This commit is the equivalent of a atomic bomb
This commit is contained in:
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source/braf_soft/braf_land_rover/BRAF_LR.p3d
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source/braf_soft/braf_land_rover/BRAF_LR.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_Britan.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_Britan.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_lights.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_lights.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_navy_softtop_4d.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_navy_softtop_4d.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_quebramato.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_quebramato.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_rearlights.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_rearlights.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_snorkel.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_snorkel.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_softtop_4d_armed.p3d
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source/braf_soft/braf_land_rover/BRAF_LR_softtop_4d_armed.p3d
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source/braf_soft/braf_land_rover/Bumper_EB_F.p3d
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source/braf_soft/braf_land_rover/Bumper_EB_F.p3d
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source/braf_soft/braf_land_rover/CfgPatches.hpp
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16
source/braf_soft/braf_land_rover/CfgPatches.hpp
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|
||||
class CfgPatches
|
||||
{
|
||||
class BRAF_LR110_F
|
||||
{
|
||||
// List of units defined in this "PBO"
|
||||
units[]=
|
||||
{
|
||||
"BRAF_LR_110_SW","BRAF_LR110_SW_01_Special_F"
|
||||
|
||||
};
|
||||
weapons[]={};
|
||||
requiredVersion=0.1;
|
||||
// because we are using references to this addon, our test car should not be loaded if A3_Soft_F is not present
|
||||
requiredAddons[] = {"A3_Soft_F"};
|
||||
};
|
||||
};
|
||||
@@ -0,0 +1,82 @@
|
||||
ambient[]={1.000000,1.000000,1.000000,0.990000};
|
||||
diffuse[]={1.000000,1.000000,1.000000,0.990000};
|
||||
forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000};
|
||||
emmisive[]={0.000000,0.000000,0.000000,1.000000};
|
||||
specular[]={0.989000,0.989000,0.989000,0.990000};
|
||||
specularPower=220.000000;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\DATA\braf_landrover_out_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={10.000000,0.000000,0.000000};
|
||||
up[]={0.000000,10.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\DATA\braf_landrover_out_as.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\DATA\braf_landrover_out_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource="none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="A3\data_f\env_land_co.paa";
|
||||
uvSource="none";
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\DATA\braf_landrover_base_ti_ca.paa";
|
||||
};
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Anim/KIA_LR_driver.rtm
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source/braf_soft/braf_land_rover/Data/Anim/KIA_LR_driver.rtm
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source/braf_soft/braf_land_rover/Data/Anim/LR_driver.rtm
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source/braf_soft/braf_land_rover/Data/Anim/LR_driver.rtm
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82
source/braf_soft/braf_land_rover/Data/LR_base_damage.rvmat
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source/braf_soft/braf_land_rover/Data/LR_base_damage.rvmat
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@@ -0,0 +1,82 @@
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
ambient[]={1.000000,1.000000,1.000000,0.990000};
|
||||
diffuse[]={1.000000,1.000000,1.000000,0.990000};
|
||||
forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000};
|
||||
emmisive[]={0.000000,0.000000,0.000000,1.000000};
|
||||
specular[]={0.989000,0.989000,0.989000,0.990000};
|
||||
specularPower=220.000000;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="a3\data_f\Destruct\damage_metal_tankArmor_dt.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={10.000000,0.000000,0.000000};
|
||||
up[]={0.000000,10.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="a3\data_f\Destruct\destruct_plech_full_mc.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_out_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource="none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_ca.paa";
|
||||
uvSource="none";
|
||||
};
|
||||
82
source/braf_soft/braf_land_rover/Data/LR_base_destruct.rvmat
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82
source/braf_soft/braf_land_rover/Data/LR_base_destruct.rvmat
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@@ -0,0 +1,82 @@
|
||||
ambient[]={1,1,1,0.99};
|
||||
diffuse[]={1,1,1,0.99};
|
||||
forcedDiffuse[]={0,0,0,1};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.989,0.989,0.989,0.99};
|
||||
specularPower=220;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="a3\data_f\Destruct\damage_metal_tankArmor_dt.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={10,0,0};
|
||||
up[]={0,10,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "a3\data_f\destruct\destruct_rust_mca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,1};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "a3\data_f\destruct\destruct_rust_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource="none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture = "a3\data_f\env_land_ca.paa";
|
||||
uvSource="none";
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\destruct_ti_ca.paa";
|
||||
};
|
||||
82
source/braf_soft/braf_land_rover/Data/LR_base_emissive.rvmat
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82
source/braf_soft/braf_land_rover/Data/LR_base_emissive.rvmat
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@@ -0,0 +1,82 @@
|
||||
ambient[]={1.000000,1.000000,1.000000,0.990000};
|
||||
diffuse[]={1.000000,1.000000,1.000000,0.990000};
|
||||
forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000};
|
||||
emmisive[]={1.000000,1.000000,1.000000,1.000000};
|
||||
specular[]={0.989000,0.989000,0.989000,0.990000};
|
||||
specularPower=220.000000;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={10.000000,0.000000,0.000000};
|
||||
up[]={0.000000,10.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_out_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,1.000000};
|
||||
pos[]={0.000000,0.000000,1.000000};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource="none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture=""a3\data_f\env_land_ca.paa"";
|
||||
uvSource="none";
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
96
source/braf_soft/braf_land_rover/Data/LR_glass_damage.rvmat
Normal file
96
source/braf_soft/braf_land_rover/Data/LR_glass_damage.rvmat
Normal file
@@ -0,0 +1,96 @@
|
||||
ambient[]={1.000000,1.000000,1.000000,1.000000};
|
||||
diffuse[]={1.000000,1.000000,1.000000,1.000000};
|
||||
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
|
||||
emmisive[]={0.000000,0.000000,0.000000,0.000000};
|
||||
specular[]={0.470588,0.470588,0.470588,1.000000};
|
||||
specularPower=100.000000;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "a3\data_f\destruct\destr_glass_plexi_half_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "a3\data_f\destruct\destr_glass_plexi_half_ca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={3.000000,0.000000,0.000000};
|
||||
up[]={0.000000,3.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "a3\data_f\destruct\destr_glass_plexi_half_ca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "a3\data_f\destruct\destr_glass_plexi_half_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnelGlass(2.1)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture = "a3\data_f\env_land_co.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture = "a3\data_f\default_vehicle_ti_ca.paa";
|
||||
};
|
||||
@@ -0,0 +1,96 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,0};
|
||||
specular[]={0.470588,0.470588,0.470588,1};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="a3\data_f\Destruct\destr_glass_armour2_full_NOHQ.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="a3\data_f\Destruct\damage_metal_basicarmor_dt";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={3,0,0};
|
||||
up[]={0,3,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="a3\data_f\Destruct\destr_glass_armour2_full_CA.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="BRAF\braf_soft\braf_land_rover\data\braf_landrover_glass_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnelGlass(2.1)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture = "a3\data_f\env_land_ca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture = "a3\data_f\destruct_ti_ca.paa";
|
||||
};
|
||||
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landroverin_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landroverout_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverin_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/EB/braf_EB_landroverout_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_landrover_GENin_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_landrover_GENin_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_landrover_GENout_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENin_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_smdi.png
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/GEN/braf_landrover_GENout_smdi.png
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\cfn\braf_landrover_navy_in_co.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\CFN\braf_landrover_navy_out_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_in_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_in_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_in_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_in_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_out_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_out_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_out_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/cfn/braf_landrover_navy_out_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\hiaf\braf_landrover_hiaf_in_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_in_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_in_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_in_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_in_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\hiaf\braf_landrover_hiaf_out_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_out_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/hiaf/braf_landrover_hiaf_out_co.paa
LFS
Normal file
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\UN\braf_landrover_un_in_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_in_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_in_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_in_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_in_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\Skins\UN\braf_landrover_un_in_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_out_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_out_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_out_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/Skins/un/braf_landrover_un_out_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/UI/icon_lr_transport_ca.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/UI/icon_lr_transport_ca.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/UI/picture_lr_ca.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/UI/picture_lr_ca.paa
LFS
Normal file
Binary file not shown.
85
source/braf_soft/braf_land_rover/Data/braf_extraparts.rvmat
Normal file
85
source/braf_soft/braf_land_rover/Data/braf_extraparts.rvmat
Normal file
@@ -0,0 +1,85 @@
|
||||
// FIXME TeTeT, this is just a copy
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_extraparts_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_extraparts_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_extraparts_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_ca.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_ca.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_extraparts_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_base_ti_ca.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_base_ti_ca.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,96 @@
|
||||
ambient[]={1.000000,1.000000,1.000000,1.000000};
|
||||
diffuse[]={1.000000,1.000000,1.000000,1.000000};
|
||||
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
|
||||
emmisive[]={0.000000,0.000000,0.000000,0.000000};
|
||||
specular[]={0.470588,0.470588,0.470588,1.000000};
|
||||
specularPower=100.000000;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_glass_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={3.000000,0.000000,0.000000};
|
||||
up[]={0.000000,3.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="braf\braf_soft\braf_land_rover\Data\braf_landrover_glass_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnelGlass(2.1)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_ca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1.000000,0.000000,0.000000};
|
||||
up[]={0.000000,1.000000,0.000000};
|
||||
dir[]={0.000000,0.000000,0.000000};
|
||||
pos[]={0.000000,0.000000,0.000000};
|
||||
};
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture="a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_ca.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_ca.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_glass_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,85 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {0.75,0.75,0.75,1.0};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_in_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
// FIXME TeTeT
|
||||
// class StageTI
|
||||
// {
|
||||
// texture = "braf\braf_soft\Braf_Marrua\AM11\Data\camo_1_ti_ca.paa";
|
||||
// };
|
||||
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_in_smdi.paa
LFS
Normal file
Binary file not shown.
@@ -0,0 +1,84 @@
|
||||
#define _ARMA_
|
||||
|
||||
ambient[] = {7,7,7,1};
|
||||
diffuse[] = {0.75,0.75,0.75,1.0};
|
||||
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
|
||||
emmisive[] = {0.0,0.0,0.0,1.0};
|
||||
specular[] = {0.15,0.15,0.15,1.0};
|
||||
specularPower = 75;
|
||||
PixelShaderID = "Super";
|
||||
VertexShaderID = "Super";
|
||||
class Stage1
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_nohq.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {10.0,0.0,0.0};
|
||||
up[] = {0.0,10.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,0.0};
|
||||
pos[] = {0.0,0.0,0.0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_as.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture = "braf\braf_soft\braf_land_rover\Data\braf_landrover_out_smdi.paa";
|
||||
uvSource = "tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[] = {1.0,0.0,0.0};
|
||||
up[] = {0.0,1.0,0.0};
|
||||
dir[] = {0.0,0.0,1.0};
|
||||
pos[] = {0.0,0.0,1.0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture = "#(ai,64,64,1)fresnel(2.0,0.1)";
|
||||
uvSource = "none";
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="a3\data_f\env_land_co.paa";
|
||||
uvSource = "none";
|
||||
};
|
||||
class StageTI
|
||||
{
|
||||
texture = "a3\data_f\default_ti_ca.paa";
|
||||
};
|
||||
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_as.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_as.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_co.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_co.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_nohq.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_nohq.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_smdi.paa
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/braf_landrover_out_smdi.paa
LFS
Normal file
Binary file not shown.
BIN
source/braf_soft/braf_land_rover/Data/bumper_EB_proxy/bumper_EB_proxy.p3d
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/Data/bumper_EB_proxy/bumper_EB_proxy.p3d
LFS
Normal file
Binary file not shown.
93
source/braf_soft/braf_land_rover/basicDefines_A3.hpp
Normal file
93
source/braf_soft/braf_land_rover/basicDefines_A3.hpp
Normal file
@@ -0,0 +1,93 @@
|
||||
#define true 1
|
||||
#define false 0
|
||||
|
||||
#define VSoft 0
|
||||
#define VArmor 1
|
||||
#define VAir 2
|
||||
|
||||
// type scope
|
||||
#define private 0
|
||||
#define protected 1
|
||||
#define public 2
|
||||
|
||||
#define CanSeeRadar 1
|
||||
#define CanSeeEye 2
|
||||
#define CanSeeOptics 4
|
||||
#define CanSeeEar 8
|
||||
#define CanSeeCompass 16
|
||||
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
|
||||
#define CanSeeAll 31
|
||||
#define CanSeePeripheral 32
|
||||
|
||||
//lock acquiring
|
||||
#define manualLA 0
|
||||
#define automaticLA 1
|
||||
|
||||
//lockable target type
|
||||
#define lockGroundTT 0
|
||||
#define lockAirGroundTT 1
|
||||
#define lockAirTT 2
|
||||
#define lockGround 0
|
||||
#define lockAirGround 1
|
||||
#define lockAir 2
|
||||
|
||||
//missile lock type
|
||||
#define fireAndForgetLT 0
|
||||
#define keepLockedLT 1
|
||||
#define manualLT 2
|
||||
|
||||
#define SPEED_STATIC 1e10
|
||||
|
||||
#define LockNo 0
|
||||
#define LockCadet 1
|
||||
#define LockYes 2
|
||||
|
||||
enum {StabilizedInAxesNone,StabilizedInAxisX,StabilizedInAxisY,StabilizedInAxesBoth, StabilizedInAxesXYZ};
|
||||
|
||||
#define StabilizedInAxesNone 0
|
||||
#define StabilizedInAxisX 1
|
||||
#define StabilizedInAxisY 2
|
||||
#define StabilizedInAxesBoth 3
|
||||
#define StabilizedInAxesXYZ 4
|
||||
|
||||
#define CM_none 0
|
||||
#define CM_Lock_Visual 1
|
||||
#define CM_Lock_IR 2
|
||||
#define CM_Lock_Laser 4
|
||||
#define CM_Lock_Radar 8
|
||||
#define CM_Missile 16
|
||||
|
||||
|
||||
#define CMImmunity_GOOD 0.9
|
||||
#define CMImmunity_MIDDLE 0.65
|
||||
#define CMImmunity_BAD 0.5
|
||||
|
||||
#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
|
||||
#define weap_xx(a,b) class _xx_##a {weapon = a; count = b;}
|
||||
#define item_xx(a,b) class _xx_##a {name = a; count = b;}
|
||||
#define bag_xx(a,b) class _xx_##a {backpack = a; count = b;}
|
||||
|
||||
#define DEFAULT_SLOT 0
|
||||
#define MUZZLE_SLOT 101
|
||||
#define OPTICS_SLOT 201
|
||||
#define FLASHLIGHT_SLOT 301
|
||||
#define NVG_SLOT 602
|
||||
#define GOGGLE_SLOT 603
|
||||
#define HEADGEAR_SLOT 605
|
||||
#define UNIFORM_SLOT 801
|
||||
|
||||
#define HMD_SLOT 616
|
||||
#define BINOCULAR_SLOT 617
|
||||
#define MEDIKIT_SLOT 619
|
||||
#define RADIO_SLOT 611
|
||||
|
||||
#define VEST_SLOT 701
|
||||
#define BACKPACK_SLOT 901
|
||||
|
||||
#define LOAD(weight,capacity) maximumLoad = ##capacity##; \
|
||||
mass = ##weight##;
|
||||
|
||||
#define HeadArmourCoef 2.5
|
||||
#define BodyArmourCoef 10
|
||||
#define HandArmourCoef 5
|
||||
#define LegArmourCoef 5
|
||||
5
source/braf_soft/braf_land_rover/bis_addoninfo.hpp
Normal file
5
source/braf_soft/braf_land_rover/bis_addoninfo.hpp
Normal file
@@ -0,0 +1,5 @@
|
||||
class BIS_AddonInfo
|
||||
{
|
||||
author="Bento";
|
||||
timepacked="1711545759";
|
||||
};
|
||||
BIN
source/braf_soft/braf_land_rover/braf_lr_softtop_4d.p3d
LFS
Normal file
BIN
source/braf_soft/braf_land_rover/braf_lr_softtop_4d.p3d
LFS
Normal file
Binary file not shown.
46
source/braf_soft/braf_land_rover/cfgHUD.hpp
Normal file
46
source/braf_soft/braf_land_rover/cfgHUD.hpp
Normal file
@@ -0,0 +1,46 @@
|
||||
topLeft = "HUD_top_left";
|
||||
topRight = "HUD_top_right";
|
||||
bottomLeft = "HUD_bottom_left";
|
||||
/// adjust position inside of memory points LOD
|
||||
borderLeft = 0;
|
||||
borderRight = 0;
|
||||
borderTop = 0;
|
||||
borderBottom = 0.0;
|
||||
color[] = {0.15, 0.15, 1.0, 1.0};
|
||||
enableParallax = false;
|
||||
|
||||
class Bones
|
||||
{
|
||||
};
|
||||
|
||||
class Draw
|
||||
{
|
||||
color[] = {0.07, 0.67, 0.745};
|
||||
alpha = 1;
|
||||
|
||||
class ClockHour
|
||||
{
|
||||
type = text;
|
||||
source = ClockHour;
|
||||
sourceScale = 12; /// the original source is on the scale (0-1), it needs to be multiplied
|
||||
|
||||
align = right;
|
||||
scale = 2;
|
||||
pos[] = {{0.05, 0.00}, 1};
|
||||
right[] = {{0.40, 0.00}, 1};
|
||||
down[] = {{0.05, 1.00}, 1};
|
||||
};
|
||||
|
||||
class ClockMinute
|
||||
{
|
||||
type = text;
|
||||
source = ClockMinute;
|
||||
sourceScale = 60; /// the original source is on the scale (0-1), it needs to be multiplied
|
||||
|
||||
align = right;
|
||||
scale = 2;
|
||||
pos[] = {{0.55, 0.00}, 1};
|
||||
right[] = {{0.90, 0.00}, 1};
|
||||
down[] = {{0.55, 1.00}, 1};
|
||||
};
|
||||
};
|
||||
118
source/braf_soft/braf_land_rover/cfg_TextureSources.hpp
Normal file
118
source/braf_soft/braf_land_rover/cfg_TextureSources.hpp
Normal file
@@ -0,0 +1,118 @@
|
||||
class TextureSources
|
||||
{
|
||||
class C_BRAF_LR110_SW
|
||||
{
|
||||
displayName = "Army";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
};
|
||||
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
class C_BRAF_LR110_CFN
|
||||
{
|
||||
displayName = "Navy";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\CFN\braf_landrover_navy_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
};
|
||||
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\CFN\braf_CFN_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
class C_BRAF_LR_110_GEN
|
||||
{
|
||||
displayName = "Gendarmerie";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_landrover_GENout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_landrover_GENin_co.paa"
|
||||
};
|
||||
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_GEN_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_GEN_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
||||
class C_BRAF_LR_110_UN
|
||||
{
|
||||
displayName = "UN";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\UN\braf_landrover_UN_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\UN\braf_landrover_UN_in_co.paa"
|
||||
};
|
||||
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_GEN_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\GEN\braf_GEN_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
||||
class C_BRAF_LR_110_HIAF
|
||||
{
|
||||
displayName = "HIAF";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\HIAF\braf_landrover_HIAF_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\Skins\HIAF\braf_landrover_HIAF_in_co.paa"
|
||||
};
|
||||
};
|
||||
|
||||
class C_BRAF_LR_110_white
|
||||
{
|
||||
displayName = "White";
|
||||
author = "OdyseusBR";
|
||||
textures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\Data\braf_landrover_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\Data\braf_landrover_in_co.paa"
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
animationList[] = {};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_UN", 0,
|
||||
"C_BRAF_LR_110_HIAF", 0,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
|
||||
};
|
||||
752
source/braf_soft/braf_land_rover/config.cpp
Normal file
752
source/braf_soft/braf_land_rover/config.cpp
Normal file
@@ -0,0 +1,752 @@
|
||||
#include "BIS_AddonInfo.hpp"
|
||||
#include "basicdefines_A3.hpp"
|
||||
class DefaultEventhandlers;
|
||||
|
||||
#include "CfgPatches.hpp"
|
||||
|
||||
class WeaponFireGun;
|
||||
class WeaponCloudsGun;
|
||||
class WeaponFireMGun;
|
||||
class WeaponCloudsMGun;
|
||||
class CfgVehicles
|
||||
{
|
||||
class LandVehicle;
|
||||
class Car: LandVehicle
|
||||
{
|
||||
class HitPoints;
|
||||
class NewTurret;
|
||||
};
|
||||
class Car_F: Car
|
||||
{
|
||||
class Turrets
|
||||
{
|
||||
class MainTurret: NewTurret
|
||||
{
|
||||
class ViewOptics;
|
||||
class ViewGunner;
|
||||
};
|
||||
};
|
||||
|
||||
class HitPoints /// we want to use hitpoints predefined for all cars
|
||||
{
|
||||
class HitLFWheel;
|
||||
class HitLF2Wheel;
|
||||
class HitRFWheel;
|
||||
class HitRF2Wheel;
|
||||
class HitBody;
|
||||
class HitFuel;
|
||||
class HitEngine;
|
||||
class HitGlass1{};
|
||||
class HitGlass2;
|
||||
class HitGlass3;
|
||||
class HitGlass4;
|
||||
};
|
||||
class EventHandlers;
|
||||
class AnimationSources;
|
||||
};
|
||||
class Offroad_01_base_F: car_f {};
|
||||
class BRAF_LR_01_Base: Offroad_01_base_F
|
||||
{
|
||||
selectionBackLights = "zadni svetlo";
|
||||
selectionBrakeLights = "brzdove svetlo";
|
||||
model = "braf\braf_soft\braf_land_rover\braf_LR.p3d"; /// simple path to model
|
||||
picture = "braf\braf_soft\braf_land_rover\DATA\UI\Picture_lr_CA.paa"; /// just some icon in command bar
|
||||
icon = "braf\braf_soft\braf_land_rover\data\UI\icon_lr_transport_ca.paa"; /// icon in map // imcompleto precisa ser feito
|
||||
vehicleClass = "BRAF_Car";
|
||||
displayName = "Defender 110 SW"; /// displayed in Editor
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\braf_landrover_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\braf_landrover_in_co.paa"
|
||||
};
|
||||
|
||||
|
||||
|
||||
terrainCoef = 2.5; /// different surface affects this car more, stick to tarmac
|
||||
turnCoef = 2.5; /// should match the wheel turn radius
|
||||
precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way
|
||||
brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance
|
||||
acceleration = 15; /// how fast acceleration does the AI think the car has
|
||||
|
||||
fireResistance = 5; /// lesser protection against fire than tanks
|
||||
armor = 32; /// just some protection against missiles, collisions and explosions
|
||||
cost = 50000; /// how likely is the enemy going to target this vehicle
|
||||
afmax = 100;
|
||||
transportMaxBackpacks = 8; /// just some backpacks fit the trunk by default
|
||||
transportSoldier = 4; /// number of cargo except driver
|
||||
|
||||
|
||||
|
||||
cargoProxyIndexes[] = {4,5,6,7};
|
||||
getInProxyOrder[] = {1,2,3,4,5,6,7};
|
||||
class CargoTurret;
|
||||
class Turrets: Turrets
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
class CargoTurret_01: CargoTurret
|
||||
{
|
||||
gunnerAction = "passenger_inside_7";
|
||||
memoryPointsGetInGunner = "pos cargo RF";
|
||||
memoryPointsGetInGunnerDir = "pos cargo RF dir";
|
||||
gunnerName = "$STR_A3_TURRETS_CARGOTURRET_R1";
|
||||
gunnerCompartments = "Compartment2";
|
||||
proxyIndex = 1;
|
||||
isPersonTurret = 3;
|
||||
canHideGunner = 0;
|
||||
allowLauncherIn = 0;
|
||||
allowLauncherOut = 0;
|
||||
class TurnIn
|
||||
{
|
||||
limitsArrayTop[] = {{23.9621,-61.2561},{14.3315,-18.7728}};
|
||||
limitsArrayBottom[] = {{-19.6203,-79.3331},{-16.2632,-23.6018}};
|
||||
};
|
||||
class dynamicViewLimits
|
||||
{
|
||||
CargoTurret_02[] = {-65,75};
|
||||
};
|
||||
};
|
||||
class CargoTurret_02: CargoTurret_01
|
||||
{
|
||||
gunnerAction = "passenger_inside_7";
|
||||
gunnerName = "$STR_A3_TURRETS_CARGOTURRET_L2";
|
||||
memoryPointsGetInGunner = "pos cargo LR";
|
||||
memoryPointsGetInGunnerDir = "pos cargo LR dir";
|
||||
proxyIndex = 2;
|
||||
class TurnIn
|
||||
{
|
||||
limitsArrayTop[] = {{37.1488,-71.9003},{36.4967,92.2757}};
|
||||
limitsArrayBottom[] = {{-22.1832,-70.0989},{-13.9068,-22.8107},{-7.1236,75.6849},{-7.8564,102.5826}};
|
||||
};
|
||||
class dynamicViewLimits
|
||||
{
|
||||
CargoTurret_01[] = {-75,65};
|
||||
};
|
||||
};
|
||||
class CargoTurret_03: CargoTurret_01
|
||||
{
|
||||
gunnerAction = "passenger_inside_7";
|
||||
gunnerName = "$STR_A3_TURRETS_CARGOTURRET_R2";
|
||||
memoryPointsGetInGunner = "pos cargo RR";
|
||||
memoryPointsGetInGunnerDir = "pos cargo RR dir";
|
||||
proxyIndex = 3;
|
||||
|
||||
class TurnIn
|
||||
{
|
||||
limitsArrayTop[] = {{23.9621,-61.2561},{14.3315,-18.7728}};
|
||||
limitsArrayBottom[] = {{-19.6203,-79.3331},{-16.2632,-23.6018}};
|
||||
};
|
||||
|
||||
class dynamicViewLimits
|
||||
{
|
||||
CargoTurret_01[] = {5,75};
|
||||
CargoTurret_02[] = {-15,75};
|
||||
CargoTurret_04[] = {-75,75};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
/// some values from parent class to show how to set them up
|
||||
wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size
|
||||
wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground
|
||||
maxFordingDepth = 0.5; /// how high water would damage the engine of the car
|
||||
waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
|
||||
crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection
|
||||
driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move
|
||||
driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play)
|
||||
|
||||
class TransportItems /// some first aid kits in trunk according to safety regulations
|
||||
{
|
||||
item_xx(FirstAidKit,4);
|
||||
};
|
||||
|
||||
#include "cfg_TextureSources.hpp"
|
||||
|
||||
|
||||
driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible
|
||||
cargoAction[] = { passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands}; /// the same of all the crew
|
||||
getInAction = GetInLow; /// how does driver look while getting in
|
||||
getOutAction = GetOutLow; /// and out
|
||||
cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest
|
||||
cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case
|
||||
|
||||
#include "sounds.hpp" /// sounds are in a separate file to make this one simple
|
||||
#include "pip.hpp" /// PiPs are in a separate file to make this one simple
|
||||
#include "physx.hpp" /// PhysX settings are in a separate file to make this one simple
|
||||
|
||||
class PlayerSteeringCoefficients /// steering sensitivity configuration
|
||||
{
|
||||
turnIncreaseConst = 0.3; // basic sensitivity value, higher value = faster steering
|
||||
turnIncreaseLinear = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds
|
||||
turnIncreaseTime = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle
|
||||
|
||||
turnDecreaseConst = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel
|
||||
turnDecreaseLinear = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds
|
||||
turnDecreaseTime = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position
|
||||
|
||||
maxTurnHundred = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h
|
||||
};
|
||||
|
||||
/// memory points where do tracks of the wheel appear *****(complete by OdyseusBR)******
|
||||
// front left track, left offset
|
||||
memoryPointTrackFLL = "TrackFLL";
|
||||
// front left track, right offset
|
||||
memoryPointTrackFLR = "TrackFLR";
|
||||
// back left track, left offset
|
||||
memoryPointTrackBLL = "TrackBLL";
|
||||
// back left track, right offset
|
||||
memoryPointTrackBLR = "TrackBLR";
|
||||
// front right track, left offset
|
||||
memoryPointTrackFRL = "TrackFRL";
|
||||
// front right track, right offset
|
||||
memoryPointTrackFRR = "TrackFRR";
|
||||
// back right track, left offset
|
||||
memoryPointTrackBRL = "TrackBRL";
|
||||
// back right track, right offset
|
||||
memoryPointTrackBRR = "TrackBRR";
|
||||
|
||||
class Damage /// damage changes material in specific places (visual in hitPoint)
|
||||
{
|
||||
tex[]={};
|
||||
mat[]=
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\braf_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_base_damage.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_base_destruct.rvmat",
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\braf_landrover_glass.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_glass_damage.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_glass_destruct.rvmat",
|
||||
|
||||
/*"braf\braf_soft\braf_land_rover\data\LR_Special.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_Special_damage.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\LR_Special_destruct.rvmat",*/
|
||||
|
||||
"a3\data_f\default.rvmat", "a3\data_f\default.rvmat",
|
||||
"a3\data_f\default_destruct.rvmat"
|
||||
};
|
||||
};
|
||||
|
||||
/// class exhaust is complete ****(Complete by Bento)*****
|
||||
|
||||
class Exhausts /// specific exhaust effects for the car
|
||||
{
|
||||
class Exhaust1 /// the car has two exhausts - each on one side
|
||||
{
|
||||
position = "vyfuk start"; /// name of initial memory point
|
||||
direction = "vyfuk konec"; /// name of memory point for exhaust direction
|
||||
effect = "ExhaustsEffect"; /// what particle effect is it going to use
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
class Reflectors /// only front lights are considered to be reflectors to save CPU
|
||||
{
|
||||
class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares
|
||||
{
|
||||
color[] = {1900, 1800, 1700}; /// approximate colour of standard lights
|
||||
ambient[] = {5, 5, 5}; /// nearly a white one
|
||||
position = "LightCarHeadL01"; /// memory point for start of the light and flare
|
||||
direction = "LightCarHeadL01_end"; /// memory point for the light direction
|
||||
hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine)
|
||||
selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more
|
||||
size = 1; /// size of the light point seen from distance
|
||||
innerAngle = 100; /// angle of full light
|
||||
outerAngle = 179; /// angle of some light
|
||||
coneFadeCoef = 10; /// attenuation of light between the above angles
|
||||
intensity = 1; /// strength of the light
|
||||
useFlare = true; /// does the light use flare?
|
||||
dayLight = false; /// switching light off during day saves CPU a lot
|
||||
flareSize = 1.0; /// how big is the flare
|
||||
|
||||
class Attenuation
|
||||
{
|
||||
start = 1.0;
|
||||
constant = 0;
|
||||
linear = 0;
|
||||
quadratic = 0.25;
|
||||
hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance
|
||||
hardLimitEnd = 60; /// this allows adding more lights into scene
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class LightCarHeadR01: LightCarHeadL01
|
||||
{
|
||||
position = "LightCarHeadR01";
|
||||
direction = "LightCarHeadR01_end";
|
||||
hitpoint = "Light_R";
|
||||
selection = "Light_R";
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; /// aggregating reflectors helps the engine a lot
|
||||
/// it might be even good to aggregate all lights into one source as it is done for most of the cars
|
||||
|
||||
class EventHandlers: EventHandlers
|
||||
{
|
||||
postInit = "if (local (_this select 0)) then { [(_this select 0), """", [], false] call BIS_fnc_initVehicle; };";
|
||||
};
|
||||
|
||||
/*
|
||||
// Must be kept as fail-safe in case of issue with the function
|
||||
hiddenSelectionsTextures[]={"\A3\Weapons_F\Data\placeholder_co.paa"}; /// we could use any texture to cover the car
|
||||
|
||||
// Definition of texture sources (skins), used for the VhC (Vehicle customization)
|
||||
// Also, because the Garage uses the VhC, it will make them available from the garage
|
||||
|
||||
class textureSources
|
||||
{
|
||||
class red // Source class
|
||||
{
|
||||
displayName="Red"; // name displayed, among other, from the garage
|
||||
author=$STR_A3_Bohemia_Interactive; // Author of the skin
|
||||
textures[]=// List of textures, in the same order as the hiddenSelections definition
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_LANDROVER_BASE_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_EB_landrover_co.paa",
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
// [_textureSourceClass1, _probability1, _textureSourceClass2, _probability2, ...]
|
||||
// Default behavior of the VhC is to select one of these sources, with a weighted random
|
||||
textureList[]=
|
||||
{
|
||||
"red", 1
|
||||
|
||||
// You can noticed that the white source is missing, therefore, it won't be part of the random
|
||||
};*/
|
||||
|
||||
|
||||
class AnimationSources: AnimationSources
|
||||
{
|
||||
class HideDoor1
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideDoor2: HideDoor1
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideGlass2
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideDoor3: HideDoor1
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideBackpacks
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
|
||||
class HideBumper1
|
||||
{
|
||||
displayName = "Hide Bumper Brazilian Army";
|
||||
source = "user";
|
||||
initPhase = 1;
|
||||
animPeriod = 0.001;
|
||||
forceAnimatePhase = 0;
|
||||
forceAnimate[] = {"HideBumper2", 1};
|
||||
forceAnimate2[] = {"HideBumper2", 0};
|
||||
mass = -50;
|
||||
};
|
||||
class HideBumper2
|
||||
{
|
||||
displayName = "Hide Bumper Gendarmerie";
|
||||
source = "user";
|
||||
initPhase = 1;
|
||||
animPeriod = 0.001;
|
||||
forceAnimatePhase = 0;
|
||||
forceAnimate[] = {"HideBumper1", 1};
|
||||
forceAnimate2[] = {"HideBumper1", 0};
|
||||
mass = -90;
|
||||
};
|
||||
|
||||
class hidePolicelights
|
||||
{
|
||||
displayName = "Hide Policy Light";
|
||||
source = "Proxy";
|
||||
initPhase = 1;
|
||||
mass = -12;
|
||||
};
|
||||
|
||||
class HideConstruction
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class hidePolice
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideServices
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class BeaconsStart
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class BeaconsServicesStart
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Hide_Dashboard
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Doors
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
/*
|
||||
class Proxy
|
||||
{
|
||||
source = "user";
|
||||
animPeriod = 0.001;
|
||||
initPhase = 1;
|
||||
};
|
||||
*/
|
||||
class Beacons
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Destruct
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
};
|
||||
|
||||
class HitPoints: HitPoints
|
||||
{
|
||||
class HitLFWheel: HitLFWheel {armor=0.125; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle
|
||||
class HitLF2Wheel: HitLF2Wheel {armor=0.125; passThrough=0;};
|
||||
|
||||
class HitRFWheel: HitRFWheel {armor=0.125; passThrough=0;};
|
||||
class HitRF2Wheel: HitRF2Wheel {armor=0.125; passThrough=0;};
|
||||
|
||||
class HitFuel {armor=0.50; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole
|
||||
class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;};
|
||||
class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is aFRLied to total damage
|
||||
|
||||
class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it
|
||||
class HitGlass2: HitGlass2 {armor=0.25;};
|
||||
class HitGlass3: HitGlass3 {armor=0.25;};
|
||||
class HitGlass4: HitGlass4 {armor=0.25;};
|
||||
};
|
||||
|
||||
class MFD /// Clocks on the car board
|
||||
{
|
||||
class ClockHUD
|
||||
{
|
||||
#include "cfgHUD.hpp"
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/*class BRAF_LR_110_SW: BRAF_LR_Base {
|
||||
|
||||
forceInGarage=1; // This will force the garage to display this vehicle, otherwise it won't because it shares the same p3d as the previous
|
||||
scopeCurator=2;
|
||||
faction = "BRAF_ARMY";
|
||||
side = 2;
|
||||
scope = 2;
|
||||
typicalcargo[] = {};
|
||||
displayname = "Land Rover 110 SW";
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_LANDROVER_BASE_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_EB_landrover_co.paa",
|
||||
|
||||
};
|
||||
class Turrets {
|
||||
};
|
||||
class HitPoints: HitPoints {
|
||||
class HitGlass1 {
|
||||
armor = 0.15;
|
||||
};
|
||||
class HitGlass2 {
|
||||
armor = 0.1;
|
||||
};
|
||||
class HitGlass3 {
|
||||
armor = 0.1;
|
||||
};
|
||||
};
|
||||
|
||||
class TransportMagazines {
|
||||
};
|
||||
class TransportWeapons {
|
||||
};
|
||||
class NVGMarkers {
|
||||
class NVGMarker01 {
|
||||
ambient[] = {0.003, 0.0003, 0.0003, 1};
|
||||
blinking = 1;
|
||||
brightness = 0.001;
|
||||
color[] = {0.03, 0.003, 0.003, 1};
|
||||
name = "nvg_marker";
|
||||
};
|
||||
};*/
|
||||
|
||||
|
||||
|
||||
// Derivate from the base class
|
||||
|
||||
class BRAF_LR110_Hardtop: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 2; /// civilian car should be on civilian side
|
||||
faction = "BRAF_ARMY"; /// and with civilian faction
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR110_CIV: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 3; /// civilian car should be on civilian side
|
||||
faction = "BRAF_CIV"; /// and with civilian faction
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 1
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class BRAF_LR110_gendarmerie: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 1;
|
||||
faction = "BLU_GEN_F";
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_landrover_GENout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_landrover_GENin_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_GEN_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_GEN_landrover_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 0,
|
||||
"hidePolicelights", 1,
|
||||
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 1,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR110_UN: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 1;
|
||||
faction = "UN";
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_UN_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_UN_in_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_un_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_un_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 0
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 1,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR_softtop_4d: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\bRAF_LR_softtop_4d"; /// simple path to model
|
||||
scope = 2; /// makes the car visible in editor
|
||||
displayname = "Land Rover 110 SW (Soft Top)" ; /// displayed in Editor
|
||||
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side = 2;
|
||||
faction = "BRAF_ARMY";
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
|
||||
};
|
||||
hiddenSelectionsMaterials[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
class BRAF_LR_softtop_4d_armed: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\BRAF_LR_softtop_4d_armed"; /// simple path to model
|
||||
scope = 2; /// makes the car visible in editor
|
||||
displayname = "Land Rover 110 (ARMED)" ; /// displayed in Editor
|
||||
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side = 2;
|
||||
faction = "BRAF_ARMY";
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
|
||||
};
|
||||
hiddenSelectionsMaterials[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
/*
|
||||
class BRAF_LR110_SW_01_Special_F: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\bRAF_LR_navy.p3d"; /// simple path to model
|
||||
forceInGarage=1; // This will force the garage to display this vehicle, otherwise it won't because it shares the same p3d as the previous
|
||||
displayName="Defender 110 SW (Open)";
|
||||
scope=2; /// makes the car visible in editor
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side=2; /// civilian car should be on civilian side
|
||||
faction = "braf_fn"; /// and with civilian faction
|
||||
// the texture source used will be the green one, whatever it probability because it's the only one defined here
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\BRAF_FN_landrover_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\lr_special_FN_co.paa"
|
||||
|
||||
};
|
||||
};*/
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
1139
source/braf_soft/braf_land_rover/model.cfg
Normal file
1139
source/braf_soft/braf_land_rover/model.cfg
Normal file
File diff suppressed because it is too large
Load Diff
332
source/braf_soft/braf_land_rover/physx.hpp
Normal file
332
source/braf_soft/braf_land_rover/physx.hpp
Normal file
@@ -0,0 +1,332 @@
|
||||
/// splendid tutorial by RedPhoenix could be found at
|
||||
/// http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-configuration
|
||||
|
||||
thrustDelay = 0.2; /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time
|
||||
brakeIdleSpeed = 1.78; /// under what speed (in m/s) does the brake apply for a vehicle without thrust
|
||||
maxSpeed = 150; /// vehicle can go a bit over, but dramatically decreases thrust
|
||||
fuelCapacity = 20;
|
||||
wheelCircumference = 2.607; /// diameter of 725 Measured diameter 0.830m so wheelCircumference = 2.607;
|
||||
|
||||
antiRollbarForceCoef = 1.9; /// how strong is the anti-roll bar of vehicle preventing it to lose grip in turns (not any magical stuff, real ARB)
|
||||
antiRollbarForceLimit = 24; /// highest possible force of ARB
|
||||
antiRollbarSpeedMin = 30; /// the roll bar force gets from zero to full in range of min and max speed
|
||||
antiRollbarSpeedMax = 150; /// this simulates losing grip at high speed turns
|
||||
|
||||
/// Gearbox and transmission via PhysX
|
||||
idleRpm = 900; // RPM at which the engine idles.
|
||||
redRpm = 6900; // RPM at which the engine redlines.
|
||||
|
||||
class complexGearbox
|
||||
{
|
||||
GearboxRatios[] = {"R1",-3.231,"N",0,"D1",2.462,"D2",1.870,"D3",1.241,"D4",0.970,"D5",0.711};
|
||||
TransmissionRatios[] = {"High",4.111}; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)
|
||||
gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
|
||||
moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
|
||||
driveString = "D"; // string to display in the HUD for forward gears.
|
||||
neutralString = "N"; // string to display in the HUD for neutral gear.
|
||||
reverseString = "R"; // string to display in the HUD for reverse gears.
|
||||
|
||||
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/// PhysX parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Defines simulation type of the vehicle. PhysX simulation ends with letter "x", "carx", "tankx" ...
|
||||
// <Type>: string
|
||||
// <Default>: (required)
|
||||
simulation = "carx";
|
||||
|
||||
// <Description>: Defines how much dampers react to random little bumps on surface. It's only visual effect, doesn't influence drive simulation,
|
||||
// only taken into account when calculating damper animation.
|
||||
// <Type>: float
|
||||
// <Default>: 0.0
|
||||
dampersBumpCoef = 0.05;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Differential parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: A number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive
|
||||
// with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip.
|
||||
// <Type>: string; acceptable values: "all_open", "all_limited", "front_open", "front_limited", "rear_open", "rear_limited"
|
||||
// <Default>: "all_limited"
|
||||
differentialType = "all_limited";
|
||||
|
||||
// <Description>: Ratio of engine power that goes to front wheels out of total power for 4-wheel drive differentials.
|
||||
// Choosing a value greater than 0.5 delivers more torque to the front wheels, while choosing a value less than 0.5
|
||||
// delivers more torque to the rear wheels. This value is ignored for front-wheel drive and rear-wheel drive differentials.
|
||||
// <Type>: float
|
||||
// <Default>: 0.5
|
||||
frontRearSplit = 0.5;
|
||||
|
||||
// <Description>: This is the largest possible relative difference between speed of front wheels. It helps to have outside wheels a bit faster
|
||||
// during the turns, but it prevents the faster wheel to take all the power while sliding. The power is shifted to slower wheel once the value is reached.
|
||||
// Locked differential has value of 1, the softer is the lock the greater should the value be.
|
||||
// This value is ignored except for front-wheel drive or four wheel drive with limited slip.
|
||||
// A good starting value is around 1.3.
|
||||
// <Type>:
|
||||
// <Default>:
|
||||
frontBias = 1.5;
|
||||
|
||||
// <Description>: This is similar to frontBias except that it refers to the rear wheels.
|
||||
// This value is ignored except for rear-wheel drive or four wheel drive with limited slip.
|
||||
// A good starting value is around 1.3.
|
||||
// <Type>: float
|
||||
// <Default>: 1.3
|
||||
rearBias = 1.3;
|
||||
|
||||
// <Description>: This value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum
|
||||
// of the rear wheel rotation speeds.
|
||||
// This value is ignored except for four wheel drive with limited slip.
|
||||
// A good starting value is around 1.3.
|
||||
// <Type>: float
|
||||
// <Default>: 1.3
|
||||
centreBias = 1.3;
|
||||
|
||||
// <Description>: How fast is engine power distributed to the wheels. Stronger values mean more aggressive drive performance inclining to
|
||||
// slip a little while changing gears while weaker values are better for comfortable seamless ride.
|
||||
// <Type>: float
|
||||
// <Default>: 10.0
|
||||
clutchStrength = 15.0;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Engine parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Power of the engine in kW.
|
||||
// <Type>: float
|
||||
// <Default>: (required)
|
||||
enginePower = 100;
|
||||
|
||||
|
||||
// <Description>: This is the maximum rotational speed of the engine expressed in radians per second. It could be calculated from maximum
|
||||
// engine RPM like this:
|
||||
// maxOmega = (maxRpm*2*Pi)/60.
|
||||
// <Type>: float
|
||||
// <Default>: 600 which is cca 6000 rounds per minute.
|
||||
maxOmega = 720;
|
||||
|
||||
// <Description>: This is the maximum torque that is ever available from the engine. This is expressed in Newton metres.
|
||||
// <Type>: float
|
||||
// <Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque
|
||||
peakTorque = 350;
|
||||
|
||||
// <Description>: These three values describe internal damping of the engine. Bigger values mean greater damping. Clutch disengaged value
|
||||
// is used while shifting gears, engine interpolates between clutch engaged and full throttle values according to throttle input.
|
||||
// We tend to use slightly lower clutch engaged values because it allows cars to turn more smoothly.
|
||||
// Typical values in range (0.25,3). The simulation can become unstable with damping rates of 0.
|
||||
// <Type>: float, float, float
|
||||
// <Default>: 0.08, 2.0, 0.35
|
||||
dampingRateFullThrottle = 0.08;
|
||||
dampingRateZeroThrottleClutchEngaged = 0.35;
|
||||
dampingRateZeroThrottleClutchDisengaged = 0.35;
|
||||
|
||||
// <Description>: This is a graph of peak torque versus engine rotational speed.
|
||||
// The x-axis of the curve is the relative engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a
|
||||
// multiplier in range (0,1) that is used to scale the peak torque. It is good to keep the values in mind while setting changeGearMinEffectivity.
|
||||
// <Type>: Array[i][2] where i = number of samples, maximum 8;
|
||||
// <Default>: {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}
|
||||
torqueCurve[] = {{0.000, 0.000}, {0.178, 0.800}, {0.250, 1.0}, {0.461, 0.900}, {0.900, 0.800}, {1.000, 0.300}};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Gearbox parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear.
|
||||
// <Range>: (0,1)
|
||||
// <Type>: Array[i] where i = number of gears
|
||||
// <Default>: 0.95 for every value (Neutral = 0.15 Not sure how important this is but we want to kick out of neutral very quickly)
|
||||
changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95};
|
||||
|
||||
// <Description>: The switch time describes how long it takes (in seconds) for a gear change to be completed. This needs to be set to aggresive shifting
|
||||
// or it would cause issues while trying to run aggressively (mainly during evading the enemies).
|
||||
// <Type>: float
|
||||
// <Default>: 0.01
|
||||
switchTime = 0.31;
|
||||
|
||||
// <Description>: Set the latency time of the gearbox, specified in s.
|
||||
// This is used to prevent instant shifting after changing gears - there is some power loss during gear change and it could seem that
|
||||
// previous gear is better for a brief time after shifting.
|
||||
// <Type>: float
|
||||
// <Default>: 2.0
|
||||
latency = 1.0;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Wheels parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
class Wheels
|
||||
{
|
||||
class LF
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// General parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Name of the bone, used for wheel and suspension animations.
|
||||
// <Type>: string
|
||||
// <Default>: ""
|
||||
boneName = "wheel_1_1_damper";
|
||||
|
||||
// <Description>: If true, wheel is steerable, false - wheel is fixed.
|
||||
// <Type>: bool
|
||||
// <Default>: (required)
|
||||
steering = true;
|
||||
|
||||
// <Description>: Defines if wheel is on the right or left side of the vehicle
|
||||
// <Type>: string
|
||||
// <Default>: "right"
|
||||
side = "left";
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Wheel PX parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Center of the wheel (axis)
|
||||
// <Type>: memory point
|
||||
// <Default>: (required)
|
||||
center = "wheel_1_1_axis";
|
||||
|
||||
// <Description>: Point on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).
|
||||
// <Type>: memory point
|
||||
// <Default>: (required)
|
||||
boundary = "wheel_1_1_bound";
|
||||
|
||||
// <Description>: This is the weight in kg of wheel including both rim and tyre.
|
||||
// <Type>: float
|
||||
// <Default>: 10.0
|
||||
mass = 100;
|
||||
|
||||
// <Description>: This is the wheel's moment of inertia about the rolling axis. Smaller values result in more slips in aggresive driving
|
||||
// while larger hamper the gain of speed. Good base to start with is this formula:
|
||||
// MOI = 0.5 * Mass * Radius * Radius
|
||||
// Some tweaking is needed after the computation, but it is still better than nothing.
|
||||
// <Type>: float
|
||||
// <Default>: 0.5 * WheelMass * WheelRadius * WheelRadius
|
||||
MOI = 3.3;
|
||||
|
||||
// <Description>:The damping rate describes the rate at which a freely spinning wheel loses rotational speed.
|
||||
// Values in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range.
|
||||
// <Type>: float
|
||||
// <Default>: 0.1
|
||||
dampingRate = 0.5;
|
||||
|
||||
// <Description>: This is the value of the torque applied to the wheel when the brakes are maximally applied. Higher torques will lock the wheel
|
||||
// quicker when braking, while lower torques will take longer to lock the wheel.
|
||||
// A value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques. One difficulty is
|
||||
// that these are often expressed by manufacturers as braking horsepower or in "pounds inches". The values required here are in "Newton metres".
|
||||
// <Type>: float
|
||||
// <Default>: 2500
|
||||
maxBrakeTorque = 2000;
|
||||
|
||||
// <Description>: This is the same as the max brake torque except for the handbrake rather than the brake. Typically, for a 4-wheeled car,
|
||||
// the handbrake is stronger than the brake and is only applied to the rear wheels. A value of 4000 for the rear wheels is a good starting point,
|
||||
// while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.
|
||||
// <Type>: float
|
||||
// <Default>: 2*maxBrakeTorque
|
||||
maxHandBrakeTorque = 4000;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Wheel simulation parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: This is the direction of the suspension in the downward direction in the rest configuration of the vehicle. A vector that
|
||||
// points straight downwards is a good starting point.
|
||||
// <Type>: Array[3]
|
||||
// <Default>: {0, -1, 0}
|
||||
suspTravelDirection[] = {0, -1, 0};
|
||||
|
||||
// <Description>: This is the application point of the suspension force.
|
||||
// <Type>: memory point
|
||||
// <Default>: center
|
||||
suspForceAppPointOffset = "wheel_1_1_axis";
|
||||
|
||||
// <Description>: This is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.
|
||||
// A good starting point is to duplicate the suspension force application point.
|
||||
// <Type>: memory point
|
||||
// <Default>: suspForceAppPointOffset
|
||||
tireForceAppPointOffset = "wheel_1_1_axis";
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Suspension parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: These values describe the maximum compression and elongation in metres that the spring can support.
|
||||
// <Type>: float
|
||||
// <Default>: 0.15
|
||||
maxCompression = 0.15; //0.75*0.2
|
||||
mMaxDroop = 0.15;
|
||||
|
||||
// <Description>: This is the mass in kg that is supported by the suspension spring.
|
||||
// <Type>: float
|
||||
// <Default>: vehicleMass/numberOfWheels
|
||||
sprungMass = 475; // 1900/4
|
||||
|
||||
// <Description>: This is the strength of the suspension spring in Newtons per metre.
|
||||
// springStrength = naturalFrequency * naturalFrequency * sprungMass
|
||||
// <Type>: float
|
||||
// <Default>: sprungMass*5,0*5,0
|
||||
//springStrength = 9680;
|
||||
//springStrength = 22600;
|
||||
springStrength = 59375; // = 125 * sprungMass
|
||||
|
||||
// <Description>: This describes the rate at which the spring dissipates the energy stored in the spring.
|
||||
// Basic equiation for this is
|
||||
// springDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)
|
||||
// where dampingRatio = 1 mean critical damping (critically damped pendulum should get back to start point in every swing)
|
||||
// <Type>: float
|
||||
// <Default>: 0,4*2*sqrt(springStrength*sprungMass)
|
||||
//springDamperRate = 1936;
|
||||
//springDamperRate = 8680;
|
||||
springDamperRate = 10621;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Tire parameters
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// <Description>: Increasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping.
|
||||
// Typically, increasing longitudinal stiffness will help the car accelerate and brake. The total tire force available is limited by the
|
||||
// load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.
|
||||
// <Type>: float
|
||||
// <Default>: 10000
|
||||
longitudinalStiffnessPerUnitGravity = 100000;
|
||||
|
||||
// <Description>: These values together describe the lateral stiffness per unit lateral slip (in radians) of the tire.
|
||||
// <Type>: float, float
|
||||
// <Default>: 25, 180
|
||||
latStiffX = 25;
|
||||
latStiffY = 18000;
|
||||
|
||||
// <Description>: These six values describe a graph of friction as a function of longitudinal slip.
|
||||
// A good starting point for this is a flat graph of friction vs slip with these values:
|
||||
// frictionVsSlipGraph[0][0]=0.0
|
||||
// frictionVsSlipGraph[0][1]=1.0
|
||||
// frictionVsSlipGraph[1][0]=0.5
|
||||
// frictionVsSlipGraph[1][1]=1.0
|
||||
// frictionVsSlipGraph[2][0]=1.0
|
||||
// frictionVsSlipGraph[2][1]=1.0
|
||||
// <Type>: Array[3][2]
|
||||
// <Default>: {{0, 1}, {0.5, 1}, {1,1}}
|
||||
frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}};
|
||||
};
|
||||
class LR: LF
|
||||
{
|
||||
boneName = "wheel_1_2_damper";
|
||||
steering = false;
|
||||
center = "wheel_1_2_axis";
|
||||
boundary = "wheel_1_2_bound";
|
||||
suspForceAppPointOffset = "wheel_1_2_axis";
|
||||
tireForceAppPointOffset = "wheel_1_2_axis";
|
||||
};
|
||||
class RF: LF
|
||||
{
|
||||
boneName = "wheel_2_1_damper";
|
||||
center = "wheel_2_1_axis";
|
||||
boundary = "wheel_2_1_bound";
|
||||
suspForceAppPointOffset = "wheel_2_1_axis";
|
||||
tireForceAppPointOffset = "wheel_2_1_axis";
|
||||
steering = true;
|
||||
side = "right";
|
||||
};
|
||||
class RR: RF
|
||||
{
|
||||
boneName = "wheel_2_2_damper";
|
||||
steering = false;
|
||||
center = "wheel_2_2_axis";
|
||||
boundary = "wheel_2_2_bound";
|
||||
suspForceAppPointOffset = "wheel_2_2_axis";
|
||||
tireForceAppPointOffset = "wheel_2_2_axis";
|
||||
};
|
||||
};
|
||||
39
source/braf_soft/braf_land_rover/pip.hpp
Normal file
39
source/braf_soft/braf_land_rover/pip.hpp
Normal file
@@ -0,0 +1,39 @@
|
||||
class RenderTargets /// class for all Picture-in-Picture (PiP)
|
||||
{
|
||||
class LeftMirror
|
||||
{
|
||||
renderTarget = "rendertarget0"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0)
|
||||
class CameraView1
|
||||
{
|
||||
pointPosition = "PIP0_pos"; /// memory point of PiP origin
|
||||
pointDirection = "PIP0_dir"; /// memory point of PiP direction
|
||||
renderQuality = 2; /// what quality should the PiP be
|
||||
renderVisionMode = 0; /// zero means standard vision
|
||||
fov = 0.7; /// what is the angle of the PiP field of view
|
||||
};
|
||||
};
|
||||
class RightMirror /// rendering of PiPs is shared, it is best to have one for all sources, this is just an example
|
||||
{
|
||||
renderTarget = "rendertarget1";
|
||||
class CameraView1
|
||||
{
|
||||
pointPosition = "PIP1_pos";
|
||||
pointDirection = "PIP1_dir";
|
||||
renderQuality = 2;
|
||||
renderVisionMode = 0;
|
||||
fov = 0.7;
|
||||
};
|
||||
};
|
||||
class RearMirror
|
||||
{
|
||||
renderTarget = "rendertarget2";
|
||||
class CameraView1
|
||||
{
|
||||
pointPosition = "PIP2_pos";
|
||||
pointDirection = "PIP2_dir";
|
||||
renderQuality = 2;
|
||||
renderVisionMode = 0;
|
||||
fov = 0.7;
|
||||
};
|
||||
};
|
||||
};
|
||||
475
source/braf_soft/braf_land_rover/sounds.hpp
Normal file
475
source/braf_soft/braf_land_rover/sounds.hpp
Normal file
@@ -0,0 +1,475 @@
|
||||
attenuationEffectType = "CarAttenuation"; //Attenuation in interior (Link to Attenuation.hpp in folder SOUNDS_F)
|
||||
|
||||
soundGetIn[]={"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_door",db-5,1};
|
||||
soundGetOut[]={"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_door",db-5,1, 40};
|
||||
soundDammage[]={"", db-5, 1};
|
||||
soundEngineOnInt[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_start", db-8, 1.0};
|
||||
soundEngineOnExt[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_start", db-7, 1.0, 200};
|
||||
soundEngineOffInt[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_stop", db-8, 1.0};
|
||||
soundEngineOffExt[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_stop", db-7, 1.0, 200};
|
||||
|
||||
/* ---- CRASHES START ---- */
|
||||
|
||||
buildCrash0[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_1", db0, 1,200};
|
||||
buildCrash1[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_2", db0, 1,200};
|
||||
buildCrash2[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_3", db0, 1,200};
|
||||
buildCrash3[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_4", db0, 1,200};
|
||||
soundBuildingCrash[]={buildCrash0, 0.25, buildCrash1, 0.25, buildCrash2, 0.25, buildCrash3, 0.25};
|
||||
|
||||
WoodCrash0[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_wood_ext_1", db0, 1,200};
|
||||
WoodCrash1[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_wood_ext_1", db0, 1,200};
|
||||
WoodCrash2[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_wood_ext_1", db0, 1,200};
|
||||
WoodCrash3[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_wood_ext_1", db0, 1,200};
|
||||
soundWoodCrash[]={woodCrash0, 0.25, woodCrash1, 0.25, woodCrash2, 0.25, woodCrash3, 0.25};
|
||||
|
||||
armorCrash0[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_1", db0, 1,200};
|
||||
armorCrash1[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_2", db0, 1,200};
|
||||
armorCrash2[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_3", db0, 1,200};
|
||||
armorCrash3[]={"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_4", db0, 1,200};
|
||||
soundArmorCrash[]={ArmorCrash0, 0.25, ArmorCrash1, 0.25, ArmorCrash2, 0.25, ArmorCrash3, 0.25};
|
||||
|
||||
/* ---- CRASHES END ---- */
|
||||
|
||||
class Sounds
|
||||
{
|
||||
|
||||
// warp factor
|
||||
#define FACTOR(val,from,to) (val factor[from,to])
|
||||
// RANGE(val, begin, band, end, band)
|
||||
#define RANGE(val,from,band0,to,band1) FACTOR2(val,from,(from+band0),to,(to+band1))
|
||||
// FACTOR2(val, 0, 400, 1200, 2000)
|
||||
#define FACTOR2(val,from0,to0,from1,to1) (FACTOR(val,from0,to0) * FACTOR(val,to1,from1))
|
||||
|
||||
// redRpm
|
||||
#define MAX_RPM 6900
|
||||
// scaled rpm to 0 - 1
|
||||
#define RPM(rpm) (rpm/MAX_RPM)
|
||||
|
||||
// specialized FACTOR for rpm
|
||||
#define FACTOR_RPM(from,to) FACTOR(RPM(rpm),RPM(from),RPM(to))
|
||||
// specialized peak for rpm
|
||||
#define FACTOR2_RPM(from0,to0,from1,to1) (FACTOR_RPM(from0,to0) * FACTOR_RPM(to1,from1))
|
||||
// specialized peak, different definition, version for rpm
|
||||
#define RANGE_RPM(from,band0,to,band1) FACTOR2_RPM(from,(from+band0),to,(to+band1))
|
||||
|
||||
|
||||
#define HZ_IDLE FACTOR_RPM(400,1150)
|
||||
#define HZ_RPM1 FACTOR_RPM(900,2100)
|
||||
#define HZ_RPM2 FACTOR_RPM(1300,3100)
|
||||
#define HZ_RPM3 FACTOR_RPM(2200,4100)
|
||||
#define HZ_RPM4 FACTOR_RPM(3300,4900)
|
||||
#define HZ_RPM5 FACTOR_RPM(4200,6200)
|
||||
#define HZ_RPM6 FACTOR_RPM(5100,6900)
|
||||
|
||||
#define VOLUME_IDLE FACTOR2_RPM(400,700,900,1100)
|
||||
#define VOLUME_RPM1 FACTOR2_RPM(870,1100,1300,2100)
|
||||
#define VOLUME_RPM2 FACTOR2_RPM(1250,2050,2300,3100)
|
||||
#define VOLUME_RPM3 FACTOR2_RPM(2250,3050,3300,4100)
|
||||
#define VOLUME_RPM4 FACTOR2_RPM(3250,4050,4200,4870)
|
||||
#define VOLUME_RPM5 FACTOR2_RPM(4150,4800,5150,6150)
|
||||
#define VOLUME_RPM6 FACTOR_RPM(5100,6100)
|
||||
|
||||
/* hatchback external sounds without gas */
|
||||
|
||||
class Idle_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_idle", db-13, 1, 150};
|
||||
frequency = 0.9 + HZ_IDLE*0.2;
|
||||
volume = engineOn*camPos*VOLUME_IDLE;
|
||||
};
|
||||
class Engine
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_1400rpm", db-11,1, 200};
|
||||
frequency = 0.8 + HZ_RPM1*0.2;
|
||||
volume = engineOn*camPos*VOLUME_RPM1;
|
||||
};
|
||||
class Engine1_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_2000rpm", db-9,1, 240};
|
||||
frequency = 0.8 + HZ_RPM2*0.2;
|
||||
volume = engineOn*camPos*VOLUME_RPM2;
|
||||
};
|
||||
class Engine2_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_2600rpm", db-8,1, 280};
|
||||
frequency = 0.8 + HZ_RPM3*0.2;
|
||||
volume = engineOn*camPos*VOLUME_RPM3;
|
||||
};
|
||||
class Engine3_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_3200rpm", db-7,1, 320};
|
||||
frequency = 0.8 + HZ_RPM4*0.2;
|
||||
volume = engineOn*camPos*VOLUME_RPM4;
|
||||
};
|
||||
class Engine4_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_3600rpm", db-6,1, 360};
|
||||
frequency = 0.8 + HZ_RPM5*0.2;
|
||||
volume = engineOn*camPos*VOLUME_RPM5;
|
||||
};
|
||||
class Engine5_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_4000rpm", db-5,1, 420};
|
||||
frequency = 0.95 + HZ_RPM6*0.15;
|
||||
volume = engineOn*camPos*VOLUME_RPM6;
|
||||
};
|
||||
|
||||
/* hatchback external sounds with gas */
|
||||
|
||||
class IdleThrust
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_idle_exhaust", db-6,1, 200};
|
||||
frequency = 0.9 + HZ_IDLE*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_IDLE;
|
||||
};
|
||||
class EngineThrust
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_1400rpm_exhaust", db-5,1, 250};
|
||||
frequency = 0.8 + HZ_RPM1*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM1;
|
||||
};
|
||||
class Engine1_Thrust_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_2000rpm_exhaust", db-4,1, 280};
|
||||
frequency = 0.8 + HZ_RPM2*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM2;
|
||||
};
|
||||
class Engine2_Thrust_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_2600rpm_exhaust", db-3,1, 320};
|
||||
frequency = 0.8 + HZ_RPM3*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM3;
|
||||
};
|
||||
class Engine3_Thrust_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_3200rpm_exhaust", db-2,1, 360};
|
||||
frequency = 0.8 + HZ_RPM4*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM4;
|
||||
};
|
||||
class Engine4_Thrust_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_3600rpm_exhaust", db0,1, 400};
|
||||
frequency = 0.8 + HZ_RPM5*0.3;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM5;
|
||||
};
|
||||
class Engine5_Thrust_ext
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_ext_4000rpm_exhaust", db2,1, 450};
|
||||
frequency = 0.9 + HZ_RPM6*0.2;
|
||||
volume = engineOn*camPos*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM6;
|
||||
};
|
||||
|
||||
/* end external sounds with gas */
|
||||
|
||||
/* hatchback internal sounds without gas */
|
||||
|
||||
class Idle_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_idle", db-15, 1};
|
||||
frequency = 0.9 + HZ_IDLE*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_IDLE;
|
||||
};
|
||||
class Engine_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_1000rpm", db-14,1 };
|
||||
frequency = 0.8 + HZ_RPM1*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM1;
|
||||
};
|
||||
class Engine1_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_2000rpm", db-12,1 };
|
||||
frequency = 0.8 + HZ_RPM2*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM2;
|
||||
};
|
||||
class Engine2_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_2600rpm", db-11,1 };
|
||||
frequency = 0.8 + HZ_RPM3*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM3;
|
||||
};
|
||||
class Engine3_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_3200rpm", db-10,1 };
|
||||
frequency = 0.8 + HZ_RPM4*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM4;
|
||||
};
|
||||
class Engine4_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_4000rpm", db-9,1 };
|
||||
frequency = 0.8 + HZ_RPM5*0.2;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM5;
|
||||
};
|
||||
class Engine5_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_5000rpm", db-6,1 };
|
||||
frequency = 0.95 + HZ_RPM6*0.15;
|
||||
volume = engineOn*(1-camPos)*VOLUME_RPM6;
|
||||
};
|
||||
|
||||
/* hatchback internal sounds with gas */
|
||||
|
||||
class IdleThrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_idle_exhaust", db-10,1 };
|
||||
frequency = 0.9 + HZ_IDLE*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_IDLE;
|
||||
};
|
||||
class EngineThrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_1000rpm_exhaust", db-9,1 };
|
||||
frequency = 0.8 + HZ_RPM1*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM1;
|
||||
};
|
||||
class Engine1_Thrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_2000rpm_exhaust", db-8,1 };
|
||||
frequency = 0.8 + HZ_RPM2*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM2;
|
||||
};
|
||||
class Engine2_Thrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_2600rpm_exhaust", db-7,1 };
|
||||
frequency = 0.8 + HZ_RPM3*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM3;
|
||||
};
|
||||
class Engine3_Thrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_3200rpm_exhaust", db-6,1 };
|
||||
frequency = 0.8 + HZ_RPM4*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM4;
|
||||
};
|
||||
class Engine4_Thrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_4000rpm_exhaust", db-5,1 };
|
||||
frequency = 0.8 + HZ_RPM5*0.3;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM5;
|
||||
};
|
||||
class Engine5_Thrust_int
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_int_5000rpm_exhaust", db-4,1 };
|
||||
frequency = 0.9 + HZ_RPM6*0.2;
|
||||
volume = engineOn*(1-camPos)*(0.4+(0.6*FACTOR(thrust,0.1,1)))*VOLUME_RPM6;
|
||||
};
|
||||
class Movement
|
||||
{
|
||||
sound = "soundEnviron";
|
||||
frequency = "1";
|
||||
volume = "0";
|
||||
};
|
||||
/* end internal sounds with gas */
|
||||
|
||||
|
||||
/*----------------------------------*/
|
||||
/*----------- TIRES EXT ---------*/
|
||||
/*----------------------------------*/
|
||||
|
||||
class TiresRockOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_dirt_soft_1", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*rock*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresSandOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext-tires-sand1", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*sand*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresGrassOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_dirt_soft_2", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*grass*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresMudOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext-tires-mud2", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*mud*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresGravelOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_gravel_1", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*gravel*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresAsphaltOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_asfalt_2", db-6, 1.0, 60};
|
||||
frequency = "1";
|
||||
volume = "camPos*asphalt*(speed factor[2, 20])";
|
||||
};
|
||||
class NoiseOut
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\noise_ext_car_3", db-8, 1.0, 90};
|
||||
frequency = "1";
|
||||
volume = "camPos*(damper0 max 0.02)*(speed factor[0, 8])";
|
||||
};
|
||||
|
||||
/*----------------------------------*/
|
||||
/*----------- TIRES INT ---------*/
|
||||
/*----------------------------------*/
|
||||
|
||||
class TiresRockIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_dirt_soft_1", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*rock*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresSandIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int-tires-sand2", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*sand*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresGrassIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_dirt_soft_2", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*grass*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresMudIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int-tires-mud2", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*mud*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresGravelIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_gravel_1", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*gravel*(speed factor[2, 20])";
|
||||
};
|
||||
class TiresAsphaltIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_asfalt_2", db-6, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(1-camPos)*asphalt*(speed factor[2, 20])";
|
||||
};
|
||||
class NoiseIn
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\noise_int_car_3", db-12, 1.0};
|
||||
frequency = "1";
|
||||
volume = "(damper0 max 0.1)*(speed factor[0, 8])*(1-camPos)"; //Definition of inside sounds
|
||||
};
|
||||
|
||||
/*------------------------------------------------------------------*/
|
||||
/*-------------- external sounds for screeching tires on the road -------------*/
|
||||
/*------------------------------------------------------------------*/
|
||||
|
||||
/* sounds on the road */
|
||||
|
||||
class breaking_ext_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_04", db-3, 1, 80};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*asphalt*(LongSlipDrive Factor[-0.1, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
|
||||
class acceleration_ext_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*asphalt*(LongSlipDrive Factor[0.1, 0.4])*(Speed Factor[15, 2]);
|
||||
};
|
||||
class turn_left_ext_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*asphalt*(latSlipDrive Factor[0.1, 0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
|
||||
class turn_right_ext_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*asphalt*(latSlipDrive Factor[-0.1, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------*/
|
||||
/* external sounds for screeching tires on other surfaces */
|
||||
/*-----------------------------------------------------------------*/
|
||||
|
||||
class breaking_ext_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_14_dirt_breaking", db-3, 1, 60};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*(1-asphalt)*(LongSlipDrive Factor[-0.1, -0.4])*(Speed Factor[1, 15]);
|
||||
};
|
||||
class acceleration_ext_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_16_dirt_acceleration", db-3, 1, 60};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*(1-asphalt)*(LongSlipDrive Factor[0.1, 0.4])*(Speed Factor[15, 1]);
|
||||
};
|
||||
class turn_left_ext_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt", db-3, 1, 60};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*(1-asphalt)*(latSlipDrive Factor[0.1, 0.4])*(Speed Factor[1, 15]);
|
||||
};
|
||||
class turn_right_ext_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt", db-3, 1, 60};
|
||||
frequency = 1;
|
||||
volume = engineOn*camPos*(1-asphalt)*(latSlipDrive Factor[-0.1, -0.4])*(Speed Factor[1, 15]);
|
||||
};
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/*-------------- internal sounds for screeching tires on the road --------------*/
|
||||
/*---------------------------------------------------------------------------*/
|
||||
|
||||
class breaking_int_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_04_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*asphalt*(1-camPos)*(LongSlipDrive Factor[-0.1, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
class acceleration_int_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*asphalt*(1-camPos)*(LongSlipDrive Factor[0.1, 0.4])*(Speed Factor[15, 2]);
|
||||
};
|
||||
class turn_left_int_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*asphalt*(1-camPos)*(latSlipDrive Factor[0.1, 0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
class turn_right_int_road
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*asphalt*(1-camPos)*(latSlipDrive Factor[-0.1, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
|
||||
/*--------------------------------------------------------------------------------------------*/
|
||||
/*-------------- internal sounds for screeching tires on other surfaces -------------*/
|
||||
/*--------------------------------------------------------------------------------------------*/
|
||||
class breaking_int_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_14_dirt_breaking_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*(1-asphalt)*(1-camPos)*(LongSlipDrive Factor[-01, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
class acceleration_int_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_16_dirt_acceleration_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*(1-asphalt)*(1-camPos)*(LongSlipDrive Factor[0.1, 0.4])*(Speed Factor[15, 2]);
|
||||
};
|
||||
class turn_left_int_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*(1-asphalt)*(1-camPos)*(latSlipDrive Factor[0.1, 0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
class turn_right_int_dirt
|
||||
{
|
||||
sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt_int", db-10, 1};
|
||||
frequency = 1;
|
||||
volume = engineOn*(1-asphalt)*(1-camPos)*(latSlipDrive Factor[-0.1, -0.4])*(Speed Factor[2, 15]);
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user