This commit is contained in:
A Clark
2012-12-16 15:29:19 -06:00
parent f378947145
commit 416490f553
124 changed files with 2996 additions and 67 deletions

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dayz_weapons

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dayz_weapons/config.cpp Normal file

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<?xml version="1.0" encoding="utf-8"?>
<Project name="DayZ">
<Package name="weapons">
<Key ID="STR_WPN_NAME_1">
<Original>Winchester 1866</Original>
<English>Winchester 1866</English>
<German>Winchester 1866</German>
<Russian>Винчестер 1866</Russian>
</Key>
<Key ID="STR_WPN_DESC_1">
<Original>Shotgun 12 gauge</Original>
<English>Shotgun 12 gauge</English>
<German>Flinte, Kaliber 12</German>
<Russian>Дробовик 12 калибра</Russian>
</Key>
<Key ID="STR_WPN_NAME_2">
<Original>Remington 870</Original>
<English>Remington 870</English>
<German>Remington 870</German>
<Russian>Ремингтон 870</Russian>
</Key>
<Key ID="STR_WPN_DESC_2">
<Original>The Remington Model 870 is a pump-action shotgun with a military torch attachment.</Original>
<English>The Remington Model 870 is a pump-action shotgun with a military torch attachment.</English>
<German>Die Remington Model 870 ist eine Pumpgun mit Halterung für eine Taschenlampe.</German>
<Russian>Ремингтон Модель 870 это помповый дробовик с креплением для фонарика</Russian>
</Key>
<Key ID="STR_WPN_NAME_3">
<Original>Remington 870 (Flashlight)</Original>
<English>Remington 870 (Flashlight)</English>
<German>Remington 870 mit Taschenlampe</German>
<Russian>Ремингтон 870 (с фонариком)</Russian>
</Key>
<Key ID="STR_WPN_DESC_3">
<Original>The Remington Model 870 is a pump-action shotgun. This rifle has a torch attached.</Original>
<English>The Remington Model 870 is a pump-action shotgun. This rifle has a torch attached.</English>
<German>Die Remington Model 870 ist eine Pumpgun. An diese ist eine Taschenlampe angebracht.</German>
<Russian>Ремингтон Модель 870 это помповый дробовик с армейским фонариком</Russian>
</Key>
<Key ID="STR_WPN_NAME_4">
<Original>Compound Crossbow</Original>
<English>Compound Crossbow</English>
<German>Kompositarmbrust</German>
<Russian>Спортивный арбалет</Russian>
</Key>
<Key ID="STR_WPN_DESC_4">
<Original>The compound crossbow is, once the aim is mastered, a powerful short-range single-shot weapon with a long reload time.</Original>
<English>The compound crossbow is, once the aim is mastered, a powerful short-range single-shot weapon with a long reload time.</English>
<German>Die Kompositarbmbrust ist, wenn man das Zielen beherrscht, eine starke, einzelschüssige Waffe mit kurzer Reichweite und langer Nachladezeit.</German>
<Russian>Спортивный арбалет требует сноровки для точной стрельбы, превращаясь в мощное однозарядное оружие на коротких дистанциях.</Russian>
</Key>
<Key ID="STR_WPN_NAME_5">
<Original>Double-barreled Shotgun</Original>
<English>Double-barreled Shotgun</English>
<German>Double-barreled Shotgun</German>
<Russian>Double-barreled Shotgun</Russian>
</Key>
<Key ID="STR_WPN_DESC_5">
<Original>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</Original>
<English>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</English>
<German>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</German>
<Russian>A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.</Russian>
</Key>
</package>
<Package name="magazines">
<Key ID="STR_MAG_NAME_1">
<Original>15Rnd. 1866 Pellets</Original>
<English>15Rnd. 1866 Pellets</English>
<German>15 Schuss 1866 Schrot</German>
<Russian>15 Патрон 1866 дробь</Russian>
</Key>
<Key ID="STR_MAG_DESC_1">
<Original>Caliber: 12 gauge</Original>
<English>Caliber: 12 gauge</English>
<German>Kaliber 12</German>
<Russian>12-й калибр</Russian>
</Key>
<Key ID="STR_MAG_NAME_2">
<Original>15Rnd. 1866 Slugs</Original>
<English>15Rnd. 1866 Slugs</English>
<German>15 Schuss 1866 Kugel</German>
<Russian>15 Патрон 1866 пуля</Russian>
</Key>
<Key ID="STR_MAG_DESC_2">
<Original>Caliber: 12 gauge</Original>
<English>Caliber: 12 gauge</English>
<German>Kaliber 12</German>
<Russian>12-й калибр</Russian>
</Key>
<Key ID="STR_MAG_NAME_3">
<Original>Steel Bolt</Original>
<English>Steel Bolt</English>
<German>Stahlbolzen</German>
<Russian>Стальной болт</Russian>
</Key>
<Key ID="STR_MAG_DESC_3">
<Original>A Crossbow Bolt made from hardened steel with feathered tips. Rugged and able to withstand many uses.</Original>
<English>A Crossbow Bolt made from hardened steel with feathered tips. Rugged and able to withstand many uses.</English>
<German>Ein Armbrustbolzen aus gehärtetem Stahl mit gefiederten Spitzen. Durch die robuste Machart kann er wiederverwendet werden.</German>
<Russian>Стальной оперенный арбалетный болт. Многоразовый.</Russian>
</Key>
<Key ID="STR_MAG_ACTION_3">
<Original>Bolt</Original> <!-- As in Crossbow Bolt -->
<English>Bolt</English>
<German>Bolzen</German>
<Russian>Болт</Russian>
</Key>
<Key ID="STR_MAG_NAME_4">
<Original>Road Flare</Original>
<English>Road Flare</English>
<German>Bengalfeuer</German>
<Russian>Сигнальный фаер</Russian>
</Key>
<Key ID="STR_MAG_ACTION_4">
<Original>Flare</Original>
<English>Flare</English>
<German>Bengalfeuer</German>
<Russian>Фаер</Russian>
</Key>
<Key ID="STR_MAG_ACTION2_4">
<Original>Throw</Original>
<English>Throw</English>
<German>Werfen</German>
<Russian>Бросить</Russian>
</Key>
<Key ID="STR_MAG_DESC_4">
<Original>Hand operated flare commonly found in roadside emergency kits. Will burn for approximately five minutes.</Original>
<English>Hand operated flare commonly found in roadside emergency kits. Will burn for approximately five minutes.</English>
<German>Handgeführtes Bengalfeuer, häufig in Notfallkästen in Fahrzeugen gefunden. Eine Ladung brennt etwa 5 Minuten.</German>
<Russian>Гражданский сигнальный фаер, который обычно используют спасатели. Горит около пяти минут.</Russian>
</Key>
<Key ID="STR_MAG_NAME_5">
<Original>Chemlight (Green)</Original>
<English>Chemlight (Green)</English>
<German>Knicklicht (Grün)</German>
<Russian>Химсвет (Зеленый)</Russian>
</Key>
<Key ID="STR_MAG_ACTION_5">
<Original>Chemlight</Original>
<English>Chemlight</English>
<German>Knicklicht</German>
<Russian>Химсвет</Russian>
</Key>
<Key ID="STR_MAG_DESC_5">
<Original>Chemical Lightstick providing 60 minutes illumination within a small area when activated and thrown. Available in assorted colors.</Original>
<English>Chemical Lightstick providing 60 minutes illumination within a small area when activated and thrown. Available in assorted colors.</English>
<German>Ein chemisches Knicklicht, das für etwa 60 Minuten Licht gibt, nachdem es geknickt und geworfen wurde. In verschiedenen Farben verfügbar.</German>
<Russian>Химический источник света, освещающий небольшую область на период до 60 минут после броска. Бывает разных цветов.</Russian>
</Key>
<Key ID="STR_MAG_NAME_6">
<Original>Chemlight (Red)</Original>
<English>Chemlight (Red)</English>
<German>Knicklicht (Rot)</German>
<Russian>Химсвет (Красный)</Russian>
</Key>
<Key ID="STR_MAG_NAME_7">
<Original>Chemlight (Blue)</Original>
<English>Chemlight (Blue)</English>
<German>Knicklicht (Blau)</German>
<Russian>Химсвет (Синий)</Russian>
</Key>
<Key ID="STR_EQUIP_NAME_41">
<Original>Hatchet</Original>
<English>Hatchet</English>
<German>Hatchet</German>
<Russian>Топорик</Russian>
</Key>
<Key ID="STR_EQUIP_DESC_41">
<Original>A single-handed striking tool with a sharp blade used to cut and split wood.</Original>
<English>A single-handed striking tool with a sharp blade used to cut and split wood.</English>
<German>A single-handed striking tool with a sharp blade used to cut and split wood.</German>
<Russian>Топорик отлично подойдет для рубки дров.</Russian>
</Key>
</package>
<package name="characters">
<Key ID="STR_CHAR_1">
<Original>Survivor</Original>
<English>Survivor</English>
<German>Überlebender</German>
<Russian>Выживший</Russian>
</Key>
</package>
</Project>

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dayz_weapons/texHeaders.bin Normal file

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\chem.rvmat{
ambient[] = {1.0,1.0,1.0,3.25};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.0,0.0,0.0,1.0};
specularPower = 1.0;
renderFlags[] = {"AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\chemlight.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.18,0.16,0.14,1};
specularPower = 120;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "dayz_weapons\textures\chem_item_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "dayz_weapons\textures\metal_rough_dt.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {4,0,0};
up[] = {0,4,0};
dir[] = {0,0,0};
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[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "dayz_weapons\textures\chem_item_as.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "dayz_weapons\textures\chem_item_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(1.5,0.45)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage7
{
texture = "ca\data\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\crossbow.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.14,0.16,0.18,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "dayz_weapons\textures\crossbow_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "dayz_weapons\textures\metal_rough_dt.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {4,0,0};
up[] = {0,4,0};
dir[] = {0,0,0};
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[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "dayz_weapons\textures\crossbow_as.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "dayz_weapons\textures\crossbow_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(4.01,2.86)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage7
{
texture = "ca\data\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\crowbar.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 200;
PixelShaderID = "NormalMapSpecularMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture = "dayz_weapons\textures\crowbar_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "dayz_weapons\textures\crowbar_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\flare_red.rvmat{
ambient[] = {1.0,1.0,1.0,3.25};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.0,0.0,0.0,1.0};
specularPower = 1.0;
renderFlags[] = {"AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\mr43.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0,0,0,1};
specularPower = 1;
PixelShaderID = "Normal";
VertexShaderID = "Basic";
class Stage1
{
texture = "dayz_weapons\textures\mr43_NOHQ.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
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[] = {20,0,0};
up[] = {0,20,0};
dir[] = {0,0,0};
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[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "dayz_weapons\textures\mr43_SMDI.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(4.01,2.86)";
uvSource = "none";
};
class Stage7
{
texture = "ca\data\env_land_co.paa";
uvSource = "none";
};
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\remington870.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.14,0.16,0.18,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "dayz_weapons\textures\Remington870_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "dayz_weapons\textures\metal_rough_dt.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {4,0,0};
up[] = {0,4,0};
dir[] = {0,0,0};
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[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "dayz_weapons\textures\Remington870_as.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "dayz_weapons\textures\Remington870_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(4.01,2.86)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage7
{
texture = "ca\data\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class dayz_weapons : textures\roadflare.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.18,0.16,0.14,1};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "dayz_weapons\textures\roadflare_e_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "dayz_weapons\textures\wood_dt.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {4,0,0};
up[] = {0,4,0};
dir[] = {0,0,0};
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[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "dayz_weapons\textures\roadflare_e_as.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "dayz_weapons\textures\roadflare_e_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(1.5,0.45)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage7
{
texture = "ca\data\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
//};

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