Template:PatchDiff/October 26, 2012 Patch/team fortress 2 content.gcf/tf/scripts/itemtest manifest.txt

From Team Fortress Wiki
Jump to: navigation, search
N/A1"itemtest_manifest"
N/A2{
N/A3 // Item directory under the "<mod>/models" directory. (i.e. TF's is "workshop/player/items/")
N/A4 "item_directory" "workshop/player/items/"
N/A5 
N/A6 // Icon directory (i.e. TF's is "backpack/workshop/player/items/")
N/A7 "icon_directory" "backpack/workshop/player/items/"
N/A8 
N/A9 "item_path_has_steamid" "0"
N/A10 "archive_source_path" "content"
N/A11 "archive_output_path" "game"
N/A12 "terse_messages" "1"
N/A13 
N/A14 "classes"
N/A15 {
N/A16 "demo" "0" // Number doesn't matter
N/A17 "engineer" "1"
N/A18 "heavy" "2"
N/A19 "medic" "3"
N/A20 "pyro" "4"
N/A21 "scout" "5"
N/A22 "sniper" "6"
N/A23 "soldier" "7"
N/A24 "spy" "8"
N/A25 "all_class" "9"
N/A26 }
N/A27 
N/A28 "mdl_files"
N/A29 {
N/A30 ".mdl" "1"
N/A31 ".dx80.vtx" "1"
N/A32 ".dx90.vtx" "1"
N/A33 ".sw.vtx" "1"
N/A34 //".phy" "1"
N/A35 ".vvd" "1"
N/A36 }
N/A37 
N/A38 "default_material_type" "primary"
N/A39 "material_types"
N/A40 {
N/A41 "primary"
N/A42 {
N/A43 }
N/A44 "secondary"
N/A45 {
N/A46 }
N/A47 }
N/A48 
N/A49 "default_material_skin" "red"
N/A50 "material_skins"
N/A51 {
N/A52 "red"
N/A53 {
N/A54 "file_append" ""
N/A55 }
N/A56 "blue"
N/A57 {
N/A58 "file_append" "_blue"
N/A59 }
N/A60 "custom"
N/A61 {
N/A62 "file_append" "_custom"
N/A63 }
N/A64 }
N/A65 
N/A66 "texture_types"
N/A67 {
N/A68 "_color"
N/A69 {
N/A70 "optional" "0"
N/A71 }
N/A72 "_normal"
N/A73 {
N/A74 "optional" "1"
N/A75 }
N/A76 }
N/A77 
N/A78 "icon_types"
N/A79 {
N/A80 "small"
N/A81 {
N/A82 "width" "128"
N/A83 "height" "128"
N/A84 "file_append" ""
N/A85 
N/A86 "add_to_vtex_config"
N/A87 {
N/A88 "nomip" "1"
N/A89 "nolod" "1"
N/A90 }
N/A91 
N/A92 "vmt_template"
N/A93 {
N/A94 "UnlitGeneric"
N/A95 {
N/A96 "$translucent" "1"
N/A97 "$vertexcolor" "1"
N/A98 }
N/A99 }
N/A100 }
N/A101 "large"
N/A102 {
N/A103 "width" "512"
N/A104 "height" "512"
N/A105 "file_append" "_large"
N/A106 
N/A107 "add_to_vtex_config"
N/A108 {
N/A109 "nomip" "1"
N/A110 "nolod" "1"
N/A111 }
N/A112 
N/A113 "vmt_template"
N/A114 {
N/A115 "UnlitGeneric"
N/A116 {
N/A117 "$translucent" "1"
N/A118 }
N/A119 }
N/A120 }
N/A121 }
N/A122 
N/A123 "qc_template" "scripts/itemtest_qc_template.txt"
N/A124 "qc_lod_distances" "11,22,33"
N/A125 
N/A126 "vmt_templates"
N/A127 {
N/A128 "vmt_texture_settings"
N/A129 {
N/A130 "$basetexture" "_color"
N/A131 "$bumpmap" "_normal"
N/A132 }
N/A133 }
N/A134 
N/A135 // STUFF BELOW THIS ISN'T HOOKED UP, BUT WOULD BE STRAIGHTFORWARD TO IF YOU WANT TO GET AUTOSKINNING WORKING
N/A136 // DATA IS FROM TF
N/A137 
N/A138 "autoskin_vectors"
N/A139 {
N/A140 // Vector for the bone that autoskin should skin to
N/A141 "demo" "0 76.142968, -0.39608"
N/A142 "engineer" "0 69.030248, -1.264691"
N/A143 "heavy" "-0.000138993 79.541796, -3.352982"
N/A144 "medic" "-0.000111273 76.504372, -0.565035"
N/A145 "pyro" "-0.000102534 71.788881, 2.145585"
N/A146 "scout" "0 73.501752, -1.429994"
N/A147 "sniper" "0 75.982279, -3.858408"
N/A148 "soldier" "0 75.194376, -1.120618"
N/A149 "spy" "0 75.679732, -2.87915"
N/A150 }
N/A151 
N/A152 "autoskin_vectors"
N/A153 {
N/A154 // Angle for the bone that autoskin should skin to
N/A155 "demo" "-180.0 0 0"
N/A156 "engineer" "-170.459 0 0"
N/A157 "heavy" "-180.0 0 0"
N/A158 "medic" "-180.0 0 0"
N/A159 "pyro" "-154.175 0 0"
N/A160 "scout" "-173.451 0 0"
N/A161 "sniper" "-172.722 0 0"
N/A162 "soldier" "-179.729 0 0"
N/A163 "spy" "-180.0 0 0"
N/A164 }
N/A165}