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https://github.com/acemod/ACE3.git
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a38afac04b
* add tanoha forces spotting scopes and add preview picture * factory standard preview picture... * spotting scope damage materials, hide damage anim, buff hp * delete unused model * make ai call out spotting scope, proper thread and cost, better icon * spotting scope death effects * disable smoke effect
79 lines
1.6 KiB
Plaintext
79 lines
1.6 KiB
Plaintext
class StageTI {
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texture = "a3\data_f\default_ti_ca.paa";
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};
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ambient[] = {1,1,1,1};
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diffuse[] = {1,1,1,1};
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forcedDiffuse[] = {0,0,0,0};
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emmisive[] = {0,0,0,1};
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specular[] = {0.1,0.1,0.1,1};
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specularPower = 1000;
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PixelShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1 {
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texture = "a3\data_f\destruct\damage_glass_tempered_nohq.paa";
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uvSource = "tex";
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class uvTransform {
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aside[] = {2,2,0};
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up[] = {-2,2,0};
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dir[] = {0,0,0};
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pos[] = {-0.05,0.7,0};
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};
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};
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class Stage2 {
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texture = "a3\data_f\destruct\damage_glass_tempered_ca.paa";
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uvSource = "tex";
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class uvTransform {
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aside[] = {2,0,0};
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up[] = {0,2,0};
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dir[] = {0,0,0};
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pos[] = {-0.05,0.7,0};
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};
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};
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class Stage3 {
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texture = "a3\data_f\destruct\damage_glass_tempered_ca.paa";
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uvSource = "tex";
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class uvTransform {
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aside[] = {2,0,0};
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up[] = {0,2,0};
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dir[] = {0,0,0};
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pos[] = {-0.05,0.7,0};
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};
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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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uvSource = "tex";
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class uvTransform {
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aside[] = {2,0,0};
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up[] = {0,2,0};
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dir[] = {0,0,1};
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pos[] = {0,0,1};
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};
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};
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class Stage5 {
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texture = "a3\data_f\destruct\damage_glass_tempered_smdi.paa";
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uvSource = "tex";
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class uvTransform {
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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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class Stage6 {
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texture = "#(ai,64,64,1)fresnel(1.1,0.4)";
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uvSource = "none";
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};
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class Stage7 {
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useWorldEnvMap = "true";
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texture = "a3\data_f\env_land_ca.paa";
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uvSource="none";
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};
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