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decals.txt
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2005-05-08
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267 lines
// Decal definitions, format is
// decalname weight
// where weight is used to randomly selected a decal to apply from within the group
// This is just an entry to map material types to "impact.xxx"
"TranslationData"
{
"-" "" // don't decal this surface
"C" "Impact.Concrete"
"M" "Impact.Metal"
"W" "Impact.Wood"
"Y" "Impact.Glass"
"F" "Impact.Flesh"
"B" "Impact.BloodyFlesh"
"H" "Impact.AlienFlesh"
"A" "Impact.Antlion"
// These might be translated in the future
//CHAR_TEX_DIRT 'D'
//CHAR_TEX_VENT 'V'
//CHAR_TEX_GRATE 'G'
//CHAR_TEX_TILE 'T'
//CHAR_TEX_SLOSH 'S'
//CHAR_TEX_COMPUTER 'P'
//CHAR_TEX_CLIP 'I'
//CHAR_TEX_ANTLION 'A'
//CHAR_TEX_FOLIAGE 'O'
}
"Impact.Concrete"
{
"decals/concrete/shot1" "1"
"decals/concrete/shot2" "1"
"decals/concrete/shot3" "1"
"decals/concrete/shot4" "1"
"decals/concrete/shot5" "1"
}
"Impact.Metal"
{
"decals/metal/shot1" "1"
"decals/metal/shot2" "1"
"decals/metal/shot3" "1"
"decals/metal/shot4" "1"
"decals/metal/shot5" "1"
}
"Impact.Wood"
{
"decals/wood/shot1" "1"
"decals/wood/shot2" "1"
"decals/wood/shot3" "1"
"decals/wood/shot4" "1"
"decals/wood/shot5" "1"
}
"Impact.Glass"
{
"decals/glass/shot1" "1"
"decals/glass/shot2" "1"
"decals/glass/shot3" "1"
"decals/glass/shot4" "1"
"decals/glass/shot5" "1"
}
"Impact.Flesh"
{
"decals/flesh/blood1" "1"
"decals/flesh/blood2" "1"
"decals/flesh/blood3" "1"
"decals/flesh/blood4" "1"
"decals/flesh/blood5" "1"
}
"Impact.BloodyFlesh"
{
"decals/bloodyflesh/blood1" "1"
"decals/bloodyflesh/blood2" "1"
"decals/bloodyflesh/blood3" "1"
"decals/bloodyflesh/blood4" "1"
"decals/bloodyflesh/blood5" "1"
}
"Impact.AlienFlesh"
{
"decals/alienflesh/shot1" "1"
"decals/alienflesh/shot2" "1"
"decals/alienflesh/shot3" "1"
"decals/alienflesh/shot4" "1"
"decals/alienflesh/shot5" "1"
}
"Impact.Antlion"
{
"decals/antlion/shot1" "1"
"decals/antlion/shot2" "1"
"decals/antlion/shot3" "1"
"decals/antlion/shot4" "1"
"decals/antlion/shot5" "1"
}
"Scorch"
{
"decals/scorch1" "1"
"decals/scorch2" "1"
}
"Blood"
{
"decals/blood1" "1"
"decals/blood2" "1"
"decals/blood3" "1"
"decals/blood4" "1"
"decals/blood5" "1"
"decals/blood6" "1"
}
"YellowBlood"
{
"decals/yblood1" "1"
"decals/yblood2" "1"
"decals/yblood3" "1"
"decals/yblood4" "1"
"decals/yblood5" "1"
"decals/yblood6" "1"
}
"GlassBreak"
{
"decals/break1" "1"
"decals/break2" "1"
"decals/break3" "1"
}
"BigShot"
{
"decals/bigshot1" "1"
"decals/bigshot2" "1"
"decals/bigshot3" "1"
"decals/bigshot4" "1"
"decals/bigshot5" "1"
}
"BulletProof"
{
"decals/bproof1" "1"
}
"SmallScorch"
{
"decals/smscorch1" "1"
"decals/smscorch2" "1"
"decals/smscorch3" "1"
}
"FadingScorch"
{
"decals/scorchfade" "1"
}
"BeerSplash"
{
"decals/beersplash" "1"
}
"ManhackCut"
{
"decals/manhackcut" "1"
"decals/manhackcut2" "1"
"decals/manhackcut3" "1"
}
"RedGlowFade"
{
"decals/redglowfade" "1"
}
"CombineBallFade"
{
"decals/combineballfade" "1"
}
"CombineBallFade2"
{
"decals/combineballfade2" "1"
}
"CombineBallFade3"
{
"decals/combineballfade3" "1"
}
"PlasmaGlowFade"
{
"decals/plasmaglowfade" "1"
}
"Splash"
{
"decals/decalsplash" "1"
}
"ExplosiveGunshot"
{
"decals/concrete/shot1" "1"
}
"Fire"
{
"sprites/fire_floor" "1"
}
"Antion.Unburrow"
{
"decals/unburrow" "1"
}
"Extinguish"
{
"decals/extinguish1" "1"
"decals/extinguish2" "1"
}
"Splash.Large"
{
"decals/splash1" "1"
"decals/splash2" "1"
"decals/splash3" "1"
}
"Splash.Small"
{
"decals/splash1" "1"
"decals/splash1" "1"
"decals/splash1" "1"
}
"Rollermine.Crater"
{
"decals/rollermine_crater" "1"
}
"BirdPoop"
{
"decals/decal_birdpoop001" "1"
"decals/decal_birdpoop002" "1"
"decals/decal_birdpoop003" "1"
"decals/decal_birdpoop004" "1"
}
"PaintSplatBlue"
{
"decals/decal_paintsplatterblue001" "1"
}
"PaintSplatGreen"
{
"decals/decal_paintsplattergreen001" "1"
}
"PaintSplatPink"
{
"decals/decal_paintsplatterpink001" "1"
}