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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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@ -71,8 +71,9 @@ class CfgVehicles {
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scopeCurator = 2;
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scopeCurator = 2;
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displayName = CSTRING(itemName);
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displayName = CSTRING(itemName);
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author = ECSTRING(common,ACETeam);
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author = ECSTRING(common,ACETeam);
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vehicleClass = "Items";
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icon = QPATHTOF(UI\icon_microDAGR.paa);
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icon = QPATHTOF(UI\icon_microDAGR.paa);
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vehicleClass = "Items";
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model = "\A3\Weapons_f\DummyWeapon.p3d";
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class TransportItems {
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class TransportItems {
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MACRO_ADDITEM(ACE_microDAGR,1);
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MACRO_ADDITEM(ACE_microDAGR,1);
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};
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};
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addons/microdagr/data/microdagr.p3d
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addons/microdagr/data/microdagr.p3d
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@ -1,92 +1,80 @@
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ambient[] = {0.6,0.6,0.6,0.6};
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ambient[] = {1,1,1,1};
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diffuse[] = {0.6,0.6,0.6,0.6};
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diffuse[] = {1,1,1,1};
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forcedDiffuse[] = {0.0,0.0,0.0,0.0};
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forcedDiffuse[] = {0,0,0,0};
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emmisive[] = {0.0,0.0,0.0,0.6};
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emmisive[] = {0,0,0,1};
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specular[] = {0.1,0.1,0.1,0.2};
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specular[] = {0.4,0.4,0.4,1}; //amount of glossiness - the higher the number, the higher the glossiness
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specularPower = 90.0;
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specularPower = 500; //area of glossiness - the higher the number, the smaller the area
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PixelShaderID = "Super";
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PixelShaderID = "Super";
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VertexShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1
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{
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class Stage1 {
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texture="z\ace\addons\microdagr\data\MicroDAGR_nohq.paa";
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texture = "z\ace\addons\microdagr\data\microdagr_nohq.paa";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={1,0,0};
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aside[] = {1,0,0};
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up[]={0,1,0};
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up[] = {0,1,0};
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dir[]={0,0,0};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,0};
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};
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};
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};
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};
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class Stage2
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{
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class Stage2 {
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={0,9,0};
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aside[] = {1,0,0};
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up[]={4.5,0,0};
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up[] = {0,1,0};
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dir[]={0,0,0};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,0};
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};
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};
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};
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};
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class Stage3
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{
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class Stage3 {
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
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texture = "#(argb,8,8,3)color(0,0,0,0,mc)";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={1,0,0};
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aside[] = {1,0,0};
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up[]={0,1,0};
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up[] = {0,1,0};
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dir[]={0,0,0};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,0};
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};
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};
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};
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};
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class Stage4
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{
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class Stage4 {
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texture="#(argb,8,8,3)color(1,1,1,1,AS)";
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texture = "z\ace\addons\microdagr\data\microdagr_as.paa";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={1,0,0};
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aside[] = {1,0,0};
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up[]={0,1,0};
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up[] = {0,1,0};
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dir[]={0,0,0};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,1};
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};
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};
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};
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};
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class Stage5
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{
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class Stage5 {
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texture="z\ace\addons\microdagr\data\MicroDAGR_smdi.paa";
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texture = "z\ace\addons\microdagr\data\microdagr_smdi.paa";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={1,0,0};
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aside[] = {1,0,0};
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up[]={0,1,0};
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up[] = {0,1,0};
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dir[]={0,0,0};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,0};
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};
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};
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};
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};
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class Stage6
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{
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class Stage6 {
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texture="#(ai,16,2,2)fresnel(10.4,8.3)";
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texture = "#(ai,64,64,1)fresnel(4.7,1.2)";
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uvSource="tex";
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uvSource = "tex";
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class uvTransform
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{
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class uvTransform {
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aside[]={1,0,0};
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aside[] = {1,0,0};
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up[]={0,1,0};
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up[] = {0,1,0};
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dir[]={0,0,1};
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dir[] = {0,0,1};
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pos[]={0,0,0};
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pos[] = {0,0,0};
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};
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};
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};
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class Stage7
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{
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texture="a3\data_f\env_land_co.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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};
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BIN
addons/microdagr/data/microdagr_as.paa
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addons/microdagr/data/microdagr_as.paa
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addons/microdagr/data/microdagr_nohq.paa
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addons/microdagr/data/microdagr_nohq.paa
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addons/microdagr/data/microdagr_smdi.paa
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addons/microdagr/data/microdagr_smdi.paa
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