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PC Gamer (Italian) 35
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PC Gamer IT CD 35 2-2.iso
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Blood Demo
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DATA
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PEDS
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FORMS
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BIPED1.TXT
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Text File
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1998-07-23
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12KB
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486 lines
30 // Max simple physicing at once
10 // Max boned physicing at once
30 // Max rendering at once
30 // Max stored dismembered characters
MAN.TXT
START OF BONES
// Bone index #0
Bip01 Spine
20 // Mass in kg
BOX // Collision detection type
NONE
NEXT BONE
// Bone index #1
Bip01 Head
4 // Mass in kg
SPHERE // Collision detection type
FALSE
0 // Index of parent (Spine)
NEXT BONE
// Bone index #2
Bip01 L Leg
8 // Mass in kg
BOX // Collision detection type
FALSE
0 // Index of parent (Spine)
NEXT BONE
// Bone index #3
Bip01 L Leg1
7 // Mass in kg
BOX // Collision detection type
FALSE
2 // Index of parent (L Leg)
NEXT BONE
// Bone index #4
Bip01 R Leg
8 // Mass in kg
BOX // Collision detection type
FALSE
0 // Index of parent (Spine)
NEXT BONE
// Bone index #5
Bip01 R Leg1
7 // Mass in kg
BOX // Collision detection type
FALSE
4 // Index of parent (R Leg)
NEXT BONE
// Bone index #6
Bip01 L Arm1
4 // Mass in kg
BOX // Collision detection type
FALSE
0 // Index of parent (Spine)
NEXT BONE
// Bone index #7
Bip01 L Arm2
4 // Mass in kg
BOX // Collision detection type
FALSE
6 // Index of parent (L Arm1)
NEXT BONE
// Bone index #8
Bip01 R Arm1
3 // Mass in kg
BOX // Collision detection type
FALSE
0 // Index of parent (Spine)
NEXT BONE
// Bone index #9
Bip01 R Arm2
3 // Mass in kg
BOX // Collision detection type
FALSE
8 // Index of parent (R Arm1)
END OF BONES
START OF MOVES
0 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still.SKL // Biped export file name
0 // Flags
1 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name
0 // Flags
2 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_scared.SKL // Biped export file name
0 // Flags
3 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
jump_out_of_skin.SKL // Biped export file name **********
0 // Flags
4 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_silly_scared.SKL // Biped export file name **********
0 // Flags
5 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_mrl.SKL // Biped export file name **********
0 // Flags
6 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_mll.SKL // Biped export file name **********
0 // Flags
10 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_plead.SKL // Biped export file name
0 // Flags
11 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
on_knees_mercy.SKL // Biped export file name
0 // Flags
12 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
on_knees_mercy.SKL // Biped export file name **********
0 // Flags
13 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
out_of_breathe.SKL // Biped export file name
0 // Flags
14 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
on_knees_mercy.SKL // Biped export file name **********
0 // Flags
20 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
21 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
22 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
30 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
walk_normal_male.SKL // Biped export file name
0 // Flags
31 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
pissed_person.SKL // Biped export file name **********
0 // Flags
40 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
run_slow.SKL // Biped export file name **********
0 // Flags
41 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
run_fast.SKL // Biped export file name **********
0 // Flags
42 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
run_slow.SKL // Biped export file name **********
0 // Flags
50 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
missing_left_leg_hop.SKL // Biped export file name **********
0 // Flags
51 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
missing_right_leg_hop.SKL // Biped export file name **********
0 // Flags
52 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
run_slow.SKL // Biped export file name **********
0 // Flags
60 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
61 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
62 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
63 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
64 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
stand_still_look_around.SKL // Biped export file name **********
0 // Flags
70 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
71 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
72 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
73 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
74 // ID
30 // Default frame rate
None // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
80 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_back.SKL // Biped export file name
1 // Flags
81 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_front.SKL // Biped export file name
1 // Flags
82 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_back_mll.SKL // Biped export file name **********
1 // Flags
83 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_back_mrl.SKL // Biped export file name **********
1 // Flags
84 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_front_mll.SKL // Biped export file name **********
1 // Flags
85 // ID
30 // Default frame rate
none // Looping reset flags
0,0,1 // Direction of movement
get_up_front_mrl.SKL // Biped export file name **********
1 // Flags
90 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
hit_by_car_slow.SKL // Biped export file name
0 // Flags
91 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
hit_by_car_med.SKL // Biped export file name
0 // Flags
92 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
hit_by_car_med.SKL // Biped export file name
0 // Flags
93 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name
0 // Flags
94 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
dead_body_flat.SKL // Biped export file name
0 // Flags
95 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
FALL.SKL // Biped export file name **********
0 // Flags
96 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
squashed_against_wall.SKL // Biped export file name
1 // Flags
97 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
dead_body_fly_through_air.SKL // Biped export file name
0 // Flags
110 // ID
30 // Default frame rate
XYZ // Looping reset flags
0,0,1 // Direction of movement
drowning.SKL // Biped export file name **********
0 // Flags
111 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
silly_dance.SKL // Biped export file name
0 // Flags
112 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
panicking_peds.SKL // Biped export file name **********
0 // Flags
113 // ID
30 // Default frame rate
Y // Looping reset flags
0,0,0 // Direction of movement
squashed_against_wall.SKL // Biped export file name **********
0 // Flags
END OF MOVES
// Other stuff
HUMANOID
1 // Index of head bone
-1 // Direction axis when lying down (A)
1 // Direction axis when lying down (B)