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//============================================================================= // CowCarcass. //============================================================================= class CowCarcass expands CreatureCarcass; #exec MESH IMPORT MESH=CowFoot ANIVFILE=MODELS\g_cowf_a.3D DATAFILE=MODELS\g_cowf_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=CowFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=CowFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CowFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow1 FILE=MODELS\Nc_1.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=CowFoot X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=CowFoot NUM=1 TEXTURE=JGCow1 #exec MESH IMPORT MESH=CowHead ANIVFILE=MODELS\g_cowh_a.3D DATAFILE=MODELS\g_cowh_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=CowHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=CowHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CowHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow2 FILE=MODELS\Nc_2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=CowHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=CowHead NUM=1 TEXTURE=JGCow2 #exec MESH IMPORT MESH=CowLeg ANIVFILE=MODELS\g_cowl_a.3D DATAFILE=MODELS\g_cowl_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=CowLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=CowLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CowLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow2 FILE=MODELS\Nc_2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=CowLeg X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=CowLeg NUM=1 TEXTURE=JGCow2 #exec MESH IMPORT MESH=CowTail ANIVFILE=MODELS\g_cowt_a.3D DATAFILE=MODELS\g_cowt_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=CowTail X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=CowTail SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CowTail SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow2 FILE=MODELS\Nc_2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=CowTail X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=CowTail NUM=1 TEXTURE=JGCow2 #exec AUDIO IMPORT FILE="Sounds\Cow\thump1.WAV" NAME="thumpC" GROUP="Cow" function ForceMeshToExist() { //never called Spawn(class 'Cow'); } |
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