cod4-sdk/deffiles/xmodel.gdf
2008-01-19 00:00:00 +00:00

237 lines
3.6 KiB
Text

#name "xmodel"
#dll "all" "xmodel"
#target_dir "xmodel/"
#target_dir "xmodelparts/"
#target_dir "xmodelsurfs/"
#target_dir "xmodelpieces/"
#file_ext "*;*.dds;*.tga;*.jpg"
#version 32
enum { "rigid", "animated", "multiplayer body", "viewhands", "pieces" } type
string filename
float 0 0 1000000 highLodDist
int 0 0 1 forceMediumLodRigid
string mediumLod
float 0 0 1000000 mediumLodDist
int 0 0 1 forceLowLodRigid
string lowLod
float 0 0 1000000 lowLodDist
int 0 0 1 forceLowestLodRigid
string lowestLod
float 0 0 1000000 lowestLodDist
int 0 0 1 groundLit
int 0 0 1 noRadialNormals
float 0 -1000000 1000000 radialOriginX
float 0 -1000000 1000000 radialOriginY
float 0 -1000000 1000000 radialOriginZ
int 0 0 1 allowHidingAllParts
enum { "None", "High", "Medium", "Low", "Lowest" } collisionLOD
string hitBoxModel
string skinOverride
string boneControllers
string boneStabilizers
string physicsPreset
vcontainer
{
hcontainer
{
scrollbox(type)
[
exec
{
tooltip("Rigid is for non-animated objects, animated is for objects that must animate.")
width(320)
}
]
}
fileedit(filename)
[
exec
{
reldir("model_export/")
}
]
floatedit(highLodDist, 1, 10)
hcontainer
{
checkbox(forceMediumLodRigid)
[
exec
{
labelwidth(160)
}
]
}
fileedit(mediumLod)
[
exec
{
reldir("model_export/")
}
]
floatedit(mediumLodDist, 1, 10)
hcontainer
{
checkbox(forceLowLodRigid)
[
exec
{
labelwidth(160)
}
]
}
fileedit(lowLod)
[
exec
{
reldir("model_export/")
}
]
floatedit(lowLodDist, 1, 10)
hcontainer
{
checkbox(forceLowestLodRigid)
[
exec
{
labelwidth(160)
}
]
}
fileedit(lowestLod)
[
exec
{
reldir("model_export/")
}
]
floatedit(lowestLodDist, 1, 10)
hcontainer
{
scrollbox(collisionLOD)
[
exec
{
tooltip( "The lod that will be used for bullet collision. Leaving this on 'None' means this model will not block bullets" )
}
]
}
vcontainer
{
checkbox(groundLit)
[
exec
{
tooltip("The model takes its lighting value from the ground beneath it, instead of from the light probes around it. Good for grass and small rubble.")
visible( type == "rigid" )
}
]
}
vcontainer
{
checkbox(allowHidingAllParts)
[
exec
{
tooltip("Allows hiding of any independent parts.")
visible( type == "rigid" || type == "animated" )
}
]
}
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
{
tooltip("To make this work, first put the name of the material assigned to the model you as exported, followed by a space and then the name of the new material you wish to replace it with. Multiple materials may be overridden by using multiple lines.")
width(640)
height(80)
}
]
multiedit(boneControllers)
[
exec
{
width(640)
height(80)
}
]
multiedit(boneStabilizers)
[
exec
{
width(640)
height(80)
}
]
fileedit(physicsPreset)
[
exec
{
reldir("raw/physic/")
}
]
}