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//============================================================================= // TrooperCarcass. //============================================================================= class TrooperCarcass expands CreatureCarcass; #exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjBody SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj1 FILE=MODELS\skr1.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1 #exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj1 FILE=MODELS\skr1.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1 #exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj2 FILE=MODELS\skr2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2 function ForceMeshToExist() { //never called Spawn(class 'SkaarjTrooper'); } |
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