From: Klauss++ <kla...@us...> - 2005-12-27 18:36:35
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Update of /cvsroot/vegastrike/data5.x/data5.x/mods/vegastrike/units/starships/corvette In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv1272/data5.x/mods/vegastrike/units/starships/corvette Added Files: corvette-hud.png corvette-hud.spr corvette.material corvette.mesh Log Message: Some units, to be able to minimally run the SystemExplorer. NOTE: units_vega.csv is completely temporal - it won't remain this way. --- NEW FILE: corvette-hud.png --- PNG J ß3±itql¢záÒ¥ÅdؼË0ª¹Ü¥ÂBd=jeßsÐN«Û¢&(/wBWæ/iúÔÝw}=àò(ç7Qò9×qoó\Ûvð\±*#å¹BN±TkDÙwlÞññJµúìïþîï¼¢ ¿°±Ñ¼ÉÿMÊ;7jÿÅ2uhòD íÞ~!,ÅHÁÇ÷óôòÎûýÆ»{þÿþ¾TÑ·LMí+ük2Ð2ïZâ[Ò£»îþN8ÀK@kùPæCnÞ?u£/öÃXtêÅËxu©Â8çÑmÔç:óÌÿ×ÿ¼fÿ5{$¾)£-Hþy fÌв°°¤¸øK?ó¶oÖûýÇ66ê_{ø©ÃÑðð l뺮±÷ ë»Ë9ªå£##T«47iÿ¾ú÷>ñÉO¥ù\A"øCïs-åB<$é8ÉîË{Îï¬r¹RÎÃV&ÊÔhµ{¬5ºI&$y×+zöÚ¶ó©?ûüߧà GYB)-MÈ2 ´0Ai0SÏù´4f=É;ºÌ×[X<×JuÇ{ÿ¿ýÔß~}¸ðb%_Ç û°ë¹±ê(ÓL%YXZãG¤S¯Qð,\Û"Icc¥Þb±ÞFz¦£0¤ àÛdË¡c§XhÔqKyD9øÈ!qÌÖM$YÆèXé8Ôìÿþ7½ùöÝ>xðk/ê4ùÕ4Ó8Ó¾®+J©@fÜ÷ýÇyìÇOà*Aµ\ ï»øBI$ÓèG1½A§ãìÊ:f¥H3ÉHÓ[¶SÌyºàmoZ¼aRp]¶íÞÍU×]C&tlÇdlzD3Ùh·{³â¤©Ì÷GAä~ö2Kð¡ $&BaÊÜFËQ]¢ïâÚ&ëë5Î]GwlÆg&±MðL`Ðj4Ù»çj}ú{®ÚN,$ÝAiùDÒ<G·sÿÛîÿþ£Ã yÝõ»yâøi|Ód×î]lÜYD¡`Ñëçh·[xaÌ?òoþÕï¾èû¯øàÃÿÃÏOAì,-¬u lÙµ b¥ ytËåÄÙ9r¾Kª ºýNÀ ¨Æ¡R%C,Óù÷¾cÓÝßùþ·=ÀOÐÊÜüTetræ?»uëÃym±àùíJe׶©¬rï}5Ú6Ýn^·K¤8y²Ç¶©¤®³TkÓC HLÓi@"44e!Åälþø^3æ8~â9¢ÇÛÞºg8I¼å§ß!¾ðé¿`jóøUüøàõÀcÿùwÊM^ÄÑÑÁúj8Àÿm3£¦nïño[¶õºfE·ÕAº) 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specular 0 0 0 0 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware clockwise // Really basic vertex program - we need this to avoid z-fighting, // which tends to happen when mixing fixed function with programable one. vertex_program_ref Textured2_Ambient_t2_cubic_reflect.vs_1_1.HLSL { param_named fvMatAmbient float3 0.000000 0.000000 0.000000 param_named fvMatEmissive float3 0.000000 0.000000 0.000000 } fragment_program_ref ambient+envmapcube.ps_1_1.HLSL { param_named fvReflectionColor float4 0.5 0.5 0.5 1.0 } texture_unit { texture units/starships/corvette/confed/corvette.png 2d tex_coord_set 0 } texture_unit { cubic_texture autotextures/__ENVIRONMENT__CUBIC.auto combinedUVW tex_address_mode clamp env_map cubic_reflection filtering trilinear tex_coord_set 1 colour_op add } } pass Diffusion { // Lighting colors - not needed by the GPU (the shader takes care), // but needed by Ogre to recognize lighting passes ambient 0 0 0 diffuse 1.000000 1.000000 1.000000 1.000000 specular 1.000000 1.000000 1.000000 1.000000 emissive 0 0 0 0 scene_blend add depth_write off depth_func equal cull_hardware clockwise iteration once_per_light point fragment_program_ref Textured_Phong.ps_1_4.HLSL { param_named fvAmbient float4 0 0 0 0 param_named fShininess float3 0.234375 0 0 } vertex_program_ref Textured_Phong.vs_1_1.HLSL { param_named fvDiffuse float4 1.000000 1.000000 1.000000 1.000000 param_named fvSpecular float4 0.250000 0.250000 0.250000 1.000000 } //Texturing units needed by the pixel shader: 2 normalization maps - DO NOT CHANGE texture_unit { texture autotextures/NormalizerCubemap.dds cubic filtering linear linear none } texture_unit { texture autotextures/NormalizerCubemap.dds cubic filtering linear linear none } //Specular map texture_unit { texture white.png 2d } //Specular function texture_unit { texture specular_fn/pow256.png 2d filtering linear linear none tex_address_mode clamp } //Diffuse map texture_unit { texture units/starships/corvette/confed/corvette.png 2d } } } technique Full-Cubic { pass { ambient 0.000000 0.000000 0.000000 specular 1.000000 1.000000 1.000000 1.000000 60.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware clockwise texture_unit { texture units/starships/corvette/confed/corvette.png 2d } texture_unit { cubic_texture autotextures/__ENVIRONMENT__CUBIC.auto combinedUVW tex_address_mode clamp env_map cubic_reflection colour_op add filtering trilinear } } } technique Full { pass { ambient 0.000000 0.000000 0.000000 specular 1.000000 1.000000 1.000000 1.000000 60.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware clockwise texture_unit { texture units/starships/corvette/confed/corvette.png 2d } texture_unit { texture autotextures/__ENVIRONMENT__SPHERIC.auto 2d tex_address_mode clamp env_map spherical colour_op add filtering trilinear } } } technique Simplified { pass { ambient 0.000000 0.000000 0.000000 specular 1.000000 1.000000 1.000000 1.000000 60.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware clockwise texture_unit { texture units/starships/corvette/confed/corvette.png 2d } } } } --- NEW FILE: corvette.mesh --- ×CÀ ëѾòÒeÀ ×C@ö(?¬¶@33³@ WÀ WÀ À À @ @ ×#¾ ×£¾ ×#¾ ×£¾ ×#¾ ×£¾ ×#¾ ×£¾ ×#>I¾ ×#>I¾ ×#>I¾ ×#>I¾ ×#¿ |