diff --git a/SQF/dayz_epoch/$PBOPREFIX$ b/SQF/dayz_epoch/$PBOPREFIX$ new file mode 100644 index 000000000..11649690a --- /dev/null +++ b/SQF/dayz_epoch/$PBOPREFIX$ @@ -0,0 +1 @@ +z\addons\dayz_epoch \ No newline at end of file diff --git a/SQF/dayz_epoch/models/Garage_door_anim.p3d b/SQF/dayz_epoch/models/Garage_door_anim.p3d new file mode 100644 index 000000000..920707491 Binary files /dev/null and b/SQF/dayz_epoch/models/Garage_door_anim.p3d differ diff --git a/SQF/dayz_epoch/models/Garage_door_anim_ghost.p3d b/SQF/dayz_epoch/models/Garage_door_anim_ghost.p3d new file mode 100644 index 000000000..9c2a0043c Binary files /dev/null and b/SQF/dayz_epoch/models/Garage_door_anim_ghost.p3d differ diff --git a/SQF/dayz_epoch/models/Garage_door_locked_anim.p3d b/SQF/dayz_epoch/models/Garage_door_locked_anim.p3d new file mode 100644 index 000000000..e23cb99b8 Binary files /dev/null and b/SQF/dayz_epoch/models/Garage_door_locked_anim.p3d differ diff --git a/SQF/dayz_epoch/models/Wood_Floor.p3d 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a/SQF/dayz_epoch/models/large_wall_door_anim_ghost.p3d b/SQF/dayz_epoch/models/large_wall_door_anim_ghost.p3d new file mode 100644 index 000000000..c639711c5 Binary files /dev/null and b/SQF/dayz_epoch/models/large_wall_door_anim_ghost.p3d differ diff --git a/SQF/dayz_epoch/models/large_wall_door_locked_anim.p3d b/SQF/dayz_epoch/models/large_wall_door_locked_anim.p3d new file mode 100644 index 000000000..9b59e3b74 Binary files /dev/null and b/SQF/dayz_epoch/models/large_wall_door_locked_anim.p3d differ diff --git a/SQF/dayz_epoch/models/large_wall_ghost.p3d b/SQF/dayz_epoch/models/large_wall_ghost.p3d new file mode 100644 index 000000000..42b49e216 Binary files /dev/null and b/SQF/dayz_epoch/models/large_wall_ghost.p3d differ diff --git a/SQF/dayz_epoch/models/large_wall_win.p3d b/SQF/dayz_epoch/models/large_wall_win.p3d new file mode 100644 index 000000000..dce9a76be Binary files /dev/null and b/SQF/dayz_epoch/models/large_wall_win.p3d differ diff --git a/SQF/dayz_epoch/models/large_wall_win_ghost.p3d b/SQF/dayz_epoch/models/large_wall_win_ghost.p3d new file mode 100644 index 000000000..be06e7191 Binary files /dev/null and b/SQF/dayz_epoch/models/large_wall_win_ghost.p3d differ diff --git a/SQF/dayz_epoch/models/largel_wall_doorA.p3d b/SQF/dayz_epoch/models/largel_wall_doorA.p3d new file mode 100644 index 000000000..9aa976a83 Binary files /dev/null and b/SQF/dayz_epoch/models/largel_wall_doorA.p3d differ diff --git a/SQF/dayz_epoch/models/lockbox_mag.p3d b/SQF/dayz_epoch/models/lockbox_mag.p3d new file mode 100644 index 000000000..4863dcea1 Binary files /dev/null and b/SQF/dayz_epoch/models/lockbox_mag.p3d differ diff --git a/SQF/dayz_epoch/models/model.cfg b/SQF/dayz_epoch/models/model.cfg new file mode 100644 index 000000000..f2118deea --- /dev/null +++ b/SQF/dayz_epoch/models/model.cfg @@ -0,0 +1,319 @@ +//The Class "CfgSkeletons" defines all moving objects. + +class CfgSkeletons { + //Always create class "default" first. + //Your actual config-entry should be a derivate of this. + class Default { + isDiscrete = 1; + skeletonInherit = ""; + skeletonBones[] = {}; + }; + //the derivate of your skeleton from claa "Default". + class wood_door_skeleton : Default { + isDiscrete=1; + skeletonInherit=""; + + // The moving objects are here defined + // If two selections are linked together + // they can be written next to each seperated by only a comma + // if they are not linked, they need to be + // seperated by ,"", + skeletonBones[]= { + "door","" + }; + // The last entry gets no comma + }; + + class locked_wood_door_skeleton : Default { + isDiscrete=1; + skeletonInherit=""; + + // The moving objects are here defined + // If two selections are linked together + // they can be written next to each seperated by only a comma + // if they are not linked, they need to be + // seperated by ,"", + skeletonBones[]= { + "door","","hinge","" + }; + // The last entry gets no comma + }; + + //the derivate of your skeleton from claa "Default". + class garage_door_skeleton : Default { + isDiscrete=1; + skeletonInherit=""; + + // The moving objects are here defined + // If two selections are linked together + // they can be written next to each seperated by only a comma + // if they are not linked, they need to be + // seperated by ,"", + skeletonBones[]= { + "garage","" + }; + // The last entry gets no comma + }; + + // locked garage door + class locked_garage_door_skeleton : Default { + isDiscrete=1; + skeletonInherit=""; + + // The moving objects are here defined + // If two selections are linked together + // they can be written next to each seperated by only a comma + // if they are not linked, they need to be + // seperated by ,"", + skeletonBones[]= { + "garage","","hinge","" + }; + // The last entry gets no comma + }; + +}; + + +// This class defines the actual moves +class CfgModels { + //load some bases from which you can derivate + class rotation; + // And again: class default + class Default { + sectionsInherit=""; + sections[]={}; + skeleton=""; + class Animations {}; + }; + + // Your own "class default" + class wood_door { + sectionsInherit=""; + sections[]= {}; + skeletonName="wood_door_skeleton"; // same as in cfgskeletons + }; + class locked_wood_door { + sectionsInherit=""; + sections[]= {}; + skeletonName="locked_wood_door_skeleton"; // same as in cfgskeletons + }; + + + // The name behind the class + // dhas to be the exact name of your .p3d + // without .p3d + class large_wall_door_anim : wood_door { + sectionsInherit="wood_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="door"; // the thing that moves + + axis="door_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=2.7; // final position after playing the animation + }; + }; + }; + + class large_wall_door_locked_anim : locked_wood_door { + sectionsInherit="locked_wood_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="door"; // the thing that moves + + axis="door_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=2.7; // final position after playing the animation + }; + class Open_hinge : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="hinge"; // the thing that moves + + axis="hinge_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=-2.3; // final position after playing the animation + }; + }; + }; + + class small_wall_door_anim : wood_door { + sectionsInherit="wood_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="door"; // the thing that moves + + axis="door_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=2.7; // final position after playing the animation + }; + }; + }; + + + class small_wall_door_locked_anim : locked_wood_door { + sectionsInherit="locked_wood_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="door"; // the thing that moves + + axis="door_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=2.7; // final position after playing the animation + }; + class Open_hinge : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="hinge"; // the thing that moves + + axis="hinge_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=-2.3; // final position after playing the animation + }; + }; + }; + + class garage_door { + sectionsInherit=""; + sections[]= {}; + skeletonName="garage_door_skeleton"; // same as in cfgskeletons + }; + + class locked_garage_door { + sectionsInherit=""; + sections[]= {}; + skeletonName="locked_garage_door_skeleton"; // same as in cfgskeletons + }; + + class garage_door_anim : garage_door { + sectionsInherit="garage_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="garage"; // the thing that moves + + axis="garage_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=1.7; // final position after playing the animation + }; + }; + }; + + class Garage_door_locked_anim : locked_garage_door { + sectionsInherit="locked_garage_door"; + sections[]={}; + + // the rotation animation + class Animations { + class Open_door : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="garage"; // the thing that moves + + axis="garage_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=1.7; // final position after playing the animation + }; + class Open_hinge : Rotation { // name of the animation + + type="rotation"; // Type of movement + + source="user"; // Trigger of the animation + + selection="hinge"; // the thing that moves + + axis="hinge_axis"; // take a guess what this does... + + memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no + + angle0=0; // initial angle of the door in radians + + angle1=-2.3; // final position after playing the animation + }; + }; + }; + + +}; \ No newline at end of file diff --git a/SQF/dayz_epoch/models/quarter_floor.p3d b/SQF/dayz_epoch/models/quarter_floor.p3d new file mode 100644 index 000000000..d723dfb0a Binary files /dev/null and b/SQF/dayz_epoch/models/quarter_floor.p3d 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a/SQF/dayz_epoch/models/wood_stairs_sans_ghost.p3d b/SQF/dayz_epoch/models/wood_stairs_sans_ghost.p3d new file mode 100644 index 000000000..f504fdb57 Binary files /dev/null and b/SQF/dayz_epoch/models/wood_stairs_sans_ghost.p3d differ diff --git a/SQF/dayz_epoch/pictures/equip_combolock_ca.paa b/SQF/dayz_epoch/pictures/equip_combolock_ca.paa new file mode 100644 index 000000000..966a6ba93 Binary files /dev/null and b/SQF/dayz_epoch/pictures/equip_combolock_ca.paa differ diff --git a/SQF/dayz_epoch/pictures/equip_lockbox_CA.paa b/SQF/dayz_epoch/pictures/equip_lockbox_CA.paa new file mode 100644 index 000000000..429f3e56a Binary files /dev/null and b/SQF/dayz_epoch/pictures/equip_lockbox_CA.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/cap_black_co.paa b/SQF/dayz_epoch/skins/sequisha/cap_black_co.paa new file mode 100644 index 000000000..f14237701 Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/cap_black_co.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha.p3d b/SQF/dayz_epoch/skins/sequisha/sequisha.p3d new file mode 100644 index 000000000..99c01ee56 Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha.p3d differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha.rvmat b/SQF/dayz_epoch/skins/sequisha/sequisha.rvmat new file mode 100644 index 000000000..931baf573 --- /dev/null +++ b/SQF/dayz_epoch/skins/sequisha/sequisha.rvmat @@ -0,0 +1,77 @@ +class StageTI +{ + texture="ca\characters_e\woman\baker\data\baker_ti_ca.paa"; +}; +ambient[]={1.2,1.2,1.1,0.80000001}; +diffuse[]={0.80000001,0.80000001,0.80000001,1}; +forcedDiffuse[]={0.12,0.44999999,0.40000001,0.63}; +emmisive[]={0.80000001,0.34999999,0.64999998,0.79000002}; +specular[]={0.18000001,0.18000001,0.18000001,0.66000003}; +specularPower=135; +PixelShaderID="Skin"; +VertexShaderID="Skin"; +class Stage1 +{ + texture="z\addons\dayz_epoch\skins\sequisha\sequisha_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(0,0,0,0,MC)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage3 +{ + texture="z\addons\dayz_epoch\skins\sequisha\sequisha_sdm.paa"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage4 +{ + texture="z\addons\dayz_epoch\skins\sequisha\sequisha_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="z\addons\dayz_epoch\skins\sequisha\sequisha_wtf_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,64,1,1)fresnel(0.2,0.8)"; + uvSource="none"; +}; diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha_as.paa b/SQF/dayz_epoch/skins/sequisha/sequisha_as.paa new file mode 100644 index 000000000..37cbf6891 Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha_as.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha_co.paa b/SQF/dayz_epoch/skins/sequisha/sequisha_co.paa new file mode 100644 index 000000000..5e234235e Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha_co.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha_nohq.paa b/SQF/dayz_epoch/skins/sequisha/sequisha_nohq.paa new file mode 100644 index 000000000..5e9910b9d Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha_nohq.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha_sdm.paa b/SQF/dayz_epoch/skins/sequisha/sequisha_sdm.paa new file mode 100644 index 000000000..8c2aca0fe Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha_sdm.paa differ diff --git a/SQF/dayz_epoch/skins/sequisha/sequisha_wtf_smdi.paa b/SQF/dayz_epoch/skins/sequisha/sequisha_wtf_smdi.paa new file mode 100644 index 000000000..3c375280d Binary files /dev/null and b/SQF/dayz_epoch/skins/sequisha/sequisha_wtf_smdi.paa differ diff --git a/SQF/dayz_epoch/textures/planks_opac.paa b/SQF/dayz_epoch/textures/planks_opac.paa new file mode 100644 index 000000000..5ee9639c5 Binary files /dev/null and b/SQF/dayz_epoch/textures/planks_opac.paa differ diff --git a/SQF/dayz_epoch/textures/plywood_opac.paa b/SQF/dayz_epoch/textures/plywood_opac.paa new file mode 100644 index 000000000..562946564 Binary files /dev/null and b/SQF/dayz_epoch/textures/plywood_opac.paa differ diff --git a/SQF/dayz_epoch/textures/windows.rvmat b/SQF/dayz_epoch/textures/windows.rvmat new file mode 100644 index 000000000..cefb3f175 --- /dev/null +++ b/SQF/dayz_epoch/textures/windows.rvmat @@ -0,0 +1,86 @@ +surfaceInfo="data\glass.bisurf"; +ambient[]={0.62352943,0.62352943,0.62352943,0.91000003}; +diffuse[]={0.62352943,0.62352943,0.62352943,0.91000003}; +forcedDiffuse[]={0,0,0,0}; +emmisive[]={0,0,0,0}; +specular[]={0.23529412,0.23529412,0.23529412,0.75999999}; +specularPower=87.599998; +PixelShaderID="Super"; +VertexShaderID="Super"; +class Stage1 +{ + texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; + 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(0.1,0.1,0.1,1,DT)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + 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="#(argb,8,8,3)color(1,1,1,1,AS)"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,0}; + pos[]={0,0,0}; + }; +}; +class Stage5 +{ + texture="CA\buildings2\A_GENERALSTORE_01\Data\generalstore_glass_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)fresnelGlass(1.7)"; + uvSource="none"; +}; +class Stage7 +{ + texture="ca\data\env_land_co.paa"; + uvSource="tex"; + class uvTransform + { + aside[]={1,0,0}; + up[]={0,1,0}; + dir[]={0,0,1}; + pos[]={0,0,0}; + }; +}; diff --git a/SQF/dayz_epoch/textures/wood_lock.paa b/SQF/dayz_epoch/textures/wood_lock.paa new file mode 100644 index 000000000..365cde110 Binary files /dev/null and b/SQF/dayz_epoch/textures/wood_lock.paa differ diff --git a/SQF/dayz_epoch/textures/wood_lock_nohq.paa b/SQF/dayz_epoch/textures/wood_lock_nohq.paa new file mode 100644 index 000000000..9996089ba Binary files /dev/null and b/SQF/dayz_epoch/textures/wood_lock_nohq.paa differ diff --git a/SQF/dayz_epoch/textures/wood_lock_smdi.paa b/SQF/dayz_epoch/textures/wood_lock_smdi.paa new file mode 100644 index 000000000..cd69ea5d0 Binary files /dev/null and b/SQF/dayz_epoch/textures/wood_lock_smdi.paa differ