Anticitizen
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Wysłany: 15-08-10, 17:49 Mój własny pancerz
Tworzę nowy pancerz. Jest to pancerz na zbroi poszukiwacza. Chce go dodać, ale kiedy wszystko zrobiłem to tylko maska byla taka jak± chciałem.
Linijka z It_armor.d:
INSTANCE ITAR_Dementorek (C_Item)
{
name = "Wodny płaszcz";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection [PROT_EDGE] = 130;
protection [PROT_BLUNT] = 130;
protection [PROT_POINT] = 130;
protection [PROT_FIRE] = 65;
protection [PROT_MAGIC] = 65;
value = VALUE_ITAR_Dementor;
wear = WEAR_TORSO;
visual = "ItAr_Xardas.3ds";
visual_change = "Armor_Dementorek.asc";
visual_skin = 0;
material = MAT_LEATHER;
description = name;
TEXT[1] = NAME_Prot_Edge;
COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point;
COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire;
COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic;
COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
Z pliku asc:
}
*MATERIAL 1 {
*MATERIAL_NAME "Material #394"
*MATERIAL_CLASS "Multi/Sub-Object"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.500000 0.500000 0.500000
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.250000
*MATERIAL_SHINESTRENGTH 0.050000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*NUMSUBMTLS 2
*SUBMATERIAL 0 {
*MATERIAL_NAME "Scherge"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.500000 0.500000 0.500000
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.250000
*MATERIAL_SHINESTRENGTH 0.050000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #3"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "Hum_DMC_Armor_V1.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
*SUBMATERIAL 1 {
*MATERIAL_NAME "Face"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.701961 0.501961 0.996078
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.450000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #2"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "Hum_DMC_Maske1.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
}
}
PS:To tylko linijki z teksturami...