Added BC7 compression.

This commit is contained in:
Justin Marshall
2026-05-29 19:41:58 -07:00
parent fae1adf30d
commit 1bc7df9614
49 changed files with 448379 additions and 426132 deletions
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/***********************************************************************
weapon_soulcube.def
***********************************************************************/
export fred {
// view model soulCube
options -prefix SOUL_ -keep guilight toplftnub toprtnub midnub botlftnub botrtnub -rename origin blah
mesh models/weapons/soulcube/cycles/idle.mb -dest models/md5/weapons/soulcube_view/soulcube
anim models/weapons/soulcube/cycles/raise.mb -dest models/md5/weapons/soulcube_view/raise
anim models/weapons/soulcube/cycles/idle.mb -xyzprecision .01 -dest models/md5/weapons/soulcube_view/idle
anim models/weapons/soulcube/cycles/idle2.mb -xyzprecision .01 -dest models/md5/weapons/soulcube_view/idle2
anim models/weapons/soulcube/cycles/fire2.mb -dest models/md5/weapons/soulcube_view/fire
anim models/weapons/soulcube/cycles/dryfire.mb -dest models/md5/weapons/soulcube_view/dryfire
anim models/weapons/soulcube/cycles/lower.mb -dest models/md5/weapons/soulcube_view/lower
}
export fred {
// world model soulCube
options -ignorescale -prefix PLAYER_SOUL_ -rename ATTACHER origin -clearorigin -keepmesh soulfx1 -keepmesh soulfx2 -keepmesh soulfx3 -keepmesh soulfx4 -keepmesh soulfx5 -keepmesh soulknife -keepmesh soulcube
mesh models/characters/male_npc/cycles/tweakedplayermoves/soulcube_idle.mb -dest models/md5/weapons/soulcube_world/worldsoulcube
anim models/characters/male_npc/cycles/tweakedplayermoves/soulcube_idle.mb -dest models/md5/weapons/soulcube_world/soulcube_idle
}
entityDef weapon_soulcube {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Soul Cube"
"editor_rotatable" "1"
"weapon_class" "rvmWeaponSoulCube"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/soulcube/w_soulcube.lwo"
"model_world" "worldmodel_soulcube"
"model_view" "viewmodel_soulcube"
"joint_attach" "SOUL_ATTACHER"
"inv_name" "Soulcube"
"inv_weapon" "weapon_soulcube"
"inv_item" "5"
"icon" "guis/assets/hud/wpn_11"
"mtr_guiLightShader" "lights/viewWeaponGuiLight"
"weapon_scriptobject" "weapon_soulcube"
"def_projectile" "projectile_soulblast"
"ammoType" "ammo_souls"
"ammoRequired" "5"
"clipSize" "0"
"mtr_flashShader" "muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"silent_fire" "0"
"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
"spread" "0"
"weaponAngleOffsetAverages" "10"
"weaponAngleOffsetScale" ".5"
"weaponAngleOffsetMax" "400"
"weaponOffsetTime" "400"
"weaponOffsetScale" "0.005"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"snd_raise" "soulcube_raise"
"snd_lower" "soulcube_putaway"
"snd_hum" "soulcube_idle"
"snd_fire_start" "soulcube_fire_start"
}
model viewmodel_soulcube {
mesh models/md5/weapons/soulcube_view/soulcube.md5mesh
offset ( 12 0 -63 )
skin skins/models/weapons/soulcubeidle
anim raise models/md5/weapons/soulcube_view/raise.md5anim {
frame 1 skin skins/models/weapons/soulcubeidle
frame 1 sound_weapon soulcube_raise
}
anim idle models/md5/weapons/soulcube_view/idle2.md5anim
anim spin models/md5/weapons/soulcube_view/idle.md5anim {
frame 95 sound_weapon soulcube_idlespin
}
anim fire models/md5/weapons/soulcube_view/fire.md5anim {
frame 1 skin skins/models/weapons/soulcubeidle
frame 1 sound_weapon soulcube_fire_start
frame 23 skin skins/models/weapons/soulcubefire.skin
frame 23 object_call Launch
}
anim putaway models/md5/weapons/soulcube_view/lower.md5anim
}
model worldmodel_soulcube {
mesh models/md5/weapons/soulcube_world/worldsoulcube.md5mesh
anim raise models/md5/weapons/soulcube_world/soulcube_idle.md5anim
anim idle models/md5/weapons/soulcube_world/soulcube_idle.md5anim
anim aim models/md5/weapons/soulcube_world/soulcube_idle.md5anim
anim fire models/md5/weapons/soulcube_world/soulcube_idle.md5anim
anim reload models/md5/weapons/soulcube_world/soulcube_idle.md5anim
anim putaway models/md5/weapons/soulcube_world/soulcube_idle.md5anim
}
entityDef damage_soulSplash {
"damage" "40"
"radius" "100"
"knockback" "80"
"push" "10000"
"gib" "1"
"smoke_wound_flesh" "bloodwound.prt"
}
entityDef damage_soulblast {
"damage" "1000"
"gib" "1"
}
entityDef projectile_soulblast {
"spawnclass" "idSoulCubeMissile"
"mins" "-4 -4 -4"
"maxs" "4 4 4"
"cone" "3"
"model" "models/weapons/soulcube/w_soulcube3.lwo"
"def_damage" "damage_soulblast"
//"def_splash_damage" "damage_soulSplash"
"launchFromBarrel" "1"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "55 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
"angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun
"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
"thrust_start" "0" // when to start accelerating
"thrust_end" "0" // when to stop accelerating
"linear_friction" "0" // "air" friction
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "5"
"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "30" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
"random" "0 0 0"
"clamp_dist" "64"
"turn_max" "1000"
"startingVelocity" "250"
"endingVelocity" "700"
"accelTime" "3"
"special_damage" "1" // for bosses that only show pain for certain types of projectiles
"launchDist" "30"
"launchOffset" "0 0 -2"
"detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out
"detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
"model_detonate" "grenadeExplosion.prt" // parametric particles -- temp
"model_dissolve" "soulcubedissolve.prt"
"impact_damage_effect" "0" // whether projectile causes blood splats from characters that bleed
"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
"mtr_detonate" "" // decal to leave on world when detonates
"smoke_kill" "soulcubedamage3.prt"
"smoke_fly" "soulcubetrail.prt"
"smoke_detonate" "" // particle effect when detonates
"smoke_bounce" "" // particle effect when bounces
"smoke_fuse" "" // particle effect when removed from fuse expiring
"mtr_light_shader" ""
"light_color" "0 0 0.8"
"light_radius" "160"
"light_offset" "-8 0 0"
"snd_present" "soulcube_idlespin"
"snd_fly" "soulcube_fire_loop" // sound effect while in the air
"snd_explode" "soulcube_shred"
"snd_return" "soulcube_fire_end"
"mtr_explode_light_shader" "muzzleflash"
"explode_light_color" "0 0 1"
"explode_light_radius" "160"
"explode_light_fadetime" "0.25"
}
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