as released 2004-09-30

This commit is contained in:
archive 2004-09-30 00:00:00 +00:00
commit 9420a6af3b
1111 changed files with 887625 additions and 0 deletions

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/*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)
Non-displayed light.
Lights pointed at a target will be spotlights.
"light" overrides the default 300 intensity.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"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) MP_TREEFALL
"color" constantLight color
"light" constantLight radius
MP_TREEFALL will only work in multiplayer. Tanks will push this
entity over when checked
*/
/*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 NO_RESPAWN
"targetname" - name of this vehicle
"model" - xmodel file to use as vehicle
"vehicletype" - name of vehicle type to use in AssetManager
"delay" - wait before vehicle respawns. default is 10.
Multipleayer specific stuff:
NO_RESPAWN is multiplayer specific, vehicle will not respawn automatically
*/
/*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 trigger_mount (1 .3 .1) ? CROUCH
Trigger that determines where a lmg mount point is.
CROUCH this is a crouch mount point
*/
/*QUAKED node_pathnode (0.6 0.4 1.0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE DONT_RUN
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"
*/

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//-----------------------------------------------------------------------------------------
//
// 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"

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UOTools/bin/graydiant.ini Normal file
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; command mapping for QERadiant
;
; syntax is as follows
; Command name=keystroke
;
; use +altshift 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=MK
ALTEdgeDrag=1
UseTextureBar=0
FaceColors=0
[Commands]
ToggleOutlineDraw=J
CSGMerge=U+ctrl
CSGSubtract=U+shift
ViewFilters=F
ViewLayers=L
HideSelected=H
HideUnSelected=H+alt
EntityList=L+ctrl
ShowHidden=H+shift
BendMode=B
FitFace=B+ctrl
FitBrush=B+shift
FreezePatchVertices=F+alt
AdvancedCurveEdit=Y
UnFreezeAllPatchVertices=F+alt+ctrl
SelectionKeyValue=F+shift+ctrl
;ToggleLockPatchVertices=OEM_PERIOD+ctrl
;ToggleUnlockPatchVertices=OEM_PERIOD(+ctrl|+shift)
;ToggleTurnTerrainEdges=OEM_2+ctrl
ShowTexturesInUse=U
ViewTextures=T
ThickenPatch=T+shift+ctrl
MakeOverlayPatch=Y+shift
ClearPatchOverlays=Y+alt
AddTerrainRow=A+shift+ctrl
RemoveTerrainRow=Q+shift+ctrl
SplitPatch=X+shift+ctrl
SurfaceInspector=S
PatchInspector=S+shift
CyclePatchCap=P+shift+ctrl
TolerantWeld=J+shift
RedisperseRows=E+shift
RedisperseCols=E+shift+ctrl
InvertCurveTextureX=I+shift+ctrl
InvertCurveTextureY=I+shift
InvertCurve=I+ctrl
IncPatchColumn=ADD+shift+ctrl
IncPatchRow=ADD+ctrl
DecPatchColumn=SUBTRACT+shift+ctrl
DecPatchRow=SUBTRACT+ctrl
;Patch TAB=TAB
;Patch TAB=TAB+shift
TogglePatchWireframes=W+shift
SelectNudgeDown=DOWN+alt
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
SetGrid256=8
SetGrid512=9
DragEdges=E
DragVertices=V
ViewEntityInfo=N
ViewConsole=O
CloneSelection=SPACE
DeleteSelection=BACK
UnSelectSelection=ESCAPE
InvertSelection=I
CenterView=END
ZoomOut=INSERT
ZoomIn=DELETE
;SelectPrev=OEM_COMMA+shift
;SelectNext=OEM_PERIOD+shift
UpFloor=PRIOR
DownFloor=NEXT
LinkSelectionToggle=O+shift
ToggleClipper=X
ToggleCrosshairs=X+shift
TogTexLock=T+shift
TogTexRotLock=R+shift
ToggleRealtime=R+ctrl
RaiseLowerTerrain=T+ctrl+alt
Preferences=P
ToggleCamera=C+shift+ctrl
ToggleConsole=O
ToggleView=V+shift+ctrl
ToggleZ=Z+shift+ctrl
ConnectSelection=K+ctrl
SplaySelection=W+alt
SelectConnectedEntities=E+ctrl+alt
SelectWholeEntities=E+ctrl
Brush3Sided=3+ctrl
Brush4Sided=4+ctrl
Brush5Sided=5+ctrl
Brush6Sided=6+ctrl
Brush7Sided=7+ctrl
Brush8Sided=8+ctrl
Brush9Sided=9+ctrl
PatchMatrixTranspose=M+shift+ctrl
MakeDetail=D+shift+ctrl
MakeWeaponClip=W+shift+ctrl
;MakeNonColliding=OEM_MINUS+shift+ctrl
MapInfo=M
NextLeakSpot=K+shift+ctrl
PrevLeakSpot=L+shift+ctrl
FileOpen=O+ctrl
FileSave=S+ctrl
NextView=TAB+ctrl
ClipSelected=RETURN
SplitSelected=RETURN+shift
FlipClip=RETURN+ctrl
MouseRotate=R
Copy=C+ctrl
Paste=V+ctrl
Undo=Z+ctrl
Redo=Y+ctrl
ZZoomOut=INSERT+ctrl
ZZoomIn=DELETE+ctrl
TexDecrement=SUBTRACT+shift
TexIncrement=ADD+shift
TextureFit=F+ctrl
TexRotateClock=LEFT+ctrl
TexRotateCounter=RIGHT+ctrl
TexShiftLeft=LEFT+shift
TexShiftRight=RIGHT+shift
TexShiftUp=UP+shift
TexShiftDown=DOWN+shift
;GridDown=OEM_4
;GridUp=OEM_6
TexScaleLeft=LEFT+ctrl
TexScaleRight=RIGHT+ctrl
;LightShiftUp=OEM_6+alt
;LightShiftDown=OEM_4+alt
AssociateEntities=G+shift
DisassociateEntities=G+shift+ctrl
SelectedAssociated=X+ctrl
;OverBrightShiftUp=OEM_6+shift
;OverBrightShiftDown=OEM_4+shift
;CubicClipZoomOut=OEM_6+ctrl
;CubicClipZoomIn=OEM_4+ctrl
;ToggleCubicClip=220+ctrl
MoveSelectionDOWN=SUBTRACT
MoveSelectionUP=ADD
DumpSelectedBrush=D+shift
ToggleSizePaint=Q+alt+shift+ctrl
SelectNudgeLeft=LEFT+alt
SelectNudgeRight=RIGHT+alt
SelectNudgeUp=UP+alt
CycleCapTexturePatch=N+shift+ctrl
NaturalizePatch=N+ctrl
HeightMapPatch=H+ctrl+shift
ToggleSnapToGrid=G+ctrl+alt
SelectSnapPointsToGrid=G+ctrl
ShowAllTextures=A+ctrl
SelectAllOfType=A+shift
CapCurrentCurve=C+shift
MakeStructural=S+shift+ctrl
Center2DOnCamera=X+alt
ToggleFilterWorld=1+alt
ToggleFilterEntities=2+alt
ToggleFilterPatches=3+alt
ToggleFilterTranslucent=4+alt
ToggleFilterWater=5+alt
ToggleFilterCaulk=6+alt
ToggleFilterClip=7+alt
ToggleFilterPaths=8+alt
ToggleFilterAINodes=9+alt
ToggleFilterCoolNodes=9+alt+ctrl
ToggleFilterLights=0+alt
ToggleFilterDetail=D+ctrl
ToggleFilterWeaponClip=W+ctrl
;ToggleFilterNonColliding=OEM_MINUS+ctrl
ToggleFilterHintSkip=H+ctrl
ToggleFilterModels=M+ctrl
ToggleFilterPortals=P+ctrl
ToggleFilterTriggers=T+ctrl
ToggleFilterTerrain=R+ctrl+alt
ToggleFilterSky=A+ctrl+alt
ToggleFilterStaticModels=B+ctrl+alt
ToggleFilterStructural=S+ctrl+alt
ToggleFilterJuniors=J+ctrl
ToggleFilterNames=N+ctrl+alt

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UOTools/bin/mfc71.dll Normal file

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UOTools/bin/msvci70.dll Normal file

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UOTools/bin/msvcp70.dll Normal file

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UOTools/bin/msvcp71.dll Normal file

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UOTools/bin/msvcr70.dll Normal file

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UOTools/bin/msvcr71.dll Normal file

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UOTools/bin/q3map.exe Normal file

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attrib -r ..\game\uo\skins\*.*
converter.exe -gamedir game\uo
attrib +r ..\game\uo\skins\*.*

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UOTools/deffiles/aitype.dll Normal file

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UOTools/deffiles/aitype.gdf Normal file
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#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", "gasweapon.gdf") weapon
keyenum("projectileweapon.gdf", "grenadeweapon.gdf", "bulletweapon.gdf", "gasweapon.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)
}
]
}

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#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", "mp" } voice
vcontainer
{
scrollbox(voice)
fileedit(body)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
scrollbox(bodyAlias)
[
exec
{
labelwidth(200)
width(640)
}
]
fileedit(head)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
scrollbox(headAlias)
[
exec
{
labelwidth(200)
width(640)
}
]
fileedit(hat)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
scrollbox(hatAlias)
[
exec
{
labelwidth(200)
width(640)
}
]
fileedit(viewmodel)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_BACK)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_BACK_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_BACKLEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_BACKLEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_BACKRIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_BACKRIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_FRONT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_FRONT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_FRONTLEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_FRONTLEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_FRONTRIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_FRONTRIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BELT_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BELT_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BREASTPOCKET_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BREASTPOCKET_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_BREASTPOCKET_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_BREASTPOCKET_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_CALF_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_CALF_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_CALF_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_CALF_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_HELMET)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_HELMET_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_HELMETSIDE)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_HELMETSIDE_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_SHIN_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_SHIN_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_SHIN_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_SHIN_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_THIGH_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_THIGH_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_THIGH_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_THIGH_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_WEAPON_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_WEAPON_LEFT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_WEAPON_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_WEAPON_RIGHT_required)
[
exec
{
labelwidth(256)
}
]
fileedit(TAG_ORIGIN)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(TAG_ORIGIN_required)
[
exec
{
labelwidth(256)
}
]
fileedit(misc1)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(misc1_required)
[
exec
{
labelwidth(256)
}
]
fileedit(misc2)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(misc2_required)
[
exec
{
labelwidth(256)
}
]
fileedit(misc3)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
checkbox(misc3_required)
[
exec
{
labelwidth(256)
}
]
}

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#name "gasweapon"
#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 "projectile"
enum { "gas", "projectile", "grenade", "bullet" } weaponType
enum { "flamethrower", "rifle", "mg", "smg", "hmg", "pistol", "grenade", "turret", "non-player", "rocketlauncher" } weaponClass
string displayName
string AIOverlayDescription
string modeName
string gunModel
string handModel
string attachModel
string idleAnim
string emptyIdleAnim
string fireAnim
string lastShotAnim
string meleeAnim
string reloadAnim
string raiseAnim
string dropAnim
string altRaiseAnim
string altDropAnim
string adsFireAnim
string adsLastShotAnim
string adsUpAnim
string adsDownAnim
enum { "primary", "none", "pistol", "grenade", "smokegrenade", "satchel", "binocular" } weaponSlot
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 0.7 0.0 10.0 meleeTime
float 2.0 0.0 10.0 reloadTime
float 0 0.0 10.0 reloadAddTime
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
int 0 0 1 clipOnly
float 0.3 0 10 adsTransInTime
float 0.6 0 10 adsTransOutTime
float 65 10 160 adsZoomFov
float 40 10 160 adsZoomGunFov
float 0.5 0 1 adsZoomInFrac
float 0.1 0 1 adsZoomOutFrac
string adsOverlayShader
enum { "none", "crosshair", "FG42", "Springfield", "Gewehr43" } adsOverlayReticle
int 240 1 320 adsOverlayWidth
int 240 1 240 adsOverlayHeight
float 1 1 10 adsSensitivity
float 1.0 0 10 adsBobFactor
float 0 0 100 adsViewBobMult
float 4 0 90 hipSpreadStandMin
float 3 0 90 hipSpreadDuckedMin
float 2 0 90 hipSpreadProneMin
float 10 0 90 hipSpreadMax
float 1.5 0 50 hipSpreadDecayRate
float 0.25 0 1 hipSpreadFireAdd
float 0 0 10 hipSpreadTurnAdd
float 0 0 10 hipSpreadMoveAdd
float 1.375 0 10 hipSpreadDuckedDecay
float 1.6 0 10 hipSpreadProneDecay
float 0 0 1 hipReticleSidePos
float 0 0 10 adsSpread
int 25 0 150 adsIdleAmount
int 80 0 150 hipIdleAmount
float 0.5 0 1 idleCrouchFactor
float 0.15 0 1 idleProneFactor
int 30 0 80 gunMaxPitch
int 30 0 80 gunMaxYaw
float 0 -30 30 adsAimPitch
float 1 0 1 adsCrosshairInFrac
float 0.2 0 1 adsCrosshairOutFrac
float 0.6 0 5 adsReloadTransTime
float 0.1 0 5 adsTransBlendTime
float -30 -100 100 adsGunKickPitchMin
float -20 -100 100 adsGunKickPitchMax
float -17 -100 100 adsGunKickYawMin
float 17 -100 100 adsGunKickYawMax
float 250 0 1000 adsGunKickAccel
float 1000 0 10000 adsGunKickSpeedMax
float 10 0 100 adsGunKickSpeedDecay
float 1 0 100 adsGunKickStaticDecay
float 20 -200 200 adsViewKickPitchMin
float 95 -200 200 adsViewKickPitchMax
float -10 -200 200 adsViewKickYawMin
float 30 -200 200 adsViewKickYawMax
float 2000 10 10000 adsViewKickCenterSpeed
//float 0.25 0 45 adsViewScatterMin
//float 0.5 0 45 adsViewScatterMax
float -5 -100 100 hipGunKickPitchMin
float -3 -100 100 hipGunKickPitchMax
float -15 -100 100 hipGunKickYawMin
float 15 -100 100 hipGunKickYawMax
float 250 0 1000 hipGunKickAccel
float 500 0 10000 hipGunKickSpeedMax
float 15 0 100 hipGunKickSpeedDecay
float 1 0 100 hipGunKickStaticDecay
float 20 -200 200 hipViewKickPitchMin
float 40 -200 200 hipViewKickPitchMax
float -15 -200 200 hipViewKickYawMin
float 15 -200 200 hipViewKickYawMax
float 2000 10 10000 hipViewKickCenterSpeed
//float 0 0 45 hipViewScatterMin
//float 0 0 45 hipViewScatterMax
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
float 30 0 180 adsSwayMaxAngle
float 6 1 50 adsSwayLerpSpeed
float 0.1 -2 2 adsSwayPitchScale
float 0.1 -2 2 adsSwayYawScale
float 0.1 -2 2 adsSwayHorizScale
float 0.1 -2 2 adsSwayVertScale
// info for filling in the gitem_t for the weapon
string radiantName
string worldModel
string pickupModel
string hudIcon
string modeIcon
string ammoIcon
string ammoName
int 100 0 999 maxAmmo
int 0 0 1000 startAmmo
string clipName
int 10 0 999 clipSize
int 0 0 999 dropAmmoMin
int 0 0 999 dropAmmoMax
// client-side info
string viewFlashEffect
string worldFlashEffect
string pickupSound
string ammoPickupSound
string projectileSound
string fireSound
string lastShotSound
string reloadSound
string altSwitchSound
string raiseSound
string putawaySound
string noteTrackSoundA
string noteTrackSoundB
string noteTrackSoundC
string noteTrackSoundD
enum { "none", "panzerfaust" } shellEject
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 semiAuto
int 0 0 1 boltAction
int 0 0 1 aimDownSight
int 1 0 1 wideListIcon
int 0 0 1 adsFire
string killIcon
int 1 0 1 wideKillIcon
int 0 0 1 noPartialReload
int 0 0 999 reloadAmmoAdd
// AI ranges
float 800 1 4000 aiEffectiveRange
float 1600 1 8000 aiMissRange
// settings for view model position movement
float -14 -300 300 sprintMoveF
float -10 -300 300 sprintMoveR
float -14 -300 300 sprintMoveU
float 0 -300 300 sprintRotP
float 0 -300 300 sprintRotY
float 0 -300 300 sprintRotR
float 0 -300 300 standMoveF
float 1 -300 300 standMoveR
float -1.5 -300 300 standMoveU
float 0 -300 300 standRotP
float 0 -300 300 standRotY
float 0 -300 300 standRotR
float -2 -300 300 duckedOfsF
float 2 -300 300 duckedOfsR
float -0.2 -300 300 duckedOfsU
float 0 -300 300 duckedMoveF
float 1 -300 300 duckedMoveR
float -1.5 -300 300 duckedMoveU
float 0 -300 300 duckedRotP
float 0 -300 300 duckedRotY
float 0 -300 300 duckedRotR
float -6 -300 300 proneOfsF
float 3.5 -300 300 proneOfsR
float 0.8 -300 300 proneOfsU
float 0 -300 300 proneMoveF
float 1 -300 300 proneMoveR
float -1.5 -300 300 proneMoveU
float 0 -300 300 proneRotP
float 0 -300 300 proneRotY
float 0 -300 300 proneRotR
float 4 0 300 posMoveRate
float 10 0 300 posProneMoveRate
float 110 0 3000 sprintMoveMinSpeed
float 110 0 3000 standMoveMinSpeed
float 60 0 3000 duckedMoveMinSpeed
float 0 0 3000 proneMoveMinSpeed
float 5 0 300 posRotRate
float 10 0 300 posProneRotRate
float 110 0 1000 sprintRotMinSpeed
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
string projectileModel
enum { "grenade", "rocket", "molotov", "none" } projExplosionType
string projExplosionEffect
string projExplosionSound
int 1 0 1 projImpactExplode
// additional projectile weapon info
string projTrailEffect
int 200 0 1000 projectileDLight
float 0.75 0 1 projectileRed
float 0.3 0 1 projectileGreen
float 0.0 0 1 projectileBlue
vcontainer
{
scrollbox(targetFolder)
[
exec
{
width(300)
}
]
hcontainer
{
edit(displayName)
edit(modeName)
}
hcontainer
{
edit(AIOverlayDescription)
}
hcontainer
{
floatedit(moveSpeedScale, 0.1, 1)
}
scrollbox(weaponSlot)
scrollbox(weaponClass)
checkbox(twoHanded)
checkbox(semiAuto)
checkbox(boltAction)
checkbox(aimDownSight)
checkbox(wideListIcon)
checkbox(adsFire)
fileedit(killIcon)
[
exec
{
reldir("game/uo/")
}
]
checkbox(wideKillIcon)
hcontainer
{
checkbox(noPartialReload)
spinedit(reloadAmmoAdd, 1, 10)
}
hcontainer
{
spinedit(damage, 1, 10)
spinedit(meleeDamage, 1, 10)
}
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(reloadTime, 0.05, 0.2)
}
floatedit(reloadAddTime, 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)
}
hcontainer
{
spinedit(gunMaxPitch, 1, 10)
spinedit(gunMaxYaw, 1, 10)
}
// seperator
hcontainer
{
}
hcontainer
{
spinedit(hipIdleAmount, 1, 10)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
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
{
}
edit(altWeapon)
// seperator
hcontainer
{
}
// info for filling in the gitem_t for the weapon
edit(radiantName)
fileedit(hudIcon)
[
exec
{
reldir("game/uo/")
}
]
fileedit(modeIcon)
[
exec
{
reldir("game/uo/")
}
]
fileedit(ammoIcon)
[
exec
{
reldir("game/uo/")
}
]
hcontainer
{
edit(ammoName)
spinedit(maxAmmo, 10, 20)
[
exec
{
width(190) // optional custom width
labelwidth(100) // optional custom width
}
]
spinedit(startAmmo, 1, 10)
[
exec
{
width(190) // optional custom width
labelwidth(100) // optional custom width
}
]
}
hcontainer
{
checkbox(clipOnly)
edit(clipName)
spinedit(clipSize, 1, 10)
[
exec
{
width(190) // optional custom width
labelwidth(100) // optional custom width
}
]
}
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/uo/")
}
]
fileedit(reticleSide)
[
exec
{
reldir("game/uo/")
}
]
hcontainer
{
spinedit(reticleCenterSize, 1, 2)
spinedit(reticleSideSize, 1, 2)
spinedit(reticleMinOfs, 1, 2)
}
// seperator
hcontainer
{
}
fileedit(viewFlashEffect)
[
exec
{
reldir("game/uo/")
}
]
fileedit(worldFlashEffect)
[
exec
{
reldir("game/uo/")
}
]
edit(pickupSound)
edit(ammoPickupSound)
edit(projectileSound)
edit(fireSound)
edit(lastShotSound)
edit(reloadSound)
edit(altSwitchSound)
edit(raiseSound)
edit(putawaySound)
edit(noteTrackSoundA)
edit(noteTrackSoundB)
edit(noteTrackSoundC)
edit(noteTrackSoundD)
scrollbox(shellEject)
// seperator
hcontainer
{
}
hcontainer
{
floatedit(sprintMoveF, 0.1, 1)
floatedit(sprintMoveR, 0.1, 1)
floatedit(sprintMoveU, 0.1, 1)
}
hcontainer
{
floatedit(sprintRotP, 0.1, 1)
floatedit(sprintRotY, 0.1, 1)
floatedit(sprintRotR, 0.1, 1)
}
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(sprintMoveMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
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(sprintRotMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
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)
}
]
}
// seperator
hcontainer
{
}
fileedit(worldModel)
[
exec
{
reldir("game/uo/")
}
]
fileedit(pickupModel)
[
exec
{
reldir("game/uo/")
}
]
fileedit(attachModel)
[
exec
{
reldir("game/uo/xmodel/")
width(500)
}
]
fileedit(gunModel)
[
exec
{
reldir("game/uo/xmodel/")
width(500)
}
]
fileedit(handModel)
[
exec
{
reldir("game/uo/xmodel/")
width(500)
}
]
fileedit(idleAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(emptyIdleAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(lastShotAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(meleeAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(reloadAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(raiseAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(dropAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(altRaiseAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(altDropAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(adsFireAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(adsLastShotAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(adsUpAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(adsDownAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
}

View File

@ -0,0 +1,790 @@
#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", "lmg", "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", "satchel", "binocular" } weaponSlot
int 0 0 1 slotStackable
float 1 0 5 moveSpeedScale
int 0 0 1000 damage
int 0 0 1000 meleeDamage
int 100 0 100 minDamagePercent
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
float 1 0 2 vehiclescale
int 1 0 1 clipOnly
int 0 0 1 takeDamage
int 80 0 150 hipIdleAmount
float 0.5 0 1 idleCrouchFactor
float 0.15 0 1 idleProneFactor
float 1 1 10 adsSensitivity
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 pickupModel
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 0 0 1 cloth
int 1 0 1 wideListIcon
string killIcon
int 1 0 1 wideKillIcon
// settings for view model position movement
float -14 -100 100 sprintMoveF
float -10 -100 100 sprintMoveR
float -14 -100 100 sprintMoveU
float 0 -100 100 sprintRotP
float 0 -100 100 sprintRotY
float 0 -100 100 sprintRotR
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 sprintMoveMinSpeed
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 sprintRotMinSpeed
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", "smoke", "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)
floatedit(vehiclescale, 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(cloth)
checkbox(wideListIcon)
fileedit(killIcon)
[
exec
{
reldir("game/uo/")
}
]
checkbox(wideKillIcon)
fileedit(projectileModel)
[
exec
{
reldir("game/uo/")
}
]
hcontainer
{
scrollbox(projExplosionType)
fileedit(projExplosionEffect)
[
exec
{
reldir("game/uo/")
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/uo/")
}
]
fileedit(pickupModel)
[
exec
{
reldir("game/uo/")
}
]
fileedit(hudIcon)
[
exec
{
reldir("game/uo/")
}
]
fileedit(modeIcon)
[
exec
{
reldir("game/uo/")
}
]
fileedit(ammoIcon)
[
exec
{
reldir("game/uo/")
}
]
hcontainer
{
edit(ammoName)
spinedit(maxAmmo, 10, 20)
spinedit(startAmmo, 1, 10)
}
hcontainer
{
edit(clipName)
spinedit(clipSize, 1, 10)
checkbox(clipOnly)
}
hcontainer
{
checkbox(takeDamage)
}
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/uo/")
}
]
// fileedit(reticleSide)
// [
// exec
// {
// reldir("game/uo/")
// }
// ]
// hcontainer
// {
spinedit(reticleCenterSize, 1, 2)
// spinedit(reticleSideSize, 1, 2)
// spinedit(reticleMinOfs, 1, 2)
// }
// seperator
hcontainer
{
}
// fileedit(viewFlashEffect)
// [
// exec
// {
// reldir("game/uo/")
// }
// ]
// fileedit(worldFlashEffect)
// [
// exec
// {
// reldir("game/uo/")
// }
// ]
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(sprintMoveF, 0.1, 1)
floatedit(sprintMoveR, 0.1, 1)
floatedit(sprintMoveU, 0.1, 1)
}
hcontainer
{
floatedit(sprintRotP, 0.1, 1)
floatedit(sprintRotY, 0.1, 1)
floatedit(sprintRotR, 0.1, 1)
}
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(sprintMoveMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
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(sprintRotMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
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/uo/xmodel/")
width(500)
}
]
fileedit(handModel)
[
exec
{
reldir("game/uo/xmodel/")
width(500)
}
]
fileedit(idleAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(emptyIdleAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(holdFireAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(lastShotAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(meleeAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(raiseAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(dropAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(altRaiseAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(altDropAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
}

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@ -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
UOTools/deffiles/input.gdf Normal file
View 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
*/

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@ -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)
}

View 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/uo/xmodel/")
labelwidth(200)
}
]
fileedit(hat)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_BACK)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_BACKLEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_BACKRIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_FRONT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_FRONTLEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_FRONTRIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BELT_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BREASTPOCKET_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_BREASTPOCKET_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_CALF_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_CALF_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_HELMET)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_HELMETSIDE)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_SHIN_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_SHIN_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_THIGH_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_THIGH_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_WEAPON_LEFT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_WEAPON_RIGHT)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
fileedit(TAG_ORIGIN)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(200)
}
]
}

BIN
UOTools/deffiles/mptype.dll Normal file

Binary file not shown.

469
UOTools/deffiles/mptype.gdf Normal file
View 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)
}
]
}

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@ -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
}
]
}

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View 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)
}

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@ -0,0 +1,267 @@
#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
enum { "rifle", "smg", "lmg", "hmg", "umg" } ammoType
enum { "none", "grenade", "rocket", "b17", "mortar","artillery" } projExplosionType
int 1 0 1 projImpactExplode
int 600 0 100000 projectileSpeed
int 300 0 10000 explosionRadius
int 10 0 10000 explosionInnerDamage
int 10 0 10000 explosionOuterDamage
string script
int 30 0 1000 damage
int 35 0 100 minDamagePercent
int 8000 0 20000 damageInnerRadius
int 10000 0 20000 damageOuterRadius
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
float 0 0 90 minSpread
float 0 0 90 maxSpread
int 0 0 1 rifleBullet
string fireSound
string loopFireSound
string stopFireSound
string viewFlashEffect
string worldFlashEffect
string projectileModel
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
float 55 30 99 turret_fov
float 0 0 1 fireHeat
float 0 0 1000 cooldownRate
vcontainer
{
scrollbox(targetFolder)
[
exec
{
width(300)
}
]
scrollbox(stance)
[
exec
{
width(300)
}
]
scrollbox(weaponType)
[
exec
{
width(300)
}
]
scrollbox(ammoType)
[
exec
{
width(300)
}
]
scrollbox(projExplosionType)
[
exec
{
width(300)
}
]
hcontainer
{
spinedit(damage, 1, 10)
spinedit(minDamagePercent, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
}
hcontainer
{
spinedit(damageInnerRadius, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(damageOuterRadius, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
}
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)
floatedit(minSpread, 1, 10)
floatedit(maxSpread, 1, 10)
floatedit(fireHeat, 0.05, 0.2)
floatedit(cooldownRate, 0.05, 0.2)
edit(script)
checkbox(rifleBullet)
checkbox(projImpactExplode)
fileedit(projectileModel)
[
exec
{
reldir("game/uo/")
}
]
edit(fireSound)
edit(loopFireSound)
edit(stopFireSound)
fileedit(viewFlashEffect)
[
exec
{
reldir("game/uo/")
}
]
fileedit(worldFlashEffect)
[
exec
{
reldir("game/uo/")
}
]
fileedit(reticleCenter)
[
exec
{
reldir("game/uo/")
}
]
spinedit(reticleCenterSize, 1, 2)
fileedit(idleAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
reldir("game/uo/xanim/")
width(500)
}
]
floatedit(playerPositionDist, 1, 10)
fileedit(killIcon)
[
exec
{
reldir("game/uo/")
}
]
checkbox(wideKillIcon)
edit(useHintString)
floatedit(turret_fov, 1, 10)
}

View File

@ -0,0 +1,344 @@
#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
int 0 0 1 hasGunner
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)
}
]
checkbox(hasGunner)
[
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)
}
]
}

View File

@ -0,0 +1,611 @@
#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
int 0 0 1 hasGunner
int 0 0 4 numPassengers
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 useHintString
string turretWeapon
string turretAltWeapon
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 turretGunnerWeapon
float 0 0 180 turretGunnerHorizSpanLeft
float 0 0 180 turretGunnerHorizSpanRight
float 0 0 180 turretGunnerVertSpanUp
float 0 0 180 turretGunnerVertSpanDown
float 0 0 360 turretGunnerRotRate
string lowIdleSnd
string highIdleSnd
string lowEngineSnd
string highEngineSnd
string turretSpinSnd
string turretStopSnd
string impactSnd
float 10 0 100 engineSndSpeed
float 100 0 100 dmgScaleFront
float 100 0 100 dmgScaleSide
float 100 0 100 dmgScaleBehind
float 100 0 100 dmgScaleBullet
float 100 0 200 dmgScaleUnder
float -70 -200 0 minsX
float -70 -200 0 minsY
float 0 -100 0 minsZ
float 70 0 200 maxsX
float 70 0 200 maxsY
float 120 0 200 maxsZ
float 2.5 0 10 accelFwdRollDegrees
float 2.5 0 10 accelSideRollDegrees
float 1.2 0 10 accelSpringTension
float 42 0 80 stepsize
float 105 0 200 collisionFrontDist
float 112 0 200 collisionBackDist
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)
}
]
checkbox(hasGunner)
[
exec
{
width(280)
labelwidth(150)
}
]
spinedit(numPassengers, 0, 4)
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)
}
]
edit(turretAltWeapon)
[
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(turretGunnerWeapon)
[
exec
{
width(350)
labelwidth(150)
}
]
floatedit(turretGunnerRotRate, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
hcontainer
{
floatedit(turretGunnerHorizSpanLeft, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(turretGunnerHorizSpanRight, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
}
hcontainer
{
floatedit(turretGunnerVertSpanUp, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(turretGunnerVertSpanDown, 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)
}
]
edit(impactSnd)
[
exec
{
width(350)
labelwidth(150)
}
]
floatedit(engineSndSpeed, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(dmgScaleFront, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(dmgScaleSide, 0.05, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(dmgScaleBehind, 5, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(dmgScaleUnder, 5, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(dmgScaleBullet, 5, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(minsX, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(minsY, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(minsZ, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(maxsX, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(maxsY, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(maxsZ, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(accelFwdRollDegrees, 0.1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(accelSideRollDegrees, 0.1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(accelSpringTension, 0.1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(stepsize, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(collisionFrontDist, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
floatedit(collisionBackDist, 1, 1)
[
exec
{
width(280)
labelwidth(150)
}
]
edit(useHintString)
}

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@ -0,0 +1,239 @@
#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 { "artillery", "mortar", "tank", "grenade", "rocket", "molotov", "none" } projExplosionType
int 1 0 1 projImpactExplode
string worldFlashEffect
string fireSound
string loopFireSound
string stopFireSound
string projectileSoundBlend1
string projectileSoundBlend2
string killIcon
int 1 0 1 wideKillIcon
int 30 0 3000 damage
int 35 0 100 minDamagePercent
int 20000 0 20000 damageInnerRadius
int 20000 0 20000 damageOuterRadius
float 0.1 0.0 10.0 fireTime
int 600 0 100000 projectileSpeed
int 300 0 10000 explosionRadius
int 10 0 10000 explosionInnerDamage
int 10 0 10000 explosionOuterDamage
string useHintString
string projectileModel
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(projectileModel)
[
exec
{
reldir("game/uo/")
labelwidth(160)
}
]
fileedit(worldFlashEffect)
[
exec
{
reldir("game/uo/")
labelwidth(160)
}
]
fileedit(killIcon)
[
exec
{
reldir("game/uo/")
}
]
checkbox(wideKillIcon)
edit(fireSound)
[
exec
{
width(500)
labelwidth(160)
}
]
edit(loopFireSound)
[
exec
{
width(500)
labelwidth(160)
}
]
edit(stopFireSound)
[
exec
{
width(500)
labelwidth(160)
}
]
edit(projectileSoundBlend1)
[
exec
{
width(500)
labelwidth(160)
}
]
edit(projectileSoundBlend2)
[
exec
{
width(500)
labelwidth(160)
}
]
hcontainer
{
spinedit(damage, 1, 10)
spinedit(minDamagePercent, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
[
exec
{
width(300)
labelwidth(160)
}
]
}
hcontainer
{
spinedit(damageInnerRadius, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(damageOuterRadius, 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
UOTools/deffiles/vssver.scc Normal file

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BIN
UOTools/deffiles/xanim.dll Normal file

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@ -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
UOTools/deffiles/xmodel.dll Normal file

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259
UOTools/deffiles/xmodel.gdf Normal file
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@ -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)
}
]
}

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@ -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/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model2)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model3)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model4)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model5)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model6)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model7)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model8)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model9)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model10)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model11)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model12)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model13)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model14)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model15)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model16)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model17)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model18)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model19)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model20)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model21)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model22)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model23)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model24)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model25)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model26)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model27)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model28)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model29)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model30)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model31)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model32)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model33)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model34)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model35)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model36)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model37)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model38)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model39)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model40)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model41)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model42)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model43)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model44)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model45)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model46)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model47)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model48)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model49)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
fileedit(model50)
[
exec
{
reldir("game/uo/xmodel/")
labelwidth(100)
}
]
}

View File

@ -0,0 +1,309 @@
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<h1 align=center style='text-align:center'>Asset Manager &amp; Converter</h1>
<p class=MsoNormal align=center style='text-align:center'><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><b style='mso-bidi-font-weight:normal'><u><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></u></b></p>
<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>Asset Manager
Program:</b> Asset Manager is a program that assigns parameters to certain
entities/models in the game, such as vehicles, weapons, characters, game
models, and animations. </p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>.gdt Files: </b>.gdt
files are files that store the parameters assigned to the models/entities
within Asset Manager. Usually we group the files corresponding to their
purpose. Examples: “xmodel.gdt” are the settings used static models.
“weaponsettings.gdt” are the weapon settings used in Single Player.
“weaponsettings_mp.gdt” - are the weapon settings used in Multiplayer, and so
on.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>Converter Tool:</b>
Used to convert the entity/model along with the Parameters set in Asset Manager
to a file COD can read and use. The converter also uses a cache folder which
stores what has been done. So, future converts will not convert everything over
again.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><b><u>Converter NOTE (MUST READ):</u></b> Only use
“uoconvertor.bat” to run the “converter.exe.” “Uoconvertor.bat” is setup to use
UO directory structure, and some of the settings used in UO are not in the
original version of Call of Duty. If you dont use “uoconvertor.bat” and run
“converter.exe” you may experience an unpredictable error.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>What kind of
parameters can you manipulate? </b>Well, depending on the type of asset you are
modifying will determine what you can manipulate. For example: weapon settings,
you can modify anything from their accuracy to setting the players sensitivity
while in ADS (Aimed Down Sight) mode when prone and<span style="mso-spacerun:
yes">  </span>what sound is used when putting the gun away. So, the only way to
see what you can manipulate is to open up one of the .gdt files.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal><i>Quick Tutorial on next page… </i><br clear=all
style='page-break-before:always'>
<b><u>Quick Tutorial:</u></b></p>
<p class=MsoNormal style='text-indent:.5in'>Were going to use a weapon as an
example. Usually when modifying any files, we recommend you back up the
original .gdt files, just incase you need to restore the original settings.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal>1. Open up Asset Manager. Things to notice, left side area,
you see a list of options (aitype, bulletweapon, character, etc). This will
determine the type of asset you are going to manipulate. </p>
<p class=MsoNormal><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600"
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<v:f eqn="if lineDrawn pixelLineWidth 0"/>
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<o:lock v:ext="edit" aspectratio="t"/>
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height:345pt'>
<v:imagedata src="./AssetManager_and_Converter_files/image001.jpg" o:title="1"/>
</v:shape><![endif]--><![if !vml]><img width=575 height=460
src="./AssetManager_and_Converter_files/image002.jpg" v:shapes="_x0000_i1025"><![endif]></p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal>2. Go to File -&gt; Open. Look for:
“c:\root_of_game\uotools\source_data\weaponsettings_mp.gdt” Once found, select
and open that file. You will notice nothing changed, but the file did in fact
load. On the left hand side, where the list of “asset types” are located,
select “bulletweapon.” This “asset type” modifies the weapons that uses
bullets. Notice in the large empty box, it now has a list of weapon names (i.e.
bar_mp, colt_mp, etc). Select “thompson_mp” in the list. Now you will see the
right side of the program fill in with a good amount of drop down boxes and
number modifiers. These are the properties you can manipulate that will effect
only the “thompson_mp” (since that is selected). </p>
<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75"
style='width:431.25pt;height:345pt'>
<v:imagedata src="./AssetManager_and_Converter_files/image003.jpg" o:title="2"/>
</v:shape><![endif]--><![if !vml]><img width=575 height=460
src="./AssetManager_and_Converter_files/image004.jpg" v:shapes="_x0000_i1026"><![endif]></p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal>3. In order to see what property does what. We recommend you
adjust one setting at a time, but dramatically different than what its
defaulted to. This way, when in game you will see the huge difference, and then
tune it to how you want it. For our example, were going to manipulate the
accuracy, when standing. So, scroll down till you see “hipSpreadStandMin.”
Default is set to 1.8, lets change this to 6. Notice that “hipSpreadMax” is set
to 8, dont increase the number more than that. The desired effect should be,
while standing, and not in ADS mode, the spread will be ridiculously huge.
However, if you crouch or go prone youre a lot more accurate, since we did not
modify those settings. </p>
<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75"
style='width:431.25pt;height:345pt'>
<v:imagedata src="./AssetManager_and_Converter_files/image005.jpg" o:title="3"/>
</v:shape><![endif]--><![if !vml]><img width=575 height=460
src="./AssetManager_and_Converter_files/image006.jpg" v:shapes="_x0000_i1027"><![endif]></p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<span style='font-size:12.0pt;font-family:"Bookman Old Style";mso-fareast-font-family:
"Times New Roman";mso-bidi-font-family:"Times New Roman";mso-ansi-language:
EN-US;mso-fareast-language:EN-US;mso-bidi-language:AR-SA;mso-bidi-font-weight:
bold'><br clear=all style='page-break-before:always'>
</span>
<p class=MsoNormal>4. Ok, lets see the new settings in game. First, we need to
save this file. Once saved, minimize or close Asset Manager. Now we <b
style='mso-bidi-font-weight:normal'><u>must</u></b> convert the settings to
game files. Go to “root_of_game\uotools\bin” find and double-click on
“uoconvertor.bat” You will see a dos-prompt window appear and some text in it. </p>
<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75"
style='width:431.25pt;height:291pt'>
<v:imagedata src="./AssetManager_and_Converter_files/image007.jpg" o:title="4"/>
</v:shape><![endif]--><![if !vml]><img width=575 height=388
src="./AssetManager_and_Converter_files/image008.jpg" v:shapes="_x0000_i1028"><![endif]></p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal>5. If you happened to get an Error, youll be asked “Do you
want to continue?” Go ahead and do so. Once done, you need to make sure all of
your files are in their correct locations for it to work. Convert errors can
occur when this is not the case. If not, restore your backup .gdt files and try
again. If you didnt get an error, and the dos window looks like it does above,
then you are good to go.</p>
<p class=MsoNormal><![if !supportEmptyParas]>&nbsp;<![endif]><o:p></o:p></p>
<p class=MsoNormal>Have fun!</p>
</div>
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<p class=MsoHeader><span style='font-size:11.0pt;mso-bidi-font-size:12.0pt'>Asset
Manager &amp; Conveter<span style='mso-tab-count:1'>             </span>Page <span
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style='mso-field-code:DATE'>9/29/2004</span><o:p></o:p></span></p>
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<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>
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<body lang=EN-US style='text-justify-trim:punctuation'>
<div class=Section1>
<p class=MsoNormal><b><u>Preferences</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Scale base</i></p>
<p class=MsoNormal style='margin-left:1.0in'>See <i>Toggle &quot;tree/grass
placement mode&quot;.</i> Scale base defines the default model scale for this
mode (100 = normal).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal><b><u>View/Show</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal><b><u>Selection</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal><b><u>Textures</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal><b><u>Misc</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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>&nbsp;</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'>&nbsp;</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 &quot;Sample size&quot; 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'>&nbsp;</p>
<p class=MsoNormal><b><u>Worldspawn Key Values</u></b></p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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>&nbsp;</p>
<p class=MsoNormal><b><u>New Buttons</u></b></p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle &quot;tree/grass
placement mode&quot; (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 &quot;tree and grass placement
mode&quot;. 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'>&nbsp;</p>
<h2 style='page-break-after:avoid'><b><u>Terrain</u></b></h2>
<h2 style='page-break-after:avoid'><b>&nbsp;</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'>&nbsp;</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>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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>&nbsp;</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 doesnt remove vertices, it only makes
them be in the same position.</p>
<p class=MsoNormal>&nbsp;</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>&nbsp;</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 dont have to
re-rotate the texture each time you change the mapping.</p>
<p class=MsoNormal>&nbsp;</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'>&nbsp;</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>&nbsp;</p>
<p class=MsoNormal>At the top, there are three sliders.&nbsp; The first is
called &quot;inner radius&quot;, the second &quot;outer radius&quot;, and the
last &quot;amplitude&quot;.&nbsp; Anything inside inner radius of a &quot;hot
spot&quot; 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.&nbsp; Increasing the
amplitude makes the effect more pronounced for some effects.&nbsp; The radius
checks are only in the x-y axis.&nbsp; 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>&nbsp;</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>&nbsp;</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.&nbsp; To paint, hold
down the <i>ALT</i> key and the <i>left</i> or <i>right mouse button</i>.&nbsp;
Painting only happens when you move the mouse.&nbsp; Painting works in the 2D
and the 3D views.&nbsp; The &quot;hot spot&quot; for any painting action is the
point on the patch mesh that is currently under the cursor.</p>
<p class=MsoNormal>&nbsp;</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.&nbsp;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'>&nbsp;</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>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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.&nbsp;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'>&nbsp;</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'>&nbsp;</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>&nbsp;</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 &quot;hot spot&quot; regardless of whether they are currently
selected.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</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>
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<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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
Arial'>q3map game uo 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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
Arial'>q3map -vis game uo mapname.bsp</span></i></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
Arial'>flare game uo mapname.bsp</span></i></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
generates the lightmaps</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
will not work if the map leaked</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
Arial'>CoDUOSP.exe +set r_vc_compile 2 +devmap mapname</span></i></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
generates the vc log (see VClog section below)</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
Arial'>CoDUOSP.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'>&nbsp;</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 game uo -info mapname.bsp</span></i></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
displays data size information about your bsp</span></p>
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
Arial'>&nbsp;</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'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
where args is 0 or more of the following</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Verbose&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Turns on verbose prints</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Fast&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Use fast presets for several options</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Extra&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Activates visual preview / debugging</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-DiffuseSun&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Forces diffuse sunlighting</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoDiffuseSun&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Doesn't do diffuse sunlighting</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-FastDiffuseSun&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SampleDiffuseSun uses a single vertical sky trace</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ExtraDiffuseSun&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SampleDiffuseSun uses multiple sky traces</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelShadow&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Allows model surfaces to cast shadows</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelShadow&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Prevents model surfaces
from casting shadows</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelAlphaShadow&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Allows transparent model surfaces to
cast shadows</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelAlphaShadow&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp; Prevents transparent model surfaces from casting
shadows</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-SunDiffuseSamples&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Displays current settings of most parameters</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Game<span
style='mso-tab-count:3'>                                    </span> Sets the
game subdirectory other then main where assets can be found.<span
style='mso-spacerun:yes'>  </span>Should be set to “uo” always.<o:p></o:p></span></p>
<p class=MsoNormal style='text-autospace:none'><o:p>&nbsp;</o:p></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'>&nbsp;</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'>&nbsp;</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 doesnt 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 “CoDUOSP.exe”, just replace it with “CoDUOMP.exe”
for multiplayer and the same process applies.</span></p>
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
Arial'>&nbsp;</span></b></p>
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
Arial'>&nbsp;</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&nbsp;alter shadows.&nbsp;The typical way to make this log is to set
&quot;r_vc_showlog 1&quot;, and then to run around playing &quot;pacman&quot;
trying to get rid of the green dots in areas where you expect players to
go.&nbsp;You still find visibility data when &quot;r_vc_showlog&quot; is 0, and
it runs a little faster, but it is easy to miss spots.&nbsp;&quot;pacman&quot;
mode only works if you have a viewmodel on-screen.</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</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.&nbsp;&quot;r_vc_showlog&quot; is not all that useful with
&quot;r_vc_makelog 2&quot;, 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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDUOSP.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'>&nbsp;</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'>&nbsp;</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 &quot;toggle r_vc_showlog 2 4 6 8 12 16&quot;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>bind
F4 &quot;toggle r_vc_showlog 16 12 8 6 4 2&quot;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
must NOT set &quot;dedicated&quot;, or you will not get the compiled visiblity
cache data.&nbsp;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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</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 &quot;mapname.vclog&quot; by
going around your map with &quot;r_vc_makelog 1&quot;. From then on, you need
only compile the map with &quot;+set r_vc_compile 2&quot; as follows.</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDUOSP.exe
+set r_vc_compile 2 +devmap mapname</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</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.&nbsp;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.&nbsp;A map_restart or loaded savegame is not sufficient. Additionally,
CoDUOSP.exe is hardcoded to look for the .vclog file in the maps directory and
the CoDUOMP.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'>&nbsp;</span></p>
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>&nbsp;</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'>&nbsp;</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'>&nbsp;</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>
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<div class=Section1>
<p class=MsoNormal>Since most of the changes in Graydiant stem from the Layers
feature, Ill cover that first.</p>
<h3 style='page-break-after:avoid'><b><u><o:p><span style='text-decoration:
none'>&nbsp;</span></o:p></u></b></h3>
<h3 style='page-break-after:avoid'><b><u>Using Layers<o:p></o:p></u></b></h3>
<h3 style='page-break-after:avoid'><b><u><o:p><span style='text-decoration:
none'>&nbsp;</span></o:p></u></b></h3>
<p class=MsoNormal>This feature allows you to not only organize different build
elements but allow multiple people to work on individual elements all within
the same map.<o:p></o:p></p>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'>The layer feature is a complete
re-structuring of how Radiant saves map information.<span
style='mso-spacerun:yes'>  </span>Instead of saving information to a single
“.map” file, Graydiant saves information into two (or more, depending on the
number of layers you create) different files called the Gray Matter Master (“<i
style='mso-bidi-font-style:normal'>MAPNAME</i>.GMM”), and the Gray Matter Layer
(“<i style='mso-bidi-font-style:normal'>LAYER</i>.GML”).</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'>The GMM is the master list of all layers
associated with the map, and contains the worldspawn information for use in the
BSP.<span style='mso-spacerun:yes'>  </span>The GML is a layer file, which can
contain everything you can create in the editor.<span
style='mso-spacerun:yes'>  </span>Starting a new map will automatically create
a “Layer1.gml”, and will save it in a folder with the same name as your GMM
when you save your map, along with any new layers you create afterward.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<p class=MsoNormal>The Layers window can be accessed at any time by pressing
the “L” key.<span style='mso-spacerun:yes'>  </span></p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal>The Layers window displays all the layers listed in the GMM,
and check boxes for making them visible in the map (“V”), selectable or
non-selectable (“S”), and active or in-active (“A”).<span
style='mso-spacerun:yes'>  </span>You can also click the Right Mouse Button on
a layer, or anywhere in the Layers window to bring up a menu with the following
options:</p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Add Layer…<span style='mso-spacerun:yes'>  
</span></i>(Only available if the GMM is writeable.)<o:p></o:p></p>
<p class=MsoNormal><i style='mso-bidi-font-style:normal'><o:p>&nbsp;</o:p></i></p>
<p class=MsoNormal><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span>New </i>-<i
style='mso-bidi-font-style:normal'> </i>This creates a new layer by bringing up
a dialogue asking you to enter a name for the new layer.</p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>File - </i>This allows you to add an
existing GML file as a new layer in the current map. You cannot add a GML with
the same filename as an existing GML in the map.</p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Select…<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<o:p></o:p></p>
<p class=MsoNormal><i style='mso-bidi-font-style:normal'><o:p>&nbsp;</o:p></i></p>
<p class=MsoNormal><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span>All - </i>Selects all
objects in the layer you right-clicked on.</p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Entities - </i>Selects all entities in the
layer you right-clicked on.<o:p></o:p></p>
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
<p class=MsoNormal><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Brushes - </i>Selects all brushes in the
layer you right-clicked on.<o:p></o:p></p>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Check…<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click in the Visible [“V”] column or
the Selectable [“S”] column)</h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>All - </i>Checks all layers in the column
you right-clicked in.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Selected - </i>Checks all selected layers in
the column you right-clicked in.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Uncheck…<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click in the Visible [“V”] column or
the Selectable [“S”] column)</h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>All - </i>Unchecks all layers in the column
you right-clicked in.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Selected - </i>Unchecks all selected layers
in the column you right-clicked in.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<p class=MsoNormal><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Move All Selected<span
style='mso-spacerun:yes'>   </span></i>(Only available if you right-click on a
layer)<o:p></o:p></p>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Moves all selected
objects to the layer you right-clicked on.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<p class=MsoNormal><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Save<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<o:p></o:p></p>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Saves the selected
layer(s).</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Reload<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<i style='mso-bidi-font-style:
normal'><o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Reloads the selected
layer with the version saved on disk.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Merge<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<i style='mso-bidi-font-style:
normal'><o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Merges two or more
layers into one layer keeping the layer name of the layer created first.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Clean<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<i style='mso-bidi-font-style:
normal'><o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Deletes all entities
and brushes in the selected layer(s).</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Delete<span style='mso-spacerun:yes'>  
</span></i>(Only available if you right-click on a layer)<i style='mso-bidi-font-style:
normal'><o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Deletes the selected
layer(s) from the GMM. Does not delete the layer from disk.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Properties<span style='mso-spacerun:yes'>  
</span></i>(Only available with only one layer selected)<o:p></o:p></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i>Allows you to change
the name and filename of the selected layer. Will create a new GML on disk with
the new name, not rename the old one.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><b><u>File</u></b><span style='mso-bidi-font-weight:
bold'><o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:1'>            </span><i style='mso-bidi-font-style:normal'>Import
(.map)<o:p></o:p></i></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span><o:p></o:p></span></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span>New
Map - </span></i><span style='mso-bidi-font-weight:bold'>Loads a .map file as
Layer1 in a new map.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:2'>                        </span><i style='mso-bidi-font-style:
normal'>New Layer - </i>Loads a .map file as a new layer in the current map (GMM).
<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:2'>                        </span><i style='mso-bidi-font-style:
normal'>Active Layer - </i>Loads and adds a <span
style='mso-spacerun:yes'> </span>.map file to the currently active layer in the
current map (GMM).<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:1'>            </span><i style='mso-bidi-font-style:normal'>Export
(.map)<o:p></o:p></i></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span></span></i><span
style='mso-bidi-font-weight:bold'>Exports the currently loaded map with all
layers to a .map file with the same name of the GMM.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:1'>            </span><i style='mso-bidi-font-style:normal'>Export
As…<o:p></o:p></i></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span></span></i><span
style='mso-bidi-font-weight:bold'>Exports the currently loaded map with all
layers to a .map file of your choice.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:1'>            </span><i style='mso-bidi-font-style:normal'>Export
Visible As…<o:p></o:p></i></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span></span></i><span
style='mso-bidi-font-weight:bold'>Exports the currently loaded map with all <b>visible</b>
layers to a .map file of your choice.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:1'>            </span><i style='mso-bidi-font-style:normal'>Game
Settings<o:p></o:p></i></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span></span></i><span
style='mso-bidi-font-weight:bold'>Game settings such as game directories, bsp
directories, and bsp menu commands, are now stored in a game settings file (<i
style='mso-bidi-font-style:normal'>DEFAULT</i>.GAM). This replaces the project
file (.qe4).<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-bidi-font-weight:bold'><span style='mso-tab-count:2'>                        </span>Load
- </span></i><span style='mso-bidi-font-weight:bold'>Loads a game settings file
(.GAM) of your choice.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:2'>                        </span><i style='mso-bidi-font-style:
normal'>Save - </i>Saves the current game settings to a .GAM file of your
choice.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><o:p>&nbsp;</o:p></span></h3>
<h3 style='page-break-after:avoid'><span style='mso-bidi-font-weight:bold'><span
style='mso-tab-count:2'>                        </span><i style='mso-bidi-font-style:
normal'>Edit - </i>Edits the current game settings.<o:p></o:p></span></h3>
<h3 style='page-break-after:avoid'><b><u><o:p><span style='text-decoration:
none'>&nbsp;</span></o:p></u></b></h3>
<h3 style='page-break-after:avoid'><b style='mso-bidi-font-weight:normal'><u>Edit</u></b></h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Map Properties<o:p></o:p></i></h3>
<h3 style='margin-left:1.0in;page-break-after:avoid'>Displays options to change
the name of the map, the filename of the map, the filename of the .map file for
Q3Map, and if its a multiplayer map or not (this will determine whether the
.map is exported to \maps or \maps\mp).</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><b style='mso-bidi-font-weight:normal'><u>Brush</u></b></h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Clean<o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i><u>Attempts</u> to
clean up dirty, dirty brushes. (degenerate, duplicate planes, and bad ones) <b
style='mso-bidi-font-weight:normal'>*NOTE* Save before using this! It is not
perfect and may leave bad brushes and delete good ones. Use at own risk!</b></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span></h3>
<h3 style='page-break-after:avoid'><b style='mso-bidi-font-weight:normal'><u>Patches</u></b></h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>HeightMapPatch (Shift+Ctrl+H)<o:p></o:p></i></h3>
<h3 style='margin-left:1.0in;page-break-after:avoid'>Applies a the selected
texture in the texture window, as a height-map to the selected terrain patch(s).
The height-map will be scaled by Z. The default of 1 equates to 1 unit for each
shade of gray in the height-map, ie. In a height-map that ranges from full black
to full white there are 255 shades of gray, a Z value of 1 makes the terrain patch
255 units high. The X and Y values have no effect. The height-map will automatically
be scaled X and Y to fit the size of all selected terrain patches. Height-maps
must be 256 x 256, Grayscale TGAs.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><b style='mso-bidi-font-weight:normal'><u>Context
Menu</u></b></h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'>There have been some changes to the context
menu that can be accessed by right-clicking on the 2D window and now the 3D window
as well.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Entity<o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><o:p>&nbsp;</o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span>DropToGround - </i>Drops
all selected entities to the first surface directly below the entity. These
surfaces include brushes, patches, or the bounding boxes of other entities. The
Drop Height set in Preferences applies.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Add Selected - </i>Adds all selected brushes
in the worldspawn, to an entity any other selected brushes are a part of. Only
works with one entity, other than worldspawn selected.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Remove Selected - </i>Removes the selected
brushes from the entity they are a part of, and moves them into the worldspawn.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Ungroup - </i>Moves all brushes in the
entity the selected brushes are a part of, into the worldspawn, effectively
destroying that entity.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><i
style='mso-bidi-font-style:normal'>Move to layer<o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:2'>                        </span></i><o:p></o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>Active - </i>Moves all selected objects to
the currently active layer.</h3>
<h3 style='page-break-after:avoid'><o:p>&nbsp;</o:p></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:2'>                        </span><i
style='mso-bidi-font-style:normal'>[layer list] - </i>Moves all selected
objects to the layer selected. Only layers that are writeable will be shown
here.<o:p></o:p></h3>
<h3 style='page-break-after:avoid'><i style='mso-bidi-font-style:normal'><span
style='mso-tab-count:3'>                                    </span><o:p></o:p></i></h3>
<h3 style='page-break-after:avoid'><span style='mso-tab-count:1'>            </span><o:p></o:p></h3>
</div>
</body>
</html>

50
UOTools/docs/Readme.rtf Normal file
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{\author Andrew Petterson}{\operator Doug Pearson}{\creatim\yr2004\mo9\dy22\hr17\min54}{\revtim\yr2004\mo9\dy29\hr13\min49}{\version14}{\edmins13}{\nofpages1}{\nofwords0}{\nofchars0}{\*\company Activision, Inc.}{\nofcharsws0}{\vern8229}}
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{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s16\qc \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \b\f1\fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {README
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\fs20
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\f1\cf1 Call Of Duty\'99: United Offensive\'99
\par Map & Mod Tools
\par ===============
\par
\par IMPORTANT NOTE: These tools are not supported by Activision\'ae Customer Support.
\par
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\f1\cf1 The Call Of Duty\'99: United Offensive\'99 tools are not designed to run on Microsoft Windows\'ae 98 or ME. They are only designed to run on Windows\'ae 2000 or XP.
}{\f1
\par
\par Install the Call of Duty\'99: United Offensive\'99 Tools to your Call of Duty\'99 directory. This is where the game is installed. The default location is typically "C:\\Program Files\\Call of Duty".
\par
\par }{\b\f1 IMPORTANT NOTE:
\par }{\f1\fs20
\par }{\f1 If you have Call of Duty\'99: United Offensive\'99 installed to anything other than the default game path (C:\\Program Files\\Call Of Duty\\) you will need to manually set your path in the game settings. Follow the instructions below:
\par
\par 1. Open the editor (Graydiant)
\par
\par 2. In File > Game Settings > Edit...
\par
\par 3. The following settings need to be changed to the location that Call of Duty\'99 is installed:
\par
\par basepath (.exe location)
\par SP Map source
\par MP Map source
\par rshcmd
\par remotepath
\par entitypath
\par Autosave Directory
\par SP Map Path (.map location)
\par MP Map Path (.map location)
\par
\par All of these entries need to be set to the actual installed locations.
\par
\par }}

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{
"classname" "worldspawn"
// brush 0
{
( 2 2 -18 ) ( -2 2 -18 ) ( -2 -2 -18 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -2 -2 18 ) ( -2 2 18 ) ( 2 2 18 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -2 -3 13 ) ( 2 -3 13 ) ( 2 -3 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 3 -2 13 ) ( 3 2 13 ) ( 3 2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 2 3 13 ) ( -2 3 13 ) ( -2 3 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -3 2 13 ) ( -3 -2 13 ) ( -3 -2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/105"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/Bottles"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/character_soviet_coat"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"model" "xmodel/FullSpikeyShrub_nocollision"
"origin" "0 0 0"
"classname" "misc_model"
}

View File

@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( 8 40 0 ) ( -8 40 0 ) ( -8 -56 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -8 -56 24 ) ( -8 40 24 ) ( 8 40 24 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -8 -62 24 ) ( 8 -62 24 ) ( 8 -62 -8 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 10 -56 24 ) ( 10 40 24 ) ( 10 40 -8 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 8 52 26 ) ( -8 52 26 ) ( -8 52 -6 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -10 40 24 ) ( -10 -56 24 ) ( -10 -56 -8 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/obstacle_spiralbarbwire"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"model" "xmodel/USEquipment_Compass"
"origin" "0 0 0"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"model" "xmodel/USEquipment_Dagger"
"origin" "0 0 0"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"model" "xmodel/USEquipment_Pouch1"
"origin" "0 0 0"
"classname" "misc_model"
}

View File

@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( 3 3 -14 ) ( 0 3 -14 ) ( 0 -3 -14 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 -3 5 ) ( 0 3 5 ) ( 3 3 5 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 -1 5 ) ( 3 -1 5 ) ( 3 -1 -14 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 3 -3 5 ) ( 3 3 5 ) ( 3 3 -14 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 3 1 5 ) ( 0 1 5 ) ( 0 1 -14 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 3 5 ) ( 0 -3 5 ) ( 0 -3 -14 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"model" "xmodel/USEquipment_Rope"
"origin" "0 0 0"
"classname" "misc_model"
}

View File

@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"model" "xmodel/USEquipment_Tank_Charge"
"origin" "0 0 0"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/ammo_panzerfaust_box2"
"classname" "misc_model"
}

View File

@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( -10 22 32 ) ( -10 22 -4 ) ( 8 22 -4 ) common/clip_nosight 56 0 0 0.25 0.25 0 0 0 4
( 9 6 35 ) ( 9 6 -1 ) ( 9 -188 -1 ) common/clip_nosight -40 0 0 0.25 0.25 0 0 0 4
( -7 98 0 ) ( -7 98 36 ) ( -7 -96 36 ) common/clip_nosight -40 0 0 0.25 0.25 0 0 0 4
( 21 -82 73 ) ( 1 -82 73 ) ( -1 114 73 ) common/clip_nosight -8 56 0 0.25 0.25 0 0 0 4
( -8 -98 0 ) ( 12 -98 0 ) ( 10 102 0 ) common/clip_nosight -8 56 0 0.25 0.25 0 0 0 4
( 10 -22 35 ) ( 10 -22 -1 ) ( -8 -22 -1 ) common/clip_nosight -8 -16 0 0.25 0.25 0 0 0 4
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/armoir"
"classname" "misc_model"
}

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@ -0,0 +1,19 @@
{
"classname" "worldspawn"
// brush 0
{
( -8 24 73 ) ( -8 -24 73 ) ( -8 -24 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 10 24 73 ) ( -8 24 73 ) ( -8 24 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 10 -24 73 ) ( 10 24 73 ) ( 10 24 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -8 -24 73 ) ( 10 -24 73 ) ( 10 -24 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 10 24 0 ) ( -8 24 0 ) ( -8 -24 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 -24 65 ) ( 0 0 73 ) ( 32 0 73 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 0 73 ) ( 0 24 65 ) ( 32 24 65 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/armoir_d"
"classname" "misc_model"
}

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@ -0,0 +1,45 @@
{
"classname" "worldspawn"
// brush 0
{
( 16 40 28 ) ( -18 40 28 ) ( -18 -44 28 ) common/clip_nosight 32 -88 0 0.25 0.25 0 0 0 0
( -15 -11 63 ) ( -15 73 63 ) ( 19 73 63 ) common/clip_nosight 32 -88 0 0.25 0.25 0 0 0 0
( -2 -14 115 ) ( 32 -14 115 ) ( 32 -14 80 ) common/clip_nosight 32 60 0 0.25 0.25 0 0 0 0
( 3 -33 117 ) ( 3 51 117 ) ( 3 51 82 ) common/clip_nosight 88 60 0 0.25 0.25 0 0 0 0
( 9 -9 79 ) ( -25 -9 79 ) ( -25 -9 44 ) common/clip_nosight 32 60 0 0.25 0.25 0 0 0 0
( -4 92 117 ) ( -4 8 117 ) ( -4 8 82 ) common/clip_nosight 88 60 0 0.25 0.25 0 0 0 0
}
// brush 1
{
( 16 63 28 ) ( -18 63 28 ) ( -18 -21 28 ) common/clip_nosight 32 4 0 0.25 0.25 0 0 0 0
( -15 12 63 ) ( -15 96 63 ) ( 19 96 63 ) common/clip_nosight 32 4 0 0.25 0.25 0 0 0 0
( -2 9 115 ) ( 32 9 115 ) ( 32 9 80 ) common/clip_nosight 32 60 0 0.25 0.25 0 0 0 0
( 3 -10 117 ) ( 3 74 117 ) ( 3 74 82 ) common/clip_nosight -4 60 0 0.25 0.25 0 0 0 0
( 9 14 79 ) ( -25 14 79 ) ( -25 14 44 ) common/clip_nosight 32 60 0 0.25 0.25 0 0 0 0
( -4 115 117 ) ( -4 31 117 ) ( -4 31 82 ) common/clip_nosight -4 60 0 0.25 0.25 0 0 0 0
}
// brush 2
{
( 16 53 63 ) ( -18 53 63 ) ( -18 -31 63 ) common/clip_nosight 32 76 0 0.25 0.25 0 0 0 0
( -15 -2 75 ) ( -15 82 75 ) ( 19 82 75 ) common/clip_nosight 32 76 0 0.25 0.25 0 0 0 0
( -2 -5 127 ) ( 32 -5 127 ) ( 32 -5 92 ) common/clip_nosight 32 108 0 0.25 0.25 0 0 0 0
( 8 -24 129 ) ( 8 60 129 ) ( 8 60 94 ) common/clip_nosight -76 108 0 0.25 0.25 0 0 0 0
( 9 4 114 ) ( -25 4 114 ) ( -25 4 79 ) common/clip_nosight 32 108 0 0.25 0.25 0 0 0 0
( -5 101 129 ) ( -5 17 129 ) ( -5 17 94 ) common/clip_nosight -76 108 0 0.25 0.25 0 0 0 0
}
// brush 3
{
( 18 53 0 ) ( -16 53 0 ) ( -16 -31 0 ) common/clip_nosight 32 76 0 0.25 0.25 0 0 0 0
( -14 -2 63 ) ( -14 82 63 ) ( 20 82 63 ) common/clip_nosight 32 76 0 0.25 0.25 0 0 0 0
( -2 -9 116 ) ( 32 -9 116 ) ( 32 -9 81 ) common/clip_nosight 32 64 0 0.25 0.25 0 0 0 0
( 5 -24 118 ) ( 5 60 118 ) ( 5 60 83 ) common/clip_nosight -76 64 0 0.25 0.25 0 0 0 0
( 9 9 103 ) ( -25 9 103 ) ( -25 9 68 ) common/clip_nosight 32 64 0 0.25 0.25 0 0 0 0
( -5 101 118 ) ( -5 17 118 ) ( -5 17 83 ) common/clip_nosight -76 64 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/armorsuit"
"classname" "misc_model"
}

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@ -0,0 +1,92 @@
{
"classname" "worldspawn"
// brush 0
{
( 52 -24 26 ) ( -50 22 26 ) ( -53 15 26 ) common/clip_nosight 33 -25 -24 0.249991 0.249997 0 0 0 0
( -53 15 44 ) ( -50 22 44 ) ( 52 -24 44 ) common/clip_nosight 33 -25 -24 0.249991 0.249997 0 0 0 0
( -61 -3 48 ) ( 41 -48 48 ) ( 41 -48 28 ) common/clip_nosight 84 -64 0 0.228386 0.25 0 0 0 0
( 43 -40 50 ) ( -59 5 50 ) ( -59 5 30 ) common/clip_nosight 17 -64 0 0.228394 0.25 0 0 0 0
( -35 -15 -16 ) ( -33 -11 -16 ) ( -35 -15 16 ) common/clip_nosight 55 -64 0 0.22839 0.25 0 0 0 0
( 11 -31 -16 ) ( 9 -35 -16 ) ( 11 -31 16 ) common/clip_nosight 55 -64 0 0.22839 0.25 0 0 0 0
}
// brush 1
{
( 56.3523 -17.5242 10 ) ( -45.9649 28.0303 10 ) ( -49.2187 20.722 10 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -49.2187 20.722 44 ) ( -45.9649 28.0303 44 ) ( 56.3523 -17.5242 44 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -55.7265 6.10523 44 ) ( 46.5906 -39.4493 44 ) ( 46.5906 -39.4493 24 ) common/clip_nosight 59 -80 0 0.228401 0.25 0 0 0 0
( 27.319 -8.97627 44 ) ( 30.5728 -1.66791 44 ) ( 30.5728 -1.66791 24 ) common/clip_nosight 47 -80 0 0.228384 0.25 0 0 0 0
( 60.4196 -8.38874 46 ) ( -41.8975 37.1658 46 ) ( -41.8975 37.1658 26 ) common/clip_nosight 0 -80 0 0.228394 0.25 0 0 0 0
( -16.7314 15.0147 44 ) ( -19.9853 7.70638 44 ) ( -19.9853 7.70638 24 ) common/clip_nosight 86 -80 0 0.228387 0.25 0 0 0 0
}
// brush 2
{
( 56.3523 -17.5242 64 ) ( -45.9649 28.0303 64 ) ( -49.2187 20.722 64 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -51.0458 21.5354 92 ) ( -47.7919 28.8438 92 ) ( 54.5252 -16.7107 92 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -56.54 4.27813 84 ) ( 45.7771 -41.2764 84 ) ( 45.7771 -41.2764 64 ) common/clip_nosight 63 80 0 0.228386 0.25 0 0 0 0
( 53.0984 -24.8326 84 ) ( 56.3523 -17.5242 84 ) ( 56.3523 -17.5242 64 ) common/clip_nosight 100 80 0 0.228386 0.25 0 0 0 0
( 60.4196 -8.38874 86 ) ( -41.8975 37.1658 86 ) ( -41.8975 37.1658 66 ) common/clip_nosight 0 80 0 0.228394 0.25 0 0 0 0
( -45.9649 28.0303 84 ) ( -49.2187 20.722 84 ) ( -49.2187 20.722 64 ) common/clip_nosight 29 80 0 0.22839 0.25 0 0 0 0
( -14.5169 -14.4318 74 ) ( -9.63606 -3.46921 92 ) ( 14.7166 -27.4473 74 ) common/clip_nosight 127 80 0 0.228401 0.25 0 0 0 0
( -3.94174 9.32043 92 ) ( 0.125632 18.4559 74 ) ( 25.2917 -3.69515 92 ) common/clip_nosight -53 80 0 0.22839 0.25 0 0 0 0
}
// brush 3
{
( 56.3523 -17.5242 50 ) ( -45.9649 28.0303 50 ) ( -49.2187 20.722 50 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -49.2187 20.722 60 ) ( -45.9649 28.0303 60 ) ( 56.3523 -17.5242 60 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -50.8457 17.0678 64 ) ( 51.4714 -28.4867 64 ) ( 51.4714 -28.4867 44 ) common/clip_nosight 38 0 0 0.228371 0.25 0 0 0 0
( 56.5524 -21.9919 66 ) ( -45.7647 23.5627 66 ) ( -45.7647 23.5627 46 ) common/clip_nosight 24 0 0 0.228394 0.25 0 0 0 0
( -67.8899 37.792 64 ) ( -71.1439 30.4836 64 ) ( -71.1439 30.4836 44 ) common/clip_nosight -13 0 0 0.228382 0.25 0 0 0 0
( -45.9649 28.0303 0 ) ( -49.2187 20.722 0 ) ( -45.9649 28.0303 32 ) common/clip_nosight 29 0 0 0.228388 0.25 0 0 0 0
}
// brush 4
{
( 56.3523 -17.5242 44 ) ( -45.9649 28.0303 44 ) ( -49.2187 20.722 44 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -49.2187 20.722 64 ) ( -45.9649 28.0303 64 ) ( 56.3523 -17.5242 64 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( -57.3535 2.45104 64 ) ( 44.9636 -43.1035 64 ) ( 44.9636 -43.1035 44 ) common/clip_nosight 67 0 0 0.228386 0.25 0 0 0 0
( 53.0984 -24.8326 64 ) ( 56.3523 -17.5242 64 ) ( 56.3523 -17.5242 44 ) common/clip_nosight 100 0 0 0.228386 0.25 0 0 0 0
( 60.4196 -8.38874 66 ) ( -41.8975 37.1658 66 ) ( -41.8975 37.1658 46 ) common/clip_nosight 0 0 0 0.228394 0.25 0 0 0 0
( -45.9649 28.0303 64 ) ( -49.2187 20.722 64 ) ( -49.2187 20.722 44 ) common/clip_nosight 29 0 0 0.22839 0.25 0 0 0 0
}
// brush 5
{
( 200.692 -81.7886 64 ) ( 47.2168 -13.4568 64 ) ( 43.1494 -22.5923 64 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( 35.8411 -19.3384 74 ) ( 39.9084 -10.2029 74 ) ( 193.384 -78.5347 74 ) common/clip_nosight 29 3 -24 0.249991 0.249997 0 0 0 0
( 38.4816 -18.3248 92 ) ( 191.957 -86.6565 92 ) ( 191.957 -86.6565 0 ) common/clip_nosight 31 0 0 0.228386 0.25 0 0 0 0
( 191.144 -88.4836 92 ) ( 195.211 -79.3482 92 ) ( 195.211 -79.3482 0 ) common/clip_nosight 115 0 0 0.228386 0.25 0 0 0 0
( 195.618 -78.4346 92 ) ( 42.1423 -10.1029 92 ) ( 42.1423 -10.1029 0 ) common/clip_nosight 15 0 0 0.228386 0.25 0 0 0 0
( -45.9649 28.0303 102 ) ( -50.0322 18.8949 102 ) ( -50.0322 18.8949 10 ) common/clip_nosight 29 0 0 0.228392 0.25 0 0 0 0
}
// brush 6
{
( 114 110 0 ) ( 100 110 0 ) ( 100 -110 0 ) common/clip_nosight -16 0 0 0.25 0.25 0 0 0 0
( 100 -110 10 ) ( 100 110 10 ) ( 114 110 10 ) common/clip_nosight -16 0 0 0.25 0.25 0 0 0 0
( 92 -10 92 ) ( 106 -10 92 ) ( 106 -10 0 ) common/clip_nosight -16 0 0 0.25 0.25 0 0 0 0
( 118 -108 92 ) ( 118 112 92 ) ( 118 112 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 22 10 92 ) ( 8 10 92 ) ( 8 10 0 ) common/clip_nosight -16 0 0 0.25 0.25 0 0 0 0
( 8 12 92 ) ( 8 -208 92 ) ( 8 -208 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
// brush 7
{
( -14 110 0 ) ( -28 110 0 ) ( -28 -110 0 ) common/clip_nosight 112 0 0 0.25 0.25 0 0 0 0
( -28 -110 10 ) ( -28 110 10 ) ( -14 110 10 ) common/clip_nosight 112 0 0 0.25 0.25 0 0 0 0
( -34 -10 92 ) ( -20 -10 92 ) ( -20 -10 0 ) common/clip_nosight 112 0 0 0.25 0.25 0 0 0 0
( -10 -108 92 ) ( -10 112 92 ) ( -10 112 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -108 10 92 ) ( -122 10 92 ) ( -122 10 0 ) common/clip_nosight 112 0 0 0.25 0.25 0 0 0 0
( -120 12 92 ) ( -120 -208 92 ) ( -120 -208 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
// brush 8
{
( 4 110 0 ) ( -10 110 0 ) ( -10 -110 0 ) common/clip_nosight 40 0 0 0.25 0.25 0 0 0 0
( -10 -110 10 ) ( -10 110 10 ) ( 4 110 10 ) common/clip_nosight 40 0 0 0.25 0.25 0 0 0 0
( -10 -110 92 ) ( 4 -110 92 ) ( 4 -110 0 ) common/clip_nosight 40 0 0 0.25 0.25 0 0 0 0
( 8 -108 92 ) ( 8 112 92 ) ( 8 112 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 4 110 92 ) ( -10 110 92 ) ( -10 110 0 ) common/clip_nosight 40 0 0 0.25 0.25 0 0 0 0
( -10 110 92 ) ( -10 -110 92 ) ( -10 -110 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/artillery_flak88"
"classname" "misc_model"
}

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@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( 2 2 -13 ) ( -2 2 -13 ) ( -2 -2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -2 -2 13 ) ( -2 2 13 ) ( 2 2 13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -2 -2 13 ) ( 2 -2 13 ) ( 2 -2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 2 -2 13 ) ( 2 2 13 ) ( 2 2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 2 2 13 ) ( -2 2 13 ) ( -2 2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -2 2 13 ) ( -2 -2 13 ) ( -2 -2 -13 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/artillery_flakk88"
"classname" "misc_model"
}

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@ -0,0 +1,68 @@
{
"classname" "worldspawn"
// brush 0
{
( -26 6 41 ) ( -44 6 41 ) ( -44 -1 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -50 -1 86 ) ( -50 6 86 ) ( -32 6 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -30 3 86 ) ( -30 3 41 ) ( -47 -1 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -30 3 41 ) ( -30 3 86 ) ( -33 12 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -33 12 41 ) ( -33 12 86 ) ( -48 6 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -47 -1 86 ) ( -47 -1 41 ) ( -48 6 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 1
{
( 21 47 51 ) ( -30 47 51 ) ( -30 -51 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 64 ) ( -33 12 64 ) ( 23 30 64 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 36 -12 64 ) ( 36 -12 51 ) ( -20 -28 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 23 30 64 ) ( 23 30 51 ) ( 36 -12 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 23 30 51 ) ( 23 30 64 ) ( -33 12 64 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -33 12 64 ) ( -20 -28 64 ) ( -20 -28 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 2
{
( 36 -13 0 ) ( 36 -13 15 ) ( 23 31 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 15 ) ( -20 -28 0 ) ( -33 12 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -31 43 0 ) ( -31 43 51 ) ( -33 12 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -31 43 51 ) ( -31 43 0 ) ( 11 48 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 11 48 15 ) ( 11 48 0 ) ( 23 31 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 37 -30 0 ) ( 37 -30 15 ) ( 36 -13 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 3 -53 0 ) ( 3 -53 51 ) ( 37 -30 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 3 -53 51 ) ( 3 -53 0 ) ( -20 -28 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 33 14 51 ) ( 33 -54 51 ) ( -29 -54 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -24 -54 0 ) ( 38 -54 0 ) ( 38 14 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 3
{
( -24 5 24 ) ( -52 5 24 ) ( -52 -27 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -27 41 ) ( -54 5 41 ) ( -26 5 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -22 24 ) ( -54 -22 41 ) ( -20 -28 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 15 ) ( -20 -28 63 ) ( -33 12 63 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -58 -10 41 ) ( -58 -10 24 ) ( -33 12 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -22 41 ) ( -54 -22 24 ) ( -58 -10 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 4
{
( 96 6 87 ) ( 84 46 87 ) ( 4 25 32 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 69 46 105 ) ( 81 6 105 ) ( 14 -19 58 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 14 -19 30 ) ( 14 -19 58 ) ( 91 6 111 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 84 46 87 ) ( 96 6 87 ) ( 82 3 105 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 4 25 60 ) ( 4 25 32 ) ( 79 46 81 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 4 25 32 ) ( 4 25 60 ) ( 14 -19 58 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 5
{
( 48 36 0 ) ( -14 36 0 ) ( -14 -32 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -8 -32 39 ) ( -8 36 39 ) ( 54 36 39 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 46 2 15 ) ( 46 2 0 ) ( 36 -13 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 40 24 15 ) ( 40 24 0 ) ( 46 2 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 40 24 0 ) ( 40 24 15 ) ( 23 31 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 36 -13 15 ) ( 36 -13 0 ) ( 23 31 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"angles" "0 360 0"
"classname" "misc_model"
"model" "xmodel/artillery_flakvierling"
"origin" "0 0 0"
}

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@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( -44 -80 -8 ) ( -44 64 -8 ) ( -44 64 56 ) common/clip_nosight 63 124 0 -1.11719 0.515625 0 0 0 4
( -144 32 0 ) ( 112 32 0 ) ( 112 32 64 ) common/clip_nosight 53 124 0 -2.00781 0.515625 0 0 0 4
( 96 72 0 ) ( 96 -72 0 ) ( 96 -72 64 ) common/clip_nosight 63 124 0 -1.11719 0.515625 0 0 0 4
( 116 -36 0 ) ( -140 -36 0 ) ( -140 -36 64 ) common/clip_nosight 53 124 0 -2.00781 0.515625 0 0 0 4
( 108 -72 80 ) ( -148 -72 80 ) ( -148 72 80 ) common/clip_nosight 53 63 0 -2.00781 1.11719 0 0 0 4
( -148 -72 0 ) ( 108 -72 0 ) ( 108 72 0 ) common/clip_nosight 53 63 0 -2.00781 1.11719 0 0 0 4
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/artillery_flakvierling_d"
"origin" "0 0 0"
}

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@ -0,0 +1,68 @@
{
"classname" "worldspawn"
// brush 0
{
( -26 6 41 ) ( -44 6 41 ) ( -44 -1 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -50 -1 86 ) ( -50 6 86 ) ( -32 6 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -30 3 86 ) ( -30 3 41 ) ( -47 -1 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -30 3 41 ) ( -30 3 86 ) ( -33 12 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -33 12 41 ) ( -33 12 86 ) ( -48 6 86 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -47 -1 86 ) ( -47 -1 41 ) ( -48 6 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 1
{
( 21 47 51 ) ( -30 47 51 ) ( -30 -51 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 64 ) ( -33 12 64 ) ( 23 30 64 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 36 -12 64 ) ( 36 -12 51 ) ( -20 -28 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 23 30 64 ) ( 23 30 51 ) ( 36 -12 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 23 30 51 ) ( 23 30 64 ) ( -33 12 64 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -33 12 64 ) ( -20 -28 64 ) ( -20 -28 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 2
{
( 36 -13 0 ) ( 36 -13 15 ) ( 23 31 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 15 ) ( -20 -28 0 ) ( -33 12 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -31 43 0 ) ( -31 43 51 ) ( -33 12 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -31 43 51 ) ( -31 43 0 ) ( 11 48 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 11 48 15 ) ( 11 48 0 ) ( 23 31 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 37 -30 0 ) ( 37 -30 15 ) ( 36 -13 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 3 -53 0 ) ( 3 -53 51 ) ( 37 -30 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 3 -53 51 ) ( 3 -53 0 ) ( -20 -28 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 33 14 51 ) ( 33 -54 51 ) ( -29 -54 51 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -24 -54 0 ) ( 38 -54 0 ) ( 38 14 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 3
{
( -24 5 24 ) ( -52 5 24 ) ( -52 -27 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -27 41 ) ( -54 5 41 ) ( -26 5 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -22 24 ) ( -54 -22 41 ) ( -20 -28 41 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -20 -28 15 ) ( -20 -28 63 ) ( -33 12 63 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -58 -10 41 ) ( -58 -10 24 ) ( -33 12 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -54 -22 41 ) ( -54 -22 24 ) ( -58 -10 24 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 4
{
( 96 6 87 ) ( 84 46 87 ) ( 4 25 32 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 69 46 105 ) ( 81 6 105 ) ( 14 -19 58 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 14 -19 30 ) ( 14 -19 58 ) ( 91 6 111 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 84 46 87 ) ( 96 6 87 ) ( 82 3 105 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 4 25 60 ) ( 4 25 32 ) ( 79 46 81 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 4 25 32 ) ( 4 25 60 ) ( 14 -19 58 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
// brush 5
{
( 48 36 0 ) ( -14 36 0 ) ( -14 -32 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( -8 -32 39 ) ( -8 36 39 ) ( 54 36 39 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 46 2 15 ) ( 46 2 0 ) ( 36 -13 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 40 24 15 ) ( 40 24 0 ) ( 46 2 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 40 24 0 ) ( 40 24 15 ) ( 23 31 15 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
( 36 -13 15 ) ( 36 -13 0 ) ( 23 31 0 ) common/clip_nosight_metal 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/artillery_flakvierling_static"
"classname" "misc_model"
"angles" "0 360 0"
}

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@ -0,0 +1,55 @@
{
"classname" "worldspawn"
// brush 0
{
( 14 -32 22 ) ( 12 0 20 ) ( 14 0 22 ) common/clip_nosight 0 -88 0 0.25 -0.25 0 0 0 0
( 8 -32 29 ) ( 24 0 2 ) ( 8 0 29 ) common/clip_nosight 88 0 -180 0.25 -0.25 0 0 0 0
( 26 -32 2 ) ( 20 0 12 ) ( 26 0 2 ) common/clip_nosight 88 0 -180 0.25 -0.25 0 0 0 0
( 6 3 0 ) ( 6 -3 0 ) ( 28 -3 0 ) common/clip_nosight 0 -88 0 0.25 -0.25 0 0 0 0
( 32 6 18 ) ( 0 6 18 ) ( 0 12 9 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 32 9 11 ) ( 0 9 11 ) ( 0 5 17 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
// brush 1
{
( 14 0 22 ) ( 12 0 20 ) ( 14 32 22 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 8 0 29 ) ( 24 0 2 ) ( 8 32 29 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 26 0 2 ) ( 20 0 12 ) ( 26 32 2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 28 3 0 ) ( 6 3 0 ) ( 6 -3 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 -12 9 ) ( 0 -6 18 ) ( 32 -6 18 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 0 -5 17 ) ( 0 -9 11 ) ( 32 -9 11 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
// brush 2
{
( 6 3 33 ) ( 6 -3 33 ) ( 6 -3 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 28 3 33 ) ( 6 3 33 ) ( 6 3 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 6 -3 33 ) ( 28 -3 33 ) ( 28 -3 0 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 6 -3 34 ) ( 6 3 34 ) ( 28 3 34 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 26 0 2 ) ( 20 0 12 ) ( 26 32 2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 8 0 29 ) ( 24 0 2 ) ( 8 32 29 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 12 0 21 ) ( 14 0 22 ) ( 12 32 21 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
// brush 3
{
( -16 15 3 ) ( -19 15 5 ) ( -19 -15 5 ) common/clip_nosight -8 0 0 0.206923 0.25 0 0 0 0
( 12 -15 51 ) ( 12 15 51 ) ( 15 15 49 ) common/clip_nosight 0 0 0 0.206922 0.25 0 0 0 0
( 8 -3 43 ) ( 11 -3 41 ) ( -16 -3 4 ) common/clip_nosight 102 -20 -34 0.249979 0.250009 0 0 0 0
( 11 -15 40 ) ( 11 15 40 ) ( -16 15 3 ) common/clip_nosight 0 16 0 0.25 0.207378 0 0 0 0
( 11 3 40 ) ( 8 3 42 ) ( -19 3 5 ) common/clip_nosight 102 -20 -34 0.249979 0.250009 0 0 0 0
( 7 15 43 ) ( 7 -15 43 ) ( -20 -15 6 ) common/clip_nosight 0 27 0 0.25 0.20738 0 0 0 0
}
// brush 4
{
( -25 15 4 ) ( -25 11 4 ) ( -25 11 0 ) common/clip_nosight -52 8 0 0.25 0.25 0 0 0 0
( -9 15 4 ) ( -25 15 4 ) ( -25 15 0 ) common/clip_nosight 64 8 0 0.25 0.25 0 0 0 0
( -10 11 4 ) ( -10 15 4 ) ( -10 15 0 ) common/clip_nosight -52 8 0 0.25 0.25 0 0 0 0
( -24 -15 4 ) ( -8 -15 4 ) ( -8 -15 0 ) common/clip_nosight 64 8 0 0.25 0.25 0 0 0 0
( -9 15 0 ) ( -25 15 0 ) ( -25 11 0 ) common/clip_nosight 64 52 0 0.25 0.25 0 0 0 0
( -10 0 2 ) ( -25 0 5 ) ( -10 32 2 ) common/clip_nosight 64 52 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/artillery_german_granatwerfer"
"classname" "misc_model"
}

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@ -0,0 +1,18 @@
{
"classname" "worldspawn"
// brush 0
{
( 7 2 -2 ) ( -9 2 -2 ) ( -9 -2 -2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -9 -2 2 ) ( -9 2 2 ) ( 7 2 2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -9 -2 2 ) ( 7 -2 2 ) ( 7 -2 -2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 7 -2 2 ) ( 7 2 2 ) ( 7 2 -2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( 7 2 2 ) ( -9 2 2 ) ( -9 2 -2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
( -9 2 2 ) ( -9 -2 2 ) ( -9 -2 -2 ) common/clip_nosight 0 0 0 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/artillery_german_granatwerfer_shell"
"classname" "misc_model"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapic3"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapic4"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"origin" "0 0 0"
"model" "xmodel/austriapicbg1"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"origin" "0 0 0"
"model" "xmodel/austriapicbg2"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapicbg5"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapicbg6"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapicbg7"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapicbg8"
"origin" "0 0 0"
}

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@ -0,0 +1,9 @@
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/austriapicbg9"
"origin" "0 0 0"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/barrel_benzin"
"classname" "misc_model"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/barrel_black1"
"origin" "0 0 0"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/barrel_black1"
"origin" "0 0 0"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/barrel_black1"
"origin" "0 0 0"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/barrel_black2"
"classname" "misc_model"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"origin" "0 0 0"
"model" "xmodel/barrel_black2snowy"
"classname" "misc_model"
}

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@ -0,0 +1,26 @@
{
"classname" "worldspawn"
// brush 0
{
( -12 -7 4 ) ( -12 -7 43 ) ( -7 -12 43 ) common/clip_nosight_metal -63 -84 -180 0.221834 -0.25 0 0 0 0
( -14 0 4 ) ( -14 0 43 ) ( -12 -7 43 ) common/clip_nosight_metal 18 -83 -180 0.274771 -0.25 0 0 0 0
( -12 7 4 ) ( -12 7 43 ) ( -14 0 43 ) common/clip_nosight_metal 18 -83 -180 0.240315 -0.25 0 0 0 0
( -7 12 4 ) ( -7 12 43 ) ( -12 7 43 ) common/clip_nosight_metal -59 -84 -180 0.221837 -0.25 0 0 0 0
( -7 12 43 ) ( -7 12 4 ) ( 0 14 4 ) common/clip_nosight_metal -14 -84 0 0.27477 0.25 0 0 0 0
( 7 12 4 ) ( 7 12 43 ) ( 0 14 43 ) common/clip_nosight_metal -14 -84 0 0.240315 0.25 0 0 0 0
( 12 7 4 ) ( 12 7 43 ) ( 7 12 43 ) common/clip_nosight_metal 64 -83 -180 0.221839 -0.25 0 0 0 0
( 14 0 4 ) ( 14 0 43 ) ( 12 7 43 ) common/clip_nosight_metal -9 -84 -180 0.27477 -0.25 0 0 0 0
( 12 -7 4 ) ( 12 -7 43 ) ( 14 0 43 ) common/clip_nosight_metal -9 -84 -180 0.240315 -0.25 0 0 0 0
( 7 -12 4 ) ( 7 -12 43 ) ( 12 -7 43 ) common/clip_nosight_metal 68 -83 -180 0.221837 -0.25 0 0 0 0
( 0 -14 4 ) ( 0 -14 43 ) ( 7 -12 43 ) common/clip_nosight_metal 14 -84 0 0.27477 0.25 0 0 0 0
( -7 -12 4 ) ( -7 -12 43 ) ( 0 -14 43 ) common/clip_nosight_metal 14 -84 0 0.240315 0.25 0 0 0 0
( -11 8 1 ) ( -14 -1 1 ) ( 11 -8 1 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
( 11 -8 43 ) ( -14 -1 43 ) ( -11 8 43 ) common/clip_nosight_metal 4 0 -106 0.25 0.25 0 0 0 0
}
}
// entity 1
{
"classname" "misc_model"
"model" "xmodel/barrel_green1"
"origin" "0 0 0"
}

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