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z:gfx:objects

Grafik: Auflistung

Spielobjekte

Roboter

grunt

Durchschnittlich groß, trägt ein MG das mit einer Panzerplatte auch als Schild dient. Kein besonders intelligenter oder motivierter Kämpfer, er tut nur seinen Job.

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colou with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: flames(when killed by flamethrower)

psychos

Psychos sind agressive Roboter die sich freiwillig in den Kampf stürzen. Sie lassen sich ein Strahlengewehr in ihren Körper integrieren, Energieversorgung dafür und zusätzliche optische Instrumente. Vollkommen ausgeklinkt und nur in Besitz eines kleinen Rests an Überlebenstrieb.

Aktuelle Version:

Normal map + colour map + specular map:

Normal mapped low poly:

Konzept:

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit, bullet
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colour with fade out, self-illuminating surface with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: flames(when killed by flamethrower)

rocket

Schwerfällig, groß und stark gepanzert. Trägt auf dem Rücken zusätzliche Munition.

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit, bullet
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colour with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: explosion(when killed by heavy fire), flames(when killed by flamethrower)

pyros

Breit und rundlich. In die Rückseite seiner Rüstung sind die Tanks für die Waffe eingebettet.

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit, flame beam
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colour with fade out, self-illuminating surface with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: explosion(when killed by heavy fire), flames(when killed by flamethrower)

sniper

Sehr schmal, wenig Panzerung. Trägt ein im Verhältnis zur Körpergröße sehr langes Gewehr.

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colour with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: flames(when killed by flamethrower)

laser

Besitzt zusätzliche Generatoren um seine Laserwaffe zu versorgen. Ansonsten ähnlich wie “sniper” schmal und schnell.

  • meshes:
  • robot with weapon
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: run, shoot, idle, idle (enemies in sight)
    • particle effects: muzzle flash, hit
  • robot operating vehicle/turret
    • shader: shiny metal, metal painted in player colour, self-illuminating surface
    • animations: idle(jeep, transport), idle(transport passenger), idle(medium tank, repair vehicle, mobile rocket), idle(light tank, heavy tank), idle(turret), start peeking(light tank, heavy tank), peeking(light tank, heavy tank), stop peaking(light tank, heavy tank), driving(jeep, transport), driving(medium tank, repair vehicle, mobile rocket), firing(transport passenger), firing(turret), death(jeep, transport), death(medium tank, repair vehicle, mobile rocket), death(light tank, heavy tank), death(transport passenger), death(turret)
    • particle effects: explosion(played on death in medium tank, repair vehicle, mobile rocket and as transport passenger)
  • robot(dead)
    • shader: shiny metal with fade out, metal painted in player colour with fade out, self-illuminating surface with fade out
    • animations: death(light fire), death(heavy fire), death(flamethrower)
    • particle effects: flames(when killed by flamethrower)

Fahrzeuge

light tank

Wendig und schnell. Dafür nur leicht gepanzert, Fahrer schaut ab und zu aus der Luke des Turms.

  • meshes:
  • tank body
    • shader: metal, metal painted in player colour, tank chain, self-illuminating surface
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: hatch closed, shooting, opening hatch, hatch open, closing hatch
    • particle effects: muzzle flash, bullet, hit
  • tank wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tank chain with fade out
    • animations: death
    • particle effects: explosion

medium tank

  • meshes:
  • tank body
    • shader: metal, metal painted in player colour, tank chain, self-illuminating surface, cockpit glass
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • gun
    • shader: metal, metal painted in player colour
    • animations: shooting
    • particle effects: muzzle flash, bullet, hit
  • tank wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tank chain with fade out, cockpit glass with fade out
    • animations: death
    • particle effects: explosion

heavy tank

  • meshes:
  • tank body
    • shader: metal, metal painted in player colour, tank chain, self-illuminating surface
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: hatch closed, shooting, opening hatch, hatch open, closing hatch
    • particle effects: muzzle flash, bullet, hit
  • tank wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tank chain with fade out
    • animations: death
    • particle effects: explosion

jeep

Konzept:

Normal map + colour map + specular map:

  • meshes:
  • jeep body
    • shader: metal, metal painted in player colour, tires, self-illuminating surface, cockpit glass
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • gun
    • shader: metal, metal painted in player colour
    • animations: shooting
    • particle effects: muzzle flash, bullet, hit
  • jeep wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tires with fade out, cockpit glass with fade out
    • animations: death
    • particle effects: explosion

transport vehicle

  • meshes:
  • jeep body
    • shader: metal, metal painted in player colour, tires, self-illuminating surface, cockpit glass
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • gun
    • shader: metal, metal painted in player colour
    • animations: shooting
    • particle effects: muzzle flash, bullet, hit
  • jeep wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tires with fade out, cockpit glass with fade out
    • animations: death
    • particle effects: explosion

mobile rocket launcher

  • meshes:
  • vehicle body
    • shader: metal, metal painted in player colour, tank chain, self-illuminating surface, cockpit glass
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • rocket launcher
    • shader: metal, metal painted in player colour
    • animations: shooting
    • particle effects: muzzle flash, rocket, hit
  • vehicle wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tank chain with fade out, cockpit glass with fade out
    • animations: death
    • particle effects: explosion

repair vehicle

  • meshes:
  • vehicle body
    • shader: metal, metal painted in player colour, tank chain, self-illuminating surface, cockpit glass
    • animations: standing, driving, shooting
    • particle effects: trail, fume
  • repair device
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: repairing
    • particle effects: repairing
  • vehicle wreck
    • shader: metal with fade out, metal painted in player colour with fade out, tank chain with fade out, cockpit glass with fade out
    • animations: death
    • particle effects: explosion

Geschütze

gatling

  • meshes:
  • turret body
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
    • particle effects: muzzle flash, hit
  • destroyed gun
    • shader: dirty metal, dirty metal painted in player colour, dirty self-illuminating surface
    • particle effects: explosion

canon

  • meshes:
  • turret body
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
    • particle effects: muzzle flash, hit, bullet
  • destroyed gun
    • shader: dirty metal, dirty metal painted in player colour, dirty self-illuminating surface
    • particle effects: explosion

rocket

  • meshes:
  • turret body
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
    • particle effects: muzzle flash, hit, rocket
  • destroyed gun
    • shader: dirty metal, dirty metal painted in player colour, dirty self-illuminating surface
    • particle effects: explosion

howitzer

  • meshes:
  • turret body
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
  • gun
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: shooting
    • particle effects: muzzle flash, hit, bullet
  • destroyed gun
    • shader: dirty metal, dirty metal painted in player colour, dirty self-illuminating surface
    • particle effects: explosion

Gebäude

fort

Konzept:

Normal map + colour map + specular map:

  • meshes:
  • building
    • shader: concrete, metal, shiny metal, metal painted in player colour, self-illuminating surface
  • flag
    • shader: metal, metal painted in player colour, flag in player colour
    • animations: waving
  • destroyed building
    • shader: dirty concrete, dirty metal, dirty metal painted in player colour, dirty self-illuminating surface
    • particle effects: explosion
    • animations: explosion

repair station

  • meshes:
  • building
    • shader: concrete, metal, shiny metal, metal painted in player colour, self-illuminating surface, cockpit glass, energy fence, flag in player colour
  • flag
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: waving
  • crane
    • shader: metal, shiny metal, metal painted in player colour, self-illuminating surface
    • animations: idle, repairing
    • particle effects: repairing
  • repair device
    • shader: metal, shiny metal, metal painted in player colour, self-illuminating surface
    • animations: idle, repairing
    • particle effects: repairing
  • destroyed building
    • shader: dirty concrete, dirty metal, dirty metal painted in player colour, dirty self-illuminating surface, dirty cockpit glass, flag in player colour
    • particle effects: explosion
    • animations: explosion

radar

  • meshes:
  • building
    • shader: concrete, metal, shiny metal, metal painted in player colour, self-illuminating surface, energy fence, flag in player colour
  • flag
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: waving
  • destroyed building
    • shader: dirty concrete, dirty metal, dirty metal painted in player colour, dirty self-illuminating surface, flag in player colour
    • particle effects: explosion
    • animations: explosion

robot factory

  • meshes:
  • building
    • shader: concrete, metal, shiny metal, metal painted in player colour, self-illuminating surface, cockpit glass, energy fence, tires, flag in player colour
  • flag
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: waving
  • destroyed building
    • shader: dirty concrete, dirty metal, dirty metal painted in player colour, dirty self-illuminating surface, dirty cockpit glass, dirty tires, flag in player colour
    • particle effects: explosion
    • animations: explosion

tank factory

  • meshes:
  • building
    • shader: concrete, metal, shiny metal, metal painted in player colour, self-illuminating surface, cockpit glass, tires, flag in player colour
  • flag
    • shader: metal, metal painted in player colour, self-illuminating surface
    • animations: waving
  • destroyed building
    • shader: dirty concrete, dirty metal, dirty metal painted in player colour, dirty self-illuminating surface, dirty tires, flag in player colour
    • particle effects: explosion
    • animations: explosion

Sonstiges

flag

  • meshes:
  • flag base
    • shader: concrete, metal, shiny metal
  • flag
    • shader: flag in player colour
    • animations: waving

marker

  • meshes:
  • marker
    • shader: shiny player colour

Dekoration

Siehe decals.

z/gfx/objects.txt · Last modified: 2015/08/23 13:59 (external edit)