Updated some stuff. Basic texture for the swordsman, elite javalinist. Got some ideas for making the spearman a bit different than the swordsman. Fixed some entities that I think I broke a few weeks ago by pointing to the wrong actors.
This was SVN commit r2153.
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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
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<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
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<!-- File automatically generated by ScEd -->
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<Object>
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<Name>Celtic Elite Javelinist Infantry</Name>
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<ModelName>art/meshes/skeletal/m_tunic_b.pmd</ModelName>
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<TextureName>art/textures/skins/skeletal/plac_celt_e.dds</TextureName>
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<Properties
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autoflatten="0"
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castshadows="1"
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></Properties>
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<Animations>
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<Animation name="Idle" file="art/animation/biped/dudeidle.psa" speed="200"> </Animation>
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<Animation name="Walk" file="art/animation/biped/dudewalk_swordshield.psa" speed="700"> </Animation>
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<Animation name="Build" file="art/animation/biped/dudebuild.psa" speed="150"> </Animation>
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<Animation name="Chop" file="art/animation/biped/dudechop.psa" speed="150"> </Animation>
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<Animation name="Death" file="art/animation/biped/dudedeath_sword.psa" speed="200"> </Animation>
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<Animation name="Decay" file="art/animation/biped/dudedecay_sword.psa" speed="100"> </Animation>
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<Animation name="Attack" file="art/animation/biped/inf_jav_atk_a.psa" speed="400"> </Animation>
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</Animations>
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<Props>
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<Prop attachpoint="head_extra" model="props/temp/celt_sign_ijv_e.xml"> </Prop>
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<Prop attachpoint="helmet" model="props/temp/plac_helmet_e.xml"> </Prop>
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<Prop attachpoint="head" model="props/head/plac_head_celt.xml"> </Prop>
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<Prop attachpoint="r_hand" model="props/weapon/weap_jav_a.xml"> </Prop>
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</Props>
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</Object>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="700"/>
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<animation file="biped/dudebuild.psa" name="Build" speed="150"/>
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation file="biped/inf_jav_atk_a.psa" name="Attack" speed="400"/>
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</animations>
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<mesh>skeletal/m_tights.pmd</mesh>
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<props>
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<prop actor="props/head/celt_helmet_b.xml" attachpoint="helmet"/>
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<prop actor="props/head/head_celt.xml" attachpoint="head"/>
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<prop actor="props/weapon/weap_jav_a.xml" attachpoint="r_hand"/>
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<prop actor="props/weapon/weap_jav_a.xml" attachpoint="l_hand"/>
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</props>
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<texture>skeletal/celt_ijv_e_01.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@ -4,7 +4,7 @@
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<variant name="Base">
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<animations>
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<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="700"/>
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@ -16,16 +16,30 @@
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<animation file="biped/inf_sword_shield_atk_b.psa" name="Attack1" speed="400"/>
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<animation file="biped/inf_sword_shield_atk_c.psa" name="Attack2" speed="400"/>
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</animations>
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<mesh>skeletal/m_pants_b.pmd</mesh>
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<mesh>skeletal/m_pants_c.pmd</mesh>
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<props>
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<prop actor="props/temp/celt_sign_isw_b.xml" attachpoint="head_extra"/>
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<prop actor="props/head/plac_head_celt.xml" attachpoint="head"/>
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<prop actor="props/head/head_celt.xml" attachpoint="head"/>
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<prop actor="props/shield/celt_scutum.xml" attachpoint="shield"/>
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<prop actor="props/weapon/weap_gladus_a.xml" attachpoint="r_hand"/>
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<prop actor="props/temp/l_sheath.xml" attachpoint="l_hip"/>
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<prop actor="props/weapon/weap_csword.xml" attachpoint="r_hand"/>
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</props>
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<texture>skeletal/celt_isw_b.dds</texture>
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</variant>
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</group>
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<group>
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<variant>
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<texture>skeletal/celt_isw_b_01.dds</texture>
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</variant>
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<variant>
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<texture>skeletal/celt_isw_b_02.dds</texture>
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</variant>
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<variant>
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<texture>skeletal/celt_isw_b_03.dds</texture>
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</variant>
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<variant>
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<texture>skeletal/celt_isw_b_04.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_ijv_e_01.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_ijv_e_01.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_01.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_01.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_02.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_02.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_03.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_03.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_04.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/skeletal/celt_isw_b_04.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -7,5 +7,5 @@
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rank="2"
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/>
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</Traits>
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<Actor>units/celt_cjv_a.xml</Actor>
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<Actor>units/celt_ijv_a.xml</Actor>
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</Entity>
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@ -7,5 +7,5 @@
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rank="3"
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/>
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</Traits>
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<Actor>units/celt_cjv_e.xml</Actor>
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<Actor>units/celt_ijv_e.xml</Actor>
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</Entity>
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rank="2"
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/>
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</Traits>
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<Actor>units/celt_csw_a.xml</Actor>
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<Actor>units/celt_isp_a.xml</Actor>
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</Entity>
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BIN
binaries/data/mods/official/maps/scenarios/celt_screenshot_2.xml
(Stored with Git LFS)
BIN
binaries/data/mods/official/maps/scenarios/celt_screenshot_2.xml
(Stored with Git LFS)
Binary file not shown.
@ -20,6 +20,8 @@
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<item> r_leg </item>
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<item> l_hip </item>
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<item> r_hip </item>
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<item> props_main </item>
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<item> props_fancy </item>
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</attachpoints>
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<animations>
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