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//============================================================================= // DevilfishCarcass. //============================================================================= class DevilfishCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=FishHead ANIVFILE=MODELS\g_shah_a.3D DATAFILE=MODELS\g_shah_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=FishHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=FishHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FishHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgfish1 FILE=MODELS\g_shark.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=FishHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=FishHead NUM=1 TEXTURE=Jgfish1 #exec MESH IMPORT MESH=FishPart ANIVFILE=MODELS\g_shap_a.3D DATAFILE=MODELS\g_shap_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=FishPart X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=FishPart SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FishPart SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgfish1 FILE=MODELS\g_shark.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=FishPart X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=FishPart NUM=1 TEXTURE=Jgfish1 #exec MESH IMPORT MESH=FishTail ANIVFILE=MODELS\g_shat_a.3D DATAFILE=MODELS\g_shat_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=FishTail X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=FishTail SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FishTail SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgfish1 FILE=MODELS\g_shark.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=FishTail X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=FishTail NUM=1 TEXTURE=Jgfish1 function ForceMeshToExist() { //never called Spawn(class 'DevilFish'); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.FishHead' bodyparts(1)=LodMesh'UnrealShare.FishPart' bodyparts(2)=LodMesh'UnrealShare.FishPart' bodyparts(3)=LodMesh'UnrealShare.FishTail' bodyparts(4)=None Mesh=LodMesh'UnrealShare.fish' CollisionRadius=22.000000 CollisionHeight=10.000000 Buoyancy=0.000000 } |
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