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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{}; | ||
}; |
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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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