This commit is contained in:
[VB]AWOL
2013-12-03 11:49:35 -06:00
parent 436e5b334f
commit 953315c5fc
24 changed files with 845 additions and 72 deletions

View File

@@ -1,15 +1,131 @@
//The Class "CfgSkeletons" defines all moving objects.
class CfgSkeletons {
class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"neck","",
"neck1","neck",
"head","neck1",
"lBrow","head",
"mBrow","head",
"rBrow","head",
"lMouth","head",
"mMouth","head",
"rMouth","head",
"eyelids","head",
"LLip","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{
"weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",
//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",
//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",
//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",
//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
};
//Always create class "default" first.
//Your actual config-entry should be a derivate of this.
class Default {
class Default;
class Default_Mod : Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Chain_Saw: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"stozar","",
"vlajka",""
};
};
//the derivate of your skeleton from claa "Default".
class wood_door_skeleton : Default {
class wood_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -24,7 +140,7 @@ class CfgSkeletons {
// The last entry gets no comma
};
class locked_wood_door_skeleton : Default {
class locked_wood_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -40,7 +156,7 @@ class CfgSkeletons {
};
//the derivate of your skeleton from claa "Default".
class garage_door_skeleton : Default {
class garage_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -56,7 +172,7 @@ class CfgSkeletons {
};
// locked garage door
class locked_garage_door_skeleton : Default {
class locked_garage_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -71,7 +187,7 @@ class CfgSkeletons {
// The last entry gets no comma
};
class locked_steel_garage_skeleton : Default {
class locked_steel_garage_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -86,7 +202,7 @@ class CfgSkeletons {
// The last entry gets no comma
};
class steel_garage_skeleton : Default {
class steel_garage_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -100,7 +216,7 @@ class CfgSkeletons {
};
// The last entry gets no comma
};
class steel_door_skeleton : Default {
class steel_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -115,7 +231,7 @@ class CfgSkeletons {
// The last entry gets no comma
};
class locked_steel_door_skeleton : Default {
class locked_steel_door_skeleton : Default_Mod {
isDiscrete=1;
skeletonInherit="";
@@ -140,13 +256,31 @@ class CfgModels {
class rotation;
class translation;
// And again: class default
class Default {
sectionsInherit="";
sections[]={};
skeleton="";
class Animations {};
class Default;
class chainsaw : Default {
sections[] = {"latka"};
};
class Head: Default {
sections[] =
{
"osobnost",
"brejle"
};
skeletonName = "Head";
};
class ArmaMan : Default
{
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" ,
"clan"
};
skeletonName = "OFP2_ManSkeleton";
};
// Your own "class default"
class wood_door {

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,92 @@
ambient[]={0.49019608,0.49019608,0.49019608,1};
diffuse[]={0.49019608,0.49019608,0.49019608,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.65490198,0.65490198,0.65490198,1};
specularPower=200;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\addons\dayz_epoch\textures\saw_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[]={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="z\addons\dayz_epoch\textures\Saw_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,32,128,1)fresnel(1.3,7.0)";
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};
};
};

View File

@@ -0,0 +1,92 @@
ambient[]={0.47843137,0.47843137,0.47843137,1};
diffuse[]={0.47843137,0.47843137,0.47843137,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.70588237,0.70588237,0.70588237,0.16};
specularPower=200;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\addons\dayz_epoch\textures\cs_parts_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[]={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="z\addons\dayz_epoch\textures\cs_parts_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,32,128,1)fresnel(1.3,7.3)";
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};
};
};

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.