RF1 Model Dummies: Difference between revisions
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{| class="wikitable" | {| class="wikitable" | ||
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|Position/rotation of glares | |Position/rotation of glares | ||
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|Glare classes to use are specified in [[entity.tbl]], [[clutter.tbl]], or [[weapons.tbl]] (depending on what your model is used for) | |Glare classes to use are specified in [[entity.tbl]], [[clutter.tbl]], or [[weapons.tbl]] (depending on what your model is used for). Glare classes themselves are configured in [[effects.tbl]] | ||
|- | |- | ||
|led_X | |led_X | ||
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| | | | ||
| | | | ||
| | |Location of where shells eject from weapon. | ||
|- | |- | ||
|primary_weapon_X | |primary_weapon_X | ||
| | | | ||
| | | | ||
| | |Location of Primary Weapons fire. | ||
|- | |- | ||
|thruster_X | |thruster_X | ||
| Line 71: | Line 70: | ||
| | | | ||
| | | | ||
| | |Location of where hand meets weapon. | ||
|- | |- | ||
|cart_X | |cart_X | ||
| Line 81: | Line 80: | ||
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| | | | ||
| | |Displays the pulse effect between "fork" of Rail Gun. | ||
|- | |- | ||
|pivot_X | |pivot_X | ||
| Line 101: | Line 100: | ||
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| | | | ||
| | |Displays ammo counter on the side of weapon (ie: Assault Rifle). | ||
|- | |- | ||
|eye | |eye | ||
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| | | | ||
| | |Location / Position of an attached weapon to a specific Entity. Character can hit "use" key near this dummy to access weapon. | ||
|- | |- | ||
|mouth | |mouth | ||
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| | | | ||
| | |Location of where Silencer meets gun. | ||
|- | |- | ||
|} | |} | ||
[[Category: Red Faction]] | [[Category: Red Faction]] | ||
[[Category: RF1 Editing]] | [[Category: RF1 Editing]] | ||
Latest revision as of 17:17, 28 January 2024
EXPLORE
EXPLORE
EXPLORE
| Dummy Name | Purpose | Example File | Notes |
| primary_X | Primary weapon position | ||
| secondary_X | Secondary weapon position | ||
| rface_X | |||
| interface_X | |||
| muzzle_X | |||
| csphere_X | Collision spheres | ||
| corona_X | Position/rotation of glares | Glare classes to use are specified in entity.tbl, clutter.tbl, or weapons.tbl (depending on what your model is used for). Glare classes themselves are configured in effects.tbl | |
| led_X | |||
| shell_eject_X | Location of where shells eject from weapon. | ||
| primary_weapon_X | Location of Primary Weapons fire. | ||
| thruster_X | Position/rotation of thrusters | Thruster .vfx files to use are specified in entity.tbl | |
| bumper_X | |||
| grip_X | Location of where hand meets weapon. | ||
| cart_X | |||
| fork_X | Displays the pulse effect between "fork" of Rail Gun. | ||
| pivot_X | |||
| pilot_light_X | |||
| ct_X | |||
| ammo_digit_X | Displays ammo counter on the side of weapon (ie: Assault Rifle). | ||
| eye | Eye position | Only relevant for entity meshes that either have cameras (ie. player models), or use weapons with specified to fire from_eye in weapons.tbl | |
| corpse_carry | |||
| jeep_gun | Location / Position of an attached weapon to a specific Entity. Character can hit "use" key near this dummy to access weapon. | ||
| mouth | |||
| flag | |||
| p_flag | |||
| helmet | |||
| shieldcenter | |||
| detonator | |||
| silencer_dummy | Location of where Silencer meets gun. |