Jelajahi Sumber

Shorgun pog

Ranger 3 tahun lalu
induk
melakukan
faf11d260a

TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/Drexl.p3d


+ 1 - 1
addons/RD501_Weapons/Drexi/config.cpp

@@ -39,7 +39,7 @@ class CfgWeapons
 		flash="gunfire";
 		author="RD501";
 		scope=2;
-		model="101st_Aux_Mod\Addons\DBA_Weapons\Boma\Boma_Shotgun.p3d";
+		model="RD501_weapons\Drexi\Drexl.p3d";
 		picture="101st_Aux_Mod\Addons\DBA_Weapons\effects\icons\Boma_CA.paa";
 		handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_beta\Rifles\MK20\Data\Anim\mk20G.rtm"};
 		magazines[] =

+ 82 - 0
addons/RD501_Weapons/Drexi/data/Drexl.rvmat

@@ -0,0 +1,82 @@
+class StageTI
+{
+	texture = "#(argb,8,8,3)color(0.5,0,0,0,TI)";
+};
+ambient[] = {1,1,1,1};
+diffuse[] = {1,1,1,1};
+forcedDiffuse[] = {0,0,0,0};
+emmisive[] = {0,0,0,0};
+specular[] = {0.137255,0.137255,0.137255,1};
+specularPower = 10;
+PixelShaderID = "Super";
+VertexShaderID = "Super";
+class Stage1
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_nohq.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage2
+{
+	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage3
+{
+	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage4
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_as.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage5
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_smdi.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage6
+{
+	texture = "#(ai,64,64,1)fresnel(1,1)";
+	uvSource = "none";
+};
+class Stage7
+{
+	texture = "a3\data_f\env_co.paa";
+	uvSource = "none";
+};

TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drexl_AS.paa


+ 82 - 0
addons/RD501_Weapons/Drexi/data/Drexl_Blue.rvmat

@@ -0,0 +1,82 @@
+class StageTI
+{
+	texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
+};
+ambient[]={0.5,0.5,0.5,1};
+diffuse[]={0.69999999,0.69999999,0.69999999,1};
+forcedDiffuse[]={0,0,0,0};
+emmisive[]={470,1980,2390,1};
+specular[]={1,1,1,1};
+specularPower=100;
+PixelShaderID="Super";
+VertexShaderID="Super";
+class Stage1
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_nohq.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage2
+{
+	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage3
+{
+	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage4
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_as.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage5
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_smdi.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage6
+{
+	texture = "#(ai,64,64,1)fresnel(1,1)";
+	uvSource = "none";
+};
+class Stage7
+{
+	texture = "a3\data_f\env_co.paa";
+	uvSource = "none";
+};

TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drexl_CO.paa


TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drexl_Emissive.paa


+ 82 - 0
addons/RD501_Weapons/Drexi/data/Drexl_Mag.rvmat

@@ -0,0 +1,82 @@
+class StageTI
+{
+	texture = "#(argb,8,8,3)color(0.5,0,0,0,TI)";
+};
+ambient[] = {1,1,1,1};
+diffuse[] = {1,1,1,1};
+forcedDiffuse[] = {0,0,0,0};
+emmisive[] = {0,0,0,0};
+specular[] = {0.137255,0.137255,0.137255,1};
+specularPower = 10;
+PixelShaderID = "Super";
+VertexShaderID = "Super";
+class Stage1
+{
+	texture = "RD501_Weapons\Drexi\data\Drum_mag_nohq.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage2
+{
+	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage3
+{
+	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage4
+{
+	texture = "RD501_Weapons\Drexi\data\Drum_mag_as.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage5
+{
+	texture = "RD501_Weapons\Drexi\data\Drum_mag_smdi.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage6
+{
+	texture = "#(ai,64,64,1)fresnel(1,1)";
+	uvSource = "none";
+};
+class Stage7
+{
+	texture = "a3\data_f\env_co.paa";
+	uvSource = "none";
+};

TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drexl_NOHQ.paa


+ 82 - 0
addons/RD501_Weapons/Drexi/data/Drexl_Red.rvmat

@@ -0,0 +1,82 @@
+class StageTI
+{
+	texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
+};
+ambient[]={0.5,0.5,0.5,1};
+diffuse[]={0.69999999,0.69999999,0.69999999,1};
+forcedDiffuse[]={0,0,0,0};
+emmisive[]={300,0,0,1};
+specular[]={1,1,1,1};
+specularPower=100;
+PixelShaderID="Super";
+VertexShaderID="Super";
+class Stage1
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_nohq.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage2
+{
+	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage3
+{
+	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage4
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_as.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage5
+{
+	texture = "RD501_Weapons\Drexi\data\Drexl_smdi.paa";
+	uvSource = "tex";
+	class uvTransform
+	{
+		aside[] = {1,0,0};
+		up[] = {0,1,0};
+		dir[] = {0,0,1};
+		pos[] = {0,0,0};
+	};
+};
+class Stage6
+{
+	texture = "#(ai,64,64,1)fresnel(1,1)";
+	uvSource = "none";
+};
+class Stage7
+{
+	texture = "a3\data_f\env_co.paa";
+	uvSource = "none";
+};

TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drexl_SMDI.paa


TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drum_Mag_AS.paa


TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drum_Mag_CO.paa


TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drum_Mag_NOHQ.paa


TEMPAT SAMPAH
addons/RD501_Weapons/Drexi/data/Drum_Mag_SMDI.paa


+ 138 - 0
addons/RD501_Weapons/Drexi/model.cfg

@@ -0,0 +1,138 @@
+class CfgSkeletons
+{
+	class Default
+	{
+		isDiscrete=1;
+		skeletonInherit="";
+		skeletonBones[]={};
+	};
+	class Drexel_Skel : Default
+	{
+		skeletonBones[] =
+		{
+			"trigger",		"", /// not in this model, but good to use
+			"bolt",			"",
+			"bolt_catch",	"",
+			"magazine",		"",
+			"zasleh",	"",
+			"ForeSight",	"",
+			"rearpost",	""
+		};
+	};
+};
+class CfgModels
+{
+	class Default
+	{
+		sectionsInherit="";
+		sections[]={};
+		skeletonName="";
+	};
+	class Drexl: Default
+	{
+		skeletonName = "Drexel_Skel";
+		sectionsInherit = "";
+		sections[] = {"zasleh","Camo","magazine"};
+		class Animations
+		{
+			class trigger /// not in this model, but good to use
+			{
+				type = "rotation";
+				source = "reload";
+				sourceAddress = "clamp";
+				selection = "trigger";
+				axis = "trigger_axis";
+				minValue = 0;
+				maxValue = "1";
+				angle0 = "0";
+				angle1 = "rad -30";
+			};
+			class bolt
+			{
+				type = "translation";
+				source = "reload";
+				sourceAddress = clamp;
+				selection = "bolt";
+				axis = "bolt_axis";
+				minValue = 0.5;
+				maxValue = 1;
+				offset0 = 0;
+				offset1 = 0.3;
+			};
+			class bolt_empty: bolt{
+				source = "isEmptyNoReload";
+				minValue = 0;
+				maxValue = 1;
+				offset0 = 0;
+				offset1 = 1;
+			};
+			class bolt_catch: bolt {
+				selection = "bolt_catch";
+				axis = "bolt_catch_axis";
+			};
+			class bolt_catch_empty: bolt_empty {
+				selection = "bolt_catch";
+				axis = "bolt_catch_axis";
+			};
+			class no_magazine_hide
+            {
+                type="hide";
+                source="hasmagazine";
+                selection="magazine";
+                sourceAddress="clamp";
+                minPhase=0;
+                maxPhase=1;
+                minValue=0;
+                maxValue=1;
+                memory=0;
+                hideValue=0.5;
+                unHideValue=-1;
+            };
+            class magazine_reload_hide_1
+            {
+                type="hide";
+                source="reloadmagazine";
+                selection="magazine";
+                sourceAddress="clamp";
+                minPhase=0;
+                maxPhase=1;
+                minValue=0;
+                maxValue=1;
+                memory=0;
+                hideValue=1E-05;
+                unHideValue=0.7;
+            };
+			class MuzzleFlashROT
+ 			{
+ 				type="rotationX";
+ 				source="ammoRandom";            //use ammo count as phase for animation
+ 				sourceAddress="loop";     //loop when phase out of bounds
+ 				selection="zasleh";       //selection we want to rotate
+ 				axis="barrel_axis";                  //no own axis - center of rotation is computed from selection
+ 				centerFirstVertex=true;   //use first vertex of selection as center of rotation
+ 				minPhase=0;
+				maxPhase=4;
+				minValue=0;
+ 				maxValue=4;               //rotation angle will be 360/4 = 90 degrees
+ 				memory=0;
+				angle0="rad 0";
+ 				angle1="rad 360";
+ 			};
+			class backsight_hide
+			{
+				type="hide";
+				source="hasOptics";
+				selection="rearpost";
+				animPeriod=0;
+				minValue=0;
+				maxValue=0.30000001;
+				minPhase=0;
+				maxPhase=0.30000001;
+				hideValue=0.1;
+				sourceAddress="mirror";
+			};
+		};
+
+		// Rotation of fire mode switc
+	};
+};