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forked from 0ad/0ad

updated sheild textures, colored horses, celt_csw_e.xml update

This was SVN commit r2133.
This commit is contained in:
Wijitmaker 2005-04-15 12:26:25 +00:00
parent 2120576bc7
commit e12eca6f5d
44 changed files with 263 additions and 243 deletions

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@ -2,102 +2,55 @@
<actor version="1"> <actor version="1">
<group> <group>
<variant frequency="10" name="a"> <variant name="base">
<mesh>props/shield/round_s_f.pmd</mesh> <mesh>props/shield/round_s_f.pmd</mesh>
<props> <props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/> <prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props> </props>
</variant>
</group>
<group>
<variant>
<texture>props/shield/celt_round_a.dds</texture> <texture>props/shield/celt_round_a.dds</texture>
</variant> </variant>
<variant frequency="10" name="b"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_b.dds</texture> <texture>props/shield/celt_round_b.dds</texture>
</variant> </variant>
<variant frequency="10" name="c"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_c.dds</texture> <texture>props/shield/celt_round_c.dds</texture>
</variant> </variant>
<variant frequency="10" name="d"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_d.dds</texture> <texture>props/shield/celt_round_d.dds</texture>
</variant> </variant>
<variant frequency="10" name="e"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_e.dds</texture> <texture>props/shield/celt_round_e.dds</texture>
</variant> </variant>
<variant frequency="10" name="f"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_f.dds</texture> <texture>props/shield/celt_round_f.dds</texture>
</variant> </variant>
<variant frequency="10" name="g"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_g.dds</texture> <texture>props/shield/celt_round_g.dds</texture>
</variant> </variant>
<variant frequency="10" name="h"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_h.dds</texture> <texture>props/shield/celt_round_h.dds</texture>
</variant> </variant>
<variant frequency="10" name="i"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_i.dds</texture> <texture>props/shield/celt_round_i.dds</texture>
</variant> </variant>
<variant frequency="10" name="j"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_j.dds</texture> <texture>props/shield/celt_round_j.dds</texture>
</variant> </variant>
<variant frequency="10" name="k"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_k.dds</texture> <texture>props/shield/celt_round_k.dds</texture>
</variant> </variant>
<variant frequency="10" name="l"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_l.dds</texture> <texture>props/shield/celt_round_l.dds</texture>
</variant> </variant>
<variant frequency="10" name="m"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_m.dds</texture> <texture>props/shield/celt_round_m.dds</texture>
</variant> </variant>
<variant frequency="10" name="n"> <variant>
<mesh>props/shield/round_s_f.pmd</mesh>
<props>
<prop actor="props/shield/round_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/celt_round_n.dds</texture> <texture>props/shield/celt_round_n.dds</texture>
</variant> </variant>
</group> </group>

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@ -0,0 +1,27 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="10" name="Base">
<texture>props/prop_weap.dds</texture>
</variant>
</group>
<group>
<variant>
<mesh>props/weap_akin_a.pmd</mesh>
</variant>
<variant>
<mesh>props/weap_akin_b.pmd</mesh>
</variant>
<variant>
<mesh>props/weap_akin_c.pmd</mesh>
</variant>
<variant>
<mesh>props/weap_akin_d.pmd</mesh>
</variant>
</group>
</actor>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<!-- File automatically generated by ScEd -->
<Object>
<Name>Akinakes A</Name>
<ModelName>art/meshes/props/weap_akin_a.pmd</ModelName>
<TextureName>art/textures/skins/props/prop_weap.dds</TextureName>
<Properties
autoflatten="0"
castshadows="1"
></Properties>
</Object>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<!-- File automatically generated by ScEd -->
<Object>
<Name>Akinakes B</Name>
<ModelName>art/meshes/props/weap_akin_b.pmd</ModelName>
<TextureName>art/textures/skins/props/prop_weap.dds</TextureName>
<Properties
autoflatten="0"
castshadows="1"
></Properties>
</Object>

View File

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<!-- File automatically generated by ScEd -->
<Object>
<Name>Akinakes C</Name>
<ModelName>art/meshes/props/weap_akin_c.pmd</ModelName>
<TextureName>art/textures/skins/props/prop_weap.dds</TextureName>
<Properties
autoflatten="0"
castshadows="1"
></Properties>
</Object>

View File

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<!-- File automatically generated by ScEd -->
<Object>
<Name>Akinakes D</Name>
<ModelName>art/meshes/props/weap_akin_d.pmd</ModelName>
<TextureName>art/textures/skins/props/prop_weap.dds</TextureName>
<Properties
autoflatten="0"
castshadows="1"
></Properties>
</Object>

View File

@ -1,14 +1,27 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd"> <castshadow/>
<!-- File automatically generated by ScEd --> <group>
<Object> <variant name="Base">
<Name>Spear A</Name> <texture>props/prop_weap.dds</texture>
<ModelName>art/meshes/props/weap_spear_a.pmd</ModelName> </variant>
<TextureName>art/textures/skins/props/prop_weap.dds</TextureName> </group>
<Properties
autoflatten="0" <group>
castshadows="1" <variant>
></Properties> <mesh>props/weap_spear_a.pmd</mesh>
</Object> </variant>
<variant>
<mesh>props/weap_spear_b.pmd</mesh>
</variant>
<variant>
<mesh>props/weap_spear_d.pmd</mesh>
</variant>
<variant>
<mesh>props/weap_spear_e.pmd</mesh>
</variant>
</group>
</actor>

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@ -1,21 +1,66 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<castshadow/>
<!-- File automatically generated by ScEd -->
<Object> <group>
<Name>Celtic Elite Swordsman Cavalry</Name> <variant frequency="100" name="Base">
<ModelName>art/meshes/skeletal/horse.pmd</ModelName> <animations>
<TextureName>art/textures/skins/skeletal/horse_chestnut_a.dds</TextureName> <animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<Properties <animation file="quadraped/horse_gallop.psa" name="Walk" speed="700"/>
autoflatten="0" </animations>
castshadows="1" <mesh>skeletal/horse.pmd</mesh>
></Properties> <props>
<Animations> <prop actor="units/celt_csw_e_r.xml" attachpoint="rider"/>
<Animation name="Idle" file="art/animation/quadraped/horse_idle_a.psa" speed="50"> </Animation> </props>
<Animation name="Walk" file="art/animation/quadraped/horse_gallop.psa" speed="700"> </Animation> </variant>
</Animations> </group>
<Props>
<Prop attachpoint="rider" model="units/celt_csw_e_r.xml"> </Prop> <group>
</Props> <variant frequency="7" name="feet">
</Object> <texture>skeletal/horse_celt_feet_a.dds</texture>
</variant>
<variant frequency="5" name="blaze">
<texture>skeletal/horse_celt_blaze_a.dds</texture>
</variant>
<variant frequency="5" name="face">
<texture>skeletal/horse_celt_face_a.dds</texture>
</variant>
<variant frequency="7" name="star">
<texture>skeletal/horse_celt_star_a.dds</texture>
</variant>
<variant frequency="3" name="dapple">
<texture>skeletal/horse_celt_dapple_a.dds</texture>
</variant>
<variant frequency="2" name="snip">
<texture>skeletal/horse_celt_snip_a.dds</texture>
</variant>
<variant frequency="5" name="stripe">
<texture>skeletal/horse_celt_stripe_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="black">
<color rgb="81 81 85"/>
</variant>
<variant frequency="2" name="chocolate">
<color rgb="98 68 58"/>
</variant>
<variant frequency="2" name="chestnut">
<color rgb="248 132 86"/>
</variant>
<variant frequency="2" name="roan">
<color rgb="242 219 164"/>
</variant>
<variant frequency="2" name="liver">
<color rgb="172 95 68"/>
</variant>
<variant frequency="2" name="brown">
<color rgb="255 148 89"/>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

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@ -1,31 +1,39 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<castshadow/>
<!-- File automatically generated by ScEd -->
<Object> <group>
<Name>Celtic Elite Swordsman Rider</Name> <variant frequency="100" name="Base">
<ModelName>art/meshes/skeletal/m_tunic_b.pmd</ModelName> <animations>
<TextureName>art/textures/skins/skeletal/plac_celt_e.dds</TextureName> <animation file="biped/cavalryidle.psa" name="Idle" speed="0"/>
<Properties <animation file="biped/cavalryidle.psa" name="Walk" speed="0"/>
autoflatten="0" <animation file="biped/dudebuild.psa" name="Build" speed="150"/>
castshadows="1" <animation file="biped/dudechop.psa" name="Chop" speed="150"/>
></Properties> <animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
<Animations> <animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
<Animation name="Idle" file="art/animation/biped/cavalryidle.psa" speed="0"> </Animation> <animation file="biped/dudeattack.psa" name="Attack" speed="300"/>
<Animation name="Walk" file="art/animation/biped/cavalryidle.psa" speed="0"> </Animation> <animation file="biped/dudeattack1.psa" name="Attack1" speed="300"/>
<Animation name="Build" file="art/animation/biped/dudebuild.psa" speed="150"> </Animation> </animations>
<Animation name="Chop" file="art/animation/biped/dudechop.psa" speed="150"> </Animation> <mesh>skeletal/m_pants_c.pmd</mesh>
<Animation name="Death" file="art/animation/biped/dudedeath_sword.psa" speed="200"> </Animation> <props>
<Animation name="Decay" file="art/animation/biped/dudedecay_sword.psa" speed="100"> </Animation> <prop actor="props/head/celt_helmet_a.xml" attachpoint="helmet"/>
<Animation name="Attack" file="art/animation/biped/dudeattack.psa" speed="300"> </Animation> <prop actor="props/head/head_celt.xml" attachpoint="head"/>
<Animation name="Attack1" file="art/animation/biped/dudeattack1.psa" speed="300"> </Animation> <prop actor="props/shield/celt_round.xml" attachpoint="shield"/>
</Animations> <prop actor="props/weapon/weap_csword.xml" attachpoint="r_hand"/>
<Props> </props>
<Prop attachpoint="head_extra" model="props/temp/celt_sign_csw_e.xml"> </Prop> </variant>
<Prop attachpoint="helmet" model="props/temp/plac_helmet_e.xml"> </Prop> </group>
<Prop attachpoint="head" model="props/head/plac_head_celt.xml"> </Prop>
<Prop attachpoint="shield" model="props/shield/test_towershield.xml"> </Prop> <group>
<Prop attachpoint="r_hand" model="props/weapon/weap_gladus_a.xml"> </Prop> <variant>
</Props> <texture>skeletal/celt_isw_e_01.dds</texture>
</Object> </variant>
<variant>
<texture>skeletal/celt_isw_e_02.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

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@ -1,31 +1,40 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<!DOCTYPE Object SYSTEM "/art/actors/object.dtd">
<castshadow/>
<!-- File automatically generated by ScEd -->
<Object> <group>
<Name>Celtic Elite Spearman Infantry</Name> <variant frequency="100" name="Base">
<ModelName>art/meshes/skeletal/m_tunic_b.pmd</ModelName> <animations>
<TextureName>art/textures/skins/skeletal/plac_celt_e.dds</TextureName> <animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
<Properties <animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="700"/>
autoflatten="0" <animation file="biped/dudebuild.psa" name="Build" speed="150"/>
castshadows="1" <animation file="biped/dudechop.psa" name="Chop" speed="150"/>
></Properties> <animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
<Animations> <animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
<Animation name="Idle" file="art/animation/biped/dudeidle.psa" speed="200"> </Animation> <animation file="biped/inf_sword_shield_atk_a.psa" name="Attack" speed="400"/>
<Animation name="Walk" file="art/animation/biped/dudewalk_swordshield.psa" speed="700"> </Animation> <animation file="biped/inf_sword_shield_atk_b.psa" name="Attack1" speed="400"/>
<Animation name="Build" file="art/animation/biped/dudebuild.psa" speed="150"> </Animation> <animation file="biped/inf_sword_shield_atk_c.psa" name="Attack2" speed="400"/>
<Animation name="Chop" file="art/animation/biped/dudechop.psa" speed="150"> </Animation> </animations>
<Animation name="Death" file="art/animation/biped/dudedeath_sword.psa" speed="200"> </Animation> <mesh>skeletal/m_pants_c.pmd</mesh>
<Animation name="Decay" file="art/animation/biped/dudedecay_sword.psa" speed="100"> </Animation> <props>
<Animation name="Attack" file="art/animation/biped/inf_spear_shield_atk_a.psa" speed="400"> </Animation> <prop actor="props/head/celt_helmet_a.xml" attachpoint="helmet"/>
<Animation name="Attack1" file="art/animation/biped/inf_spear_shield_atk_b.psa" speed="400"> </Animation> <prop actor="props/head/head_celt.xml" attachpoint="head"/>
</Animations> <prop actor="props/shield/celt_hex.xml" attachpoint="shield"/>
<Props> <prop actor="props/weapon/weap_spear_a.xml" attachpoint="r_hand"/>
<Prop attachpoint="head_extra" model="props/temp/celt_sign_isp_e.xml"> </Prop> </props>
<Prop attachpoint="helmet" model="props/temp/plac_helmet_e.xml"> </Prop> </variant>
<Prop attachpoint="head" model="props/head/plac_head_celt.xml"> </Prop> </group>
<Prop attachpoint="shield" model="props/shield/test_towershield.xml"> </Prop>
<Prop attachpoint="r_hand" model="props/weapon/weap_spear_a.xml"> </Prop> <group>
</Props> <variant frequency="10" name="1">
</Object> <texture>skeletal/celt_isw_e_01.dds</texture>
</variant>
<variant frequency="10" name="2">
<texture>skeletal/celt_isw_e_02.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

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