Epoch assets added by Paul Tomany

This commit is contained in:
[VB]AWOL
2013-08-23 11:07:32 -05:00
parent 7235e933d1
commit 5c1c1b2ea3
56 changed files with 483 additions and 0 deletions

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z\addons\dayz_epoch

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//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
};
};
};
};

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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";
};

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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};
};
};

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