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skin custom/characters/marine_dpm_mp {
models/characters/male_npc/marine/marine models/characters/male_npc/marine/marine_dpm_mp models/characters/sarge2/helmet models/characters/sarge2/helmet_mp } |
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models/characters/male_npc/marine/marine_dpm_mp
{ //noselfShadow unsmoothedTangents flesh forceOverlays clamp collision { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo forceoverlays diffusemap models/characters/male_npc/marine/marine_dpm_mp.tga bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) ) specularmap models/characters/male_npc/marine/marine_s.tga } |
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models/characters/sarge2/helmet_mp
{ noselfShadow unsmoothedTangents collision forceOverlays clamp metal renderbump -size 512 512 -aa 2 models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } { blend diffusemap map models/characters/sarge2/helmet_mp.tga //alphaTest parm6 } bumpmap models/characters/sarge2/helmet_local.tga specularmap models/characters/sarge2/helmet_mp_s.tga } |
Code: |
model npc_marine_helmet {
inherit npc_marine anim stand models/md5/chars/stand.md5anim anim talk_primary models/md5/chars/stand_talk.md5anim anim talk_secondary1 models/md5/chars/stand_talk.md5anim anim talk_secondary2 models/md5/chars/stand_talk.md5anim } entityDef npc_marine_helmet { "inherit" "npc_base" "model" "npc_marine_helmet" "def_head" "head_marine_helmet" "copy_joint_world eyecontrol" "" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" ".5" "talkradius" "384" "head_focus_rate" "0.1" } |
Code: |
skin custom/characters/marine_dpm_mp {
models/characters/male_npc/marine/marine models/characters/male_npc/marine/marine_dpm_mp models/characters/sarge2/helmet models/characters/sarge2/helmet_mp } |
Code: |
models/characters/male_npc/marine/marine_dpm_mp
{ //noselfShadow unsmoothedTangents flesh forceOverlays clamp collision { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo forceoverlays diffusemap models/characters/male_npc/marine/marine_dpm_mp.tga bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) ) specularmap models/characters/male_npc/marine/marine_s.tga } |
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models/characters/sarge2/helmet_mp
{ noselfShadow unsmoothedTangents collision forceOverlays clamp metal renderbump -size 512 512 -aa 2 models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } { blend diffusemap map models/characters/sarge2/helmet_mp.tga //alphaTest parm6 } bumpmap models/characters/sarge2/helmet_local.tga specularmap models/characters/sarge2/helmet_mp_s.tga } |
Code: |
model npc_marine_helmet {
inherit npc_marine anim stand models/md5/chars/stand.md5anim anim talk_primary models/md5/chars/stand_talk.md5anim anim talk_secondary1 models/md5/chars/stand_talk.md5anim anim talk_secondary2 models/md5/chars/stand_talk.md5anim } entityDef npc_marine_helmet { "inherit" "npc_base" "model" "npc_marine_helmet" "def_head" "head_marine_helmet" "copy_joint_world eyecontrol" "" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" ".5" "talkradius" "384" "head_focus_rate" "0.1" } |