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//============================================================================= // TitanCarcass. //============================================================================= class TitanCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=BigChunk1 ANIVFILE=MODELS\g_cow2_a.3D DATAFILE=MODELS\g_cow2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bigchunk1 X=0 Y=-30 Z=0 YAW=64 #exec MESH SEQUENCE MESH=bigchunk1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bigchunk1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow1 FILE=..\UnrealShare\MODELS\Nc_1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=bigchunk1 X=0.12 Y=0.12 Z=0.24 #exec MESHMAP SETTEXTURE MESHMAP=bigchunk1 NUM=1 TEXTURE=JGCow1 #exec MESH IMPORT MESH=bigchunk2 ANIVFILE=MODELS\g_cowb_a.3D DATAFILE=MODELS\g_cowb_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bigchunk2 X=0 Y=-30 Z=0 YAW=64 #exec MESH SEQUENCE MESH=bigchunk2 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bigchunk2 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGCow1 FILE=..\UnrealShare\MODELS\Nc_1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=bigchunk2 X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=bigchunk2 NUM=1 TEXTURE=JGCow1 function ForceMeshToExist() { //never called Spawn(class 'Titan'); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.BigChunk1' bodyparts(1)=LodMesh'UnrealShare.BigChunk1' bodyparts(2)=LodMesh'UnrealShare.bigchunk2' bodyparts(3)=LodMesh'UnrealShare.bigchunk2' bodyparts(4)=LodMesh'UnrealShare.BigChunk1' bodyparts(5)=LodMesh'UnrealShare.bigchunk2' bodyparts(6)=LodMesh'UnrealShare.BigChunk1' bodyparts(7)=LodMesh'UnrealShare.bigchunk2' ZOffset(0)=0.600000 ZOffset(1)=0.500000 ZOffset(3)=0.200000 ZOffset(4)=-0.200000 ZOffset(5)=-0.500000 bPermanent=True AnimSequence=TDeat001 Mesh=LodMesh'UnrealI.Titan1' CollisionRadius=115.000000 CollisionHeight=110.000000 Mass=2000.000000 } |
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