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NIA_WP_C96
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==========

- Initial Commit
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toadie2k committed Nov 27, 2019
1 parent 4596e87 commit 924a42f
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158 changes: 158 additions & 0 deletions nia_wp_C96/anim/model.cfg
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class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"Pelvis","",
"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"Camera","Pelvis",
"weapon","Spine1",
"launcher","Spine1",
//Head skeleton in hierarchy
"neck","Spine3",
"neck1","neck",
"head","neck1",
//New facial features
"Face_Hub","head",
"Face_Jawbone","Face_Hub",
"Face_Jowl","Face_Jawbone",
"Face_chopRight","Face_Jawbone",
"Face_chopLeft","Face_Jawbone",
"Face_LipLowerMiddle","Face_Jawbone",
"Face_LipLowerLeft","Face_Jawbone",
"Face_LipLowerRight","Face_Jawbone",
"Face_Chin","Face_Jawbone",
"Face_Tongue","Face_Jawbone",
"Face_CornerRight","Face_Hub",
"Face_CheekSideRight","Face_CornerRight",
"Face_CornerLeft","Face_Hub",
"Face_CheekSideLeft","Face_CornerLeft",
"Face_CheekFrontRight","Face_Hub",
"Face_CheekFrontLeft","Face_Hub",
"Face_CheekUpperRight","Face_Hub",
"Face_CheekUpperLeft","Face_Hub",
"Face_LipUpperMiddle","Face_Hub",
"Face_LipUpperRight","Face_Hub",
"Face_LipUpperLeft","Face_Hub",
"Face_NostrilRight","Face_Hub",
"Face_NostrilLeft","Face_Hub",
"Face_Forehead","Face_Hub",
"Face_BrowFrontRight","Face_Forehead",
"Face_BrowFrontLeft","Face_Forehead",
"Face_BrowMiddle","Face_Forehead",
"Face_BrowSideRight","Face_Forehead",
"Face_BrowSideLeft","Face_Forehead",
"Face_Eyelids","Face_Hub",
"Face_EyelidUpperRight","Face_Hub",
"Face_EyelidUpperLeft","Face_Hub",
"Face_EyelidLowerRight","Face_Hub",
"Face_EyelidLowerLeft","Face_Hub",
"EyeLeft","Face_Hub",
"EyeRight","Face_Hub",
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot"
};
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};

class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class ArmaMan : Default
{
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)

sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
};
skeletonName = "OFP2_ManSkeleton";
};
class A3_headgear_example: ArmaMan{};
class A3_headgear_NVGslot: ArmaMan{};
class A3_character_example: ArmaMan{};
class A3_vest_example: ArmaMan{};
};
80 changes: 80 additions & 0 deletions nia_wp_C96/cfgSoundset.hpp
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class CfgSoundSets
{
class nia_C96_Shot_SoundSet
{
soundShaders[] = { "nia_C96_closeShot_SoundShader", "nia_C96_midShot_SoundShader", "nia_C96_distShot_SoundShader", "nia_C96_Closure_SoundShader" };
volumeFactor = 1.1;
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
class nia_C96_tail_SoundSet
{
soundShaders[] = { "nia_C96_tailTrees_SoundShader", "nia_C96_tailForest_SoundShader", "nia_C96_tailMeadows_SoundShader", "nia_C96_tailHouses_SoundShader", "nia_C96_tailInterior_SoundShader" };
volumeFactor = 1.1;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
};
class nia_C96_silencerShot_SoundSet
{
soundShaders[] = { "nia_C96_silencerShot_SoundShader", "nia_C96_Closure_SoundShader" };
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
class nia_C96_silencerTail_SoundSet
{
soundShaders[] = { "nia_C96_silencerTailTrees_SoundShader", "nia_C96_silencerTailForest_SoundShader", "nia_C96_silencerTailMeadows_SoundShader", "nia_C96_silencerTailHouses_SoundShader", "nia_C96_silencerTailInterior_SoundShader" };
volumeFactor = 0.7;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
};
class nia_DL44_Shot_SoundSet
{
soundShaders[] = { "nia_DL44_closeShot_SoundShader", "nia_DL44_midShot_SoundShader", "nia_DL44_distShot_SoundShader", "nia_C96_Closure_SoundShader" };
volumeFactor = 1.1;
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
};
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