
||||
"type" "animated"
|
||||
"highLodRigidRoot" ""
|
||||
"filename" "character_models\\main\\foley\\Foley.XMODEL_EXPORT"
|
||||
"highLodDist" "800"
|
||||
"forceMediumLodRigid" "0"
|
||||
"mediumLodRigidRoot" ""
|
||||
"mediumLod" "character_models\\us\\airborne\\USAirborneA_LOD1.XMODEL_EXPORT"
|
||||
"mediumLodDist" "1200"
|
||||
"forceLowLodRigid" "0"
|
||||
"lowLodRigidRoot" ""
|
||||
"lowLod" "character_models\\us\\airborne\\USAirborneA_LOD2.XMODEL_EXPORT"
|
||||
"lowLodDist" "0"
|
||||
"calculateBounds" "1"
|
||||
"minX" "0"
|
||||
"minY" "0"
|
||||
"minZ" "0"
|
||||
"maxX" "0"
|
||||
"maxY" "0"
|
||||
"maxZ" "0"
|
||||
"noRadialNormals" "0"
|
||||
"radialOriginX" "0"
|
||||
"radialOriginY" "0"
|
||||
"radialOriginZ" "0"
|
||||
"collisionLOD" "None"
|
||||
"skinOverride" ""
|
||||
"boneControllers" ""
|
||||
"boneStabilizers" ""
|
||||
}
|
||||
"gear_US_Foley" ( "xmodel.gdf" )
|
||||
{
|
||||
"type" "animated"
|
||||
"highLodRigidRoot" ""
|
||||
"filename" "character_models\\us\\gear\\gear_US_Foley.XMODEL_EXPORT"
|
||||
"highLodDist" "2500"
|
||||
"forceMediumLodRigid" "0"
|
||||
"mediumLodRigidRoot" ""
|
||||
"mediumLod" ""
|
||||
"mediumLodDist" "0"
|
||||
"forceLowLodRigid" "1"
|
||||
"lowLodRigidRoot" ""
|
||||
"lowLod" ""
|
||||
"lowLodDist" "0"
|
||||
"calculateBounds" "1"
|
||||
"minX" "0"
|
||||
"minY" "0"
|
||||
"minZ" "0"
|
||||
"maxX" "0"
|
||||
"maxY" "0"
|
||||
"maxZ" "0"
|
||||
"noRadialNormals" "0"
|
||||
"radialOriginX" "0"
|
||||
"radialOriginY" "0"
|
||||
"radialOriginZ" "0"
|
||||
"collisionLOD" "None"
|
||||
"skinOverride" "cloth@medpack.tga cloth@medkit.tga"
|
||||
"boneControllers" ""
|
||||
"boneStabilizers" ""
|
||||
}
|
||||
"Airborne" ( "xmodel.gdf" )
|
||||
{
|
||||
"type" "animated"
|
||||
"highLodRigidRoot" ""
|
||||
"filename" "character_models\\us\\airborne\\USAirborneAHigh.XMODEL_EXPORT"
|
||||
"highLodDist" "300"
|
||||
"forceMediumLodRigid" "0"
|
||||
"mediumLodRigidRoot" ""
|
||||
"mediumLod" "character_models\\us\\airborne\\USAirborneA_LOD1.XMODEL_EXPORT"
|
||||
"mediumLodDist" "800"
|
||||
"forceLowLodRigid" "0"
|
||||
"lowLodRigidRoot" ""
|
||||
"lowLod" "character_models\\us\\airborne\\USAirborneLOWsegmented.XMODEL_EXPORT"
|
||||
"lowLodDist" "0"
|
||||
"calculateBounds" "1"
|
||||
"minX" "0"
|
||||
"minY" "0"
|
||||
"minZ" "0"
|
||||
"maxX" "0"
|
||||
"maxY" "0"
|
||||
"maxZ" "0"
|
||||
"noRadialNormals" "0"
|
||||
"radialOriginX" "0"
|
||||
"radialOriginY" "0"
|
||||
"radialOriginZ" "0"
|
||||
"collisionLOD" "None"
|
||||
"skinOverride" ""
|
||||
"boneControllers" ""
|
||||
"boneStabilizers" ""
|
||||
}
|
||||
}
|
3
Tools/model_export/xmodel_foliage.gdt
Normal file
3
Tools/model_export/xmodel_foliage.gdt
Normal file
|
@ -0,0 +1,3 @@
|
|||
|
||||
{
|
||||
}
|
33
Tools/model_export/xmodel_multiplayer.gdt
Normal file
33
Tools/model_export/xmodel_multiplayer.gdt
Normal file
|
@ -0,0 +1,33 @@
|
|||
|
||||
{
|
||||
"sample_multiplayerBody" ( "xmodel.gdf" )
|
||||
{
|
||||
"type" "multiplayer body"
|
||||
"highLodRigidRoot" ""
|
||||
"filename" "character_models\\us\\airborne\\USAirborneAHigh.XMODEL_EXPORT"
|
||||
"highLodDist" "800"
|
||||
"forceMediumLodRigid" "0"
|
||||
"mediumLodRigidRoot" ""
|
||||
"mediumLod" "character_models\\us\\airborne\\USAirborneA_LOD1.XMODEL_EXPORT"
|
||||
"mediumLodDist" "1200"
|
||||
"forceLowLodRigid" "0"
|
||||
"lowLodRigidRoot" ""
|
||||
"lowLod" "character_models\\us\\airborne\\USAirborneLOWsegmented.XMODEL_EXPORT"
|
||||
"lowLodDist" "0"
|
||||
"calculateBounds" "1"
|
||||
"minX" "0"
|
||||
"minY" "0"
|
||||
"minZ" "0"
|
||||
"maxX" "0"
|
||||
"maxY" "0"
|
||||
"maxZ" "0"
|
||||
"noRadialNormals" "0"
|
||||
"radialOriginX" "0"
|
||||
"radialOriginY" "0"
|
||||
"radialOriginZ" "0"
|
||||
"collisionLOD" "None"
|
||||
"skinOverride" ""
|
||||
"boneControllers" ""
|
||||
"boneStabilizers" ""
|
||||
}
|
||||
}
|
62
Tools/source_data/character_mp.gdt
Normal file
62
Tools/source_data/character_mp.gdt
Normal file
|
@ -0,0 +1,62 @@
|
|||
|
||||
{
|
||||
"sample_mp_character" ( "character.gdf" )
|
||||
{
|
||||
"body" ""
|
||||
"bodyAlias" "sample_mp_bodyAlias"
|
||||
"head" "head_Foley"
|
||||
"headAlias" ""
|
||||
"hat" ""
|
||||
"hatAlias" ""
|
||||
"viewmodel" "viewmodel_hands_us"
|
||||
"TAG_BELT_BACK" ""
|
||||
"TAG_BELT_BACK_required" "0"
|
||||
"TAG_BELT_BACKLEFT" ""
|
||||
"TAG_BELT_BACKLEFT_required" "0"
|
||||
"TAG_BELT_BACKRIGHT" ""
|
||||
"TAG_BELT_BACKRIGHT_required" "0"
|
||||
"TAG_BELT_FRONT" ""
|
||||
"TAG_BELT_FRONT_required" "0"
|
||||
"TAG_BELT_FRONTLEFT" ""
|
||||
"TAG_BELT_FRONTLEFT_required" "0"
|
||||
"TAG_BELT_FRONTRIGHT" ""
|
||||
"TAG_BELT_FRONTRIGHT_required" "0"
|
||||
"TAG_BELT_LEFT" ""
|
||||
"TAG_BELT_LEFT_required" "0"
|
||||
"TAG_BELT_RIGHT" ""
|
||||
"TAG_BELT_RIGHT_required" "0"
|
||||
"TAG_BREASTPOCKET_LEFT" ""
|
||||
"TAG_BREASTPOCKET_LEFT_required" "0"
|
||||
"TAG_BREASTPOCKET_RIGHT" ""
|
||||
"TAG_BREASTPOCKET_RIGHT_required" "0"
|
||||
"TAG_CALF_LEFT" ""
|
||||
"TAG_CALF_LEFT_required" "0"
|
||||
"TAG_CALF_RIGHT" ""
|
||||
"TAG_CALF_RIGHT_required" "0"
|
||||
"TAG_HELMET" ""
|
||||
"TAG_HELMET_required" "0"
|
||||
"TAG_HELMETSIDE" ""
|
||||
"TAG_HELMETSIDE_required" "0"
|
||||
"TAG_SHIN_LEFT" ""
|
||||
"TAG_SHIN_LEFT_required" "0"
|
||||
"TAG_SHIN_RIGHT" ""
|
||||
"TAG_SHIN_RIGHT_required" "0"
|
||||
"TAG_THIGH_LEFT" ""
|
||||
"TAG_THIGH_LEFT_required" "0"
|
||||
"TAG_THIGH_RIGHT" ""
|
||||
"TAG_THIGH_RIGHT_required" "0"
|
||||
"TAG_WEAPON_LEFT" ""
|
||||
"TAG_WEAPON_LEFT_required" "0"
|
||||
"TAG_WEAPON_RIGHT" ""
|
||||
"TAG_WEAPON_RIGHT_required" "0"
|
||||
"TAG_ORIGIN" ""
|
||||
"TAG_ORIGIN_required" "0"
|
||||
"misc1" ""
|
||||
"misc1_required" "0"
|
||||
"misc2" ""
|
||||
"misc2_required" "0"
|
||||
"misc3" ""
|
||||
"misc3_required" "0"
|
||||
"voice" "american"
|
||||
}
|
||||
}
|
49
Tools/source_data/miscinfofiles.gdt
Normal file
49
Tools/source_data/miscinfofiles.gdt
Normal file
|
@ -0,0 +1,49 @@
|
|||
|
||||
{
|
||||
"ai_lochit_dmgtable" ( "locdmgtable.gdf" )
|
||||
{
|
||||
"configstringFileType" "LOCDMGTABLE"
|
||||
"none" "1"
|
||||
"helmet" "4"
|
||||
"head" "4"
|
||||
"neck" "4"
|
||||
"torso_upper" "0.9"
|
||||
"torso_lower" "0.8"
|
||||
"right_arm_upper" "0.7"
|
||||
"right_arm_lower" "0.7"
|
||||
"right_hand" "0.5"
|
||||
"left_arm_upper" "0.7"
|
||||
"left_arm_lower" "0.7"
|
||||
"left_hand" "0.5"
|
||||
"right_leg_upper" "0.4"
|
||||
"right_leg_lower" "0.4"
|
||||
"right_foot" "0.2"
|
||||
"left_leg_upper" "0.4"
|
||||
"left_leg_lower" "0.4"
|
||||
"left_foot" "0.2"
|
||||
"gun" "0"
|
||||
}
|
||||
"mp_lochit_dmgtable" ( "locdmgtable.gdf" )
|
||||
{
|
||||
"configstringFileType" "LOCDMGTABLE"
|
||||
"none" "1"
|
||||
"helmet" "1.5"
|
||||
"head" "1.5"
|
||||
"neck" "1.5"
|
||||
"torso_upper" "0.9"
|
||||
"torso_lower" "0.8"
|
||||
"right_arm_upper" "0.6"
|
||||
"right_arm_lower" "0.5"
|
||||
"right_hand" "0.4"
|
||||
"left_arm_upper" "0.6"
|
||||
"left_arm_lower" "0.5"
|
||||
"left_hand" "0.4"
|
||||
"right_leg_upper" "0.6"
|
||||
"right_leg_lower" "0.5"
|
||||
"right_foot" "0.4"
|
||||
"left_leg_upper" "0.6"
|
||||
"left_leg_lower" "0.5"
|
||||
"left_foot" "0.4"
|
||||
"gun" "0"
|
||||
}
|
||||
}
|
1
Tools/source_data/modelmatch.csv
Normal file
1
Tools/source_data/modelmatch.csv
Normal file
|
@ -0,0 +1 @@
|
|||
character_models\us\airborne\USAirborneAHigh.XMODEL_EXPORT,character_models\us\airborne.XMODEL_EXPORT
|
|
57
Tools/source_data/mptype.gdt
Normal file
57
Tools/source_data/mptype.gdt
Normal file
|
@ -0,0 +1,57 @@
|
|||
|
||||
{
|
||||
"sample_mptype" ( "mptype.gdf" )
|
||||
{
|
||||
"comments" ""
|
||||
"character1" "sample_mp_character"
|
||||
"character2" ""
|
||||
"character3" ""
|
||||
"character4" ""
|
||||
"character5" ""
|
||||
"character6" ""
|
||||
"character7" ""
|
||||
"character8" ""
|
||||
"character9" ""
|
||||
"character10" ""
|
||||
"character11" ""
|
||||
"character12" ""
|
||||
"character13" ""
|
||||
"character14" ""
|
||||
"character15" ""
|
||||
"character16" ""
|
||||
"character17" ""
|
||||
"character18" ""
|
||||
"character19" ""
|
||||
"character20" ""
|
||||
"character21" ""
|
||||
"character22" ""
|
||||
"character23" ""
|
||||
"character24" ""
|
||||
"character25" ""
|
||||
"character26" ""
|
||||
"character27" ""
|
||||
"character28" ""
|
||||
"character29" ""
|
||||
"character30" ""
|
||||
"character31" ""
|
||||
"character32" ""
|
||||
"character33" ""
|
||||
"character34" ""
|
||||
"character35" ""
|
||||
"character36" ""
|
||||
"character37" ""
|
||||
"character38" ""
|
||||
"character39" ""
|
||||
"character40" ""
|
||||
"character41" ""
|
||||
"character42" ""
|
||||
"character43" ""
|
||||
"character44" ""
|
||||
"character45" ""
|
||||
"character46" ""
|
||||
"character47" ""
|
||||
"character48" ""
|
||||
"character49" ""
|
||||
"character50" ""
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue