RE: ★★★Das Schwarze Loch★★★
Model GiantBloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bigbloodpool.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 80.0 80.0 80.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model BigBloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bigbloodpool.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 80.0 80.0 80.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model NashGore_BloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 50.0 50.0 50.0 // Scale values
ZOffset 0.7
FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Pissspot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "piss.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 50.0 50.0 50.0 // Scale values
ZOffset 0.7
FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model NashGore_FlyingBlood // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 50.0 50.0 50.0 // Scale values
ZOffset 0.7
FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model NashGore_BloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 46.0 46.0 46.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model NashGore_FlyingBlood // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 46.0 46.0 46.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model CeilBloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodceil.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 38.0 38.0 38.0 // Scale values
ZOffset -0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model CeilBloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodceil.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 46.0 46.0 46.0 // Scale values
ZOffset -0.7
FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Blue_BloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 50.0 50.0 50.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Blue_BloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 46.0 46.0 46.0 // Scale values
ZOffset 0.7
FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MediumBloodSpot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "bloodpool2.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 80.0 80.0 80.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Tracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MinigunTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MonsterMinigunTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MonsterTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ZombieManTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MarineTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MarineMinigunTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 1.5 1.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MastermindTracer // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 3.0 3.0 3.0 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model DetectFloorBullet // Name of actor in DECORATE
{
Path "models/bulletdecals" // Path to model in PK3
Model 0 "buldecground1" // Model index, model file
Skin 0 "BULLETDECAL1.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 5.0 5.0 5.0 // Scale values
ZOffset 0.1
FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model DetectCeilBullet // Name of actor in DECORATE
{
Path "models/bulletdecals" // Path to model in PK3
Model 0 "buldecceil1" // Model index, model file
Skin 0 "BULLETDECAL1.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 5.0 5.0 5.0 // Scale values
ZOffset 0.1
FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ShrapnelParticle // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 3.5 3.5 3.5 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model SparkX // Name of actor in DECORATE
{
Path "MD3/Projectiles" // Path to model in PK3
SKIN 0 "tracer1.tga" // Model index, model file
MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 2.0 2.0 2.0 // Scale values
PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash0.png"
Skin 1 "splash0.png"
FrameIndex SPSH E 0 0 FrameIndex SPSH E 1 999
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash1.png"
Skin 1 "splash1.png"
FrameIndex SPSH F 0 1 FrameIndex SPSH F 1 0
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash2.png"
Skin 1 "splash2.png"
FrameIndex SPSH G 0 2 FrameIndex SPSH G 1 1
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash3.png"
Skin 1 "splash3.png"
Scale 4.0 4.0 3.0
FrameIndex SPSH H 0 3 FrameIndex SPSH H 1 2
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash4.png"
Skin 1 "splash4.png"
FrameIndex SPSH I 0 4 FrameIndex SPSH I 1 3
}
Model WaterSplashBase2
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash5.png"
Skin 1 "splash5.png"
FrameIndex SPSH J 0 5 FrameIndex SPSH J 1 4
FrameIndex SPSH K 0 999 FrameIndex SPSH K 1 999
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash0.png"
Skin 1 "splash0.png"
FrameIndex BSPH E 0 0 FrameIndex BSPH E 1 999
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "bsplash1.png"
Skin 1 "bsplash1.png"
FrameIndex BSPH F 0 1 FrameIndex BSPH F 1 0
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "bsplash2.png"
Skin 1 "bsplash2.png"
FrameIndex BSPH G 0 2 FrameIndex BSPH G 1 1
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "bsplash3.png"
Skin 1 "bsplash3.png"
Scale 4.0 4.0 3.0
FrameIndex BSPH H 0 3 FrameIndex BSPH H 1 2
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "bsplash4.png"
Skin 1 "bsplash4.png"
FrameIndex BSPH I 0 4 FrameIndex BSPH I 1 3
}
Model bloodSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "bsplash5.png"
Skin 1 "bsplash5.png"
FrameIndex BSPH J 0 5 FrameIndex BSPH J 1 4
FrameIndex BSPH K 0 999 FrameIndex BSPH K 1 999
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash0.png"
Skin 1 "splash0.png"
FrameIndex SLDG E 0 0 FrameIndex SLDG E 1 999
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "ssplash1.png"
Skin 1 "ssplash1.png"
FrameIndex SLDG F 0 1 FrameIndex SLDG F 1 0
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "ssplash2.png"
Skin 1 "ssplash2.png"
FrameIndex SLDG G 0 2 FrameIndex SLDG G 1 1
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "ssplash3.png"
Skin 1 "ssplash3.png"
Scale 4.0 4.0 3.0
FrameIndex SLDG H 0 3 FrameIndex SLDG H 1 2
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "ssplash4.png"
Skin 1 "ssplash4.png"
FrameIndex SLDG I 0 4 FrameIndex SLDG I 1 3
}
Model nukageSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "ssplash5.png"
Skin 1 "ssplash5.png"
FrameIndex SLDG J 0 5 FrameIndex SLDG J 1 4
FrameIndex SLDG K 0 999 FrameIndex SLDG K 1 999
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "splash0.png"
Skin 1 "splash0.png"
FrameIndex SLIM E 0 0 FrameIndex SLIM E 1 999
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "msplash1.png"
Skin 1 "msplash1.png"
FrameIndex SLIM F 0 1 FrameIndex SLIM F 1 0
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "msplash2.png"
Skin 1 "msplash2.png"
FrameIndex SLIM G 0 2 FrameIndex SLIM G 1 1
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "msplash3.png"
Skin 1 "msplash3.png"
Scale 4.0 4.0 3.0
FrameIndex SLIM H 0 3 FrameIndex SLIM H 1 2
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "msplash4.png"
Skin 1 "msplash4.png"
FrameIndex SLIM I 0 4 FrameIndex SLIM I 1 3
}
Model slimeSplashbase
{
Path "Models\Decoration\Splash"
Model 0 "Splash.md2"
Skin 0 "msplash5.png"
Skin 1 "msplash5.png"
FrameIndex SLIM J 0 5 FrameIndex SLIM J 1 4
FrameIndex SLIM K 0 999 FrameIndex SLIM K 1 999
}
Model Spermspot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "sperm1.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 80.0 80.0 80.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Gruenspot // Name of actor in DECORATE
{
Path "models/bloodspot" // Path to model in PK3
Model 0 "bloodspot.md3" // Model index, model file
Skin 0 "green.png" // Model index, texture (can be in any format supported by GZDoom)
Scale 80.0 80.0 80.0 // Scale values
ZOffset 0.7
FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Viel Spass damit.
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