MicroDAGR - Improve item model (#7838)

* add nicer microdagr model

* rename files
(2 renames because of change in case (MicroDAGR -> microdagr)

* reduce gloss, reduce dirt on screen

* rotate model by 180° and use dummyweapon item model for better ground alignment when placing or dropping the microdagr
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Jo David 2020-08-06 18:51:29 +02:00 committed by GitHub
parent 48c7738c57
commit 9ef4371c18
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10 changed files with 74 additions and 85 deletions

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@ -71,8 +71,9 @@ class CfgVehicles {
scopeCurator = 2; scopeCurator = 2;
displayName = CSTRING(itemName); displayName = CSTRING(itemName);
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
vehicleClass = "Items";
icon = QPATHTOF(UI\icon_microDAGR.paa); icon = QPATHTOF(UI\icon_microDAGR.paa);
vehicleClass = "Items";
model = "\A3\Weapons_f\DummyWeapon.p3d";
class TransportItems { class TransportItems {
MACRO_ADDITEM(ACE_microDAGR,1); MACRO_ADDITEM(ACE_microDAGR,1);
}; };

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@ -1,92 +1,80 @@
ambient[] = {0.6,0.6,0.6,0.6}; ambient[] = {1,1,1,1};
diffuse[] = {0.6,0.6,0.6,0.6}; diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0.0,0.0,0.0,0.0}; forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0.0,0.0,0.0,0.6}; emmisive[] = {0,0,0,1};
specular[] = {0.1,0.1,0.1,0.2}; specular[] = {0.4,0.4,0.4,1}; //amount of glossiness - the higher the number, the higher the glossiness
specularPower = 90.0; specularPower = 500; //area of glossiness - the higher the number, the smaller the area
PixelShaderID = "Super"; PixelShaderID = "Super";
VertexShaderID = "Super"; VertexShaderID = "Super";
class Stage1
{ class Stage1 {
texture="z\ace\addons\microdagr\data\MicroDAGR_nohq.paa"; texture = "z\ace\addons\microdagr\data\microdagr_nohq.paa";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={1,0,0}; aside[] = {1,0,0};
up[]={0,1,0}; up[] = {0,1,0};
dir[]={0,0,0}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,0};
}; };
}; };
class Stage2
{ class Stage2 {
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={0,9,0}; aside[] = {1,0,0};
up[]={4.5,0,0}; up[] = {0,1,0};
dir[]={0,0,0}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,0};
}; };
}; };
class Stage3
{ class Stage3 {
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; texture = "#(argb,8,8,3)color(0,0,0,0,mc)";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={1,0,0}; aside[] = {1,0,0};
up[]={0,1,0}; up[] = {0,1,0};
dir[]={0,0,0}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,0};
}; };
}; };
class Stage4
{ class Stage4 {
texture="#(argb,8,8,3)color(1,1,1,1,AS)"; texture = "z\ace\addons\microdagr\data\microdagr_as.paa";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={1,0,0}; aside[] = {1,0,0};
up[]={0,1,0}; up[] = {0,1,0};
dir[]={0,0,0}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,1};
}; };
}; };
class Stage5
{ class Stage5 {
texture="z\ace\addons\microdagr\data\MicroDAGR_smdi.paa"; texture = "z\ace\addons\microdagr\data\microdagr_smdi.paa";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={1,0,0}; aside[] = {1,0,0};
up[]={0,1,0}; up[] = {0,1,0};
dir[]={0,0,0}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,0};
}; };
}; };
class Stage6
{ class Stage6 {
texture="#(ai,16,2,2)fresnel(10.4,8.3)"; texture = "#(ai,64,64,1)fresnel(4.7,1.2)";
uvSource="tex"; uvSource = "tex";
class uvTransform
{ class uvTransform {
aside[]={1,0,0}; aside[] = {1,0,0};
up[]={0,1,0}; up[] = {0,1,0};
dir[]={0,0,1}; dir[] = {0,0,1};
pos[]={0,0,0}; pos[] = {0,0,0};
}; };
};
class Stage7
{
texture="a3\data_f\env_land_co.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
}; };

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