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//============================================================================= // BruteCarcass. //============================================================================= class BruteCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=BigChunk1 ANIVFILE=MODELS\g_cow2_a.3D DATAFILE=MODELS\g_cow2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bigchunk1 X=0 Y=-30 Z=0 YAW=64 #exec MESH SEQUENCE MESH=bigchunk1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bigchunk1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow1 FILE=MODELS\Nc_1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=bigchunk1 X=0.12 Y=0.12 Z=0.24 #exec MESHMAP SETTEXTURE MESHMAP=bigchunk1 NUM=1 TEXTURE=JGCow1 #exec MESH IMPORT MESH=bigchunk2 ANIVFILE=MODELS\g_cowb_a.3D DATAFILE=MODELS\g_cowb_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bigchunk2 X=0 Y=-30 Z=0 YAW=64 #exec MESH SEQUENCE MESH=bigchunk2 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bigchunk2 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow1 FILE=MODELS\Nc_1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=bigchunk2 X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=bigchunk2 NUM=1 TEXTURE=JGCow1 #exec MESH IMPORT MESH=BruteHead ANIVFILE=MODELS\g_brth_a.3D DATAFILE=MODELS\g_brth_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BruteHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BruteHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BruteHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgbrt FILE=MODELS\g_brute.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BruteHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=BruteHead NUM=1 TEXTURE=Jgbrt #exec MESH IMPORT MESH=BruteHand ANIVFILE=MODELS\g_brtz_a.3D DATAFILE=MODELS\g_brtz_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BruteHand X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BruteHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BruteHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgbrt FILE=MODELS\g_brute.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BruteHand X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=BruteHand NUM=1 TEXTURE=Jgbrt #exec MESH IMPORT MESH=BrutePiece ANIVFILE=MODELS\g_brtp_a.3D DATAFILE=MODELS\g_brtp_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BrutePiece X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BrutePiece SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BrutePiece SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgbrt FILE=MODELS\g_brute.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BrutePiece X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=BrutePiece NUM=1 TEXTURE=Jgbrt #exec MESH IMPORT MESH=BruteFoot ANIVFILE=MODELS\g_brtf_a.3D DATAFILE=MODELS\g_brtf_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BruteFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BruteFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BruteFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgbrt FILE=MODELS\g_brute.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BruteFoot X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=BruteFoot NUM=1 TEXTURE=Jgbrt function ForceMeshToExist() { //never called Spawn(class 'Brute'); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.BruteHead' bodyparts(1)=LodMesh'UnrealShare.BruteFoot' bodyparts(2)=LodMesh'UnrealShare.BruteHand' bodyparts(3)=LodMesh'UnrealShare.BigChunk1' bodyparts(4)=LodMesh'UnrealShare.BrutePiece' bodyparts(5)=LodMesh'UnrealShare.BrutePiece' bodyparts(6)=LodMesh'UnrealShare.BruteHand' bodyparts(7)=LodMesh'UnrealShare.bigchunk2' ZOffset(0)=0.600000 ZOffset(1)=0.500000 ZOffset(3)=0.200000 ZOffset(4)=-0.200000 ZOffset(5)=-0.500000 AnimSequence=Dead1 Mesh=LodMesh'UnrealShare.Brute1' CollisionRadius=52.000000 CollisionHeight=52.000000 Mass=400.000000 Buoyancy=390.000000 } |
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