Tutaj skrypt zbroi:
INSTANCE GRA_ARMOR_H(C_Item)
{
name = "Ciężka zbroja Strażnika Arhiola";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection [PROT_EDGE] = 70;
protection [PROT_BLUNT] = 70;
protection [PROT_POINT] = 10;
protection [PROT_FIRE] = 35;
protection [PROT_MAGIC] = 0;
value = VALUE_GRD_ARMOR_H;
wear = WEAR_TORSO;
visual = "grdh.3ds";
visual_change = "Hum_GraS_Armor.asc";
visual_skin = 0;
material = MAT_METAL;
description = name;
//TEXT[0] = "";
TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value; COUNT[5] = value;
};
Tutaj plik .asc (najważniejsza część):
*3DSMAX_ASCIIEXPORT 106
*COMMENT " [Zengine ASC eksporter v1.06] AsciiExport Version 1,06 - Wed Aug 23 11:08:39 2000"
*SCENE {
*SCENE_FILENAME "Hum_GrdS_Armor.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 25
*SCENE_TICKSPERFRAME 192
*SCENE_BACKGROUND_STATIC 1.000000 1.000000 1.000000
*SCENE_AMBIENT_STATIC 0.705882 0.705882 0.705882
}
*MATERIAL_LIST {
*MATERIAL_COUNT 3
*MATERIAL 0 {
*MATERIAL_NAME "Nacked_V01_C01"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.500000 0.500000 0.500000
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.250000
*MATERIAL_SHINESTRENGTH 0.050000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*MATERIAL 1 {
*MATERIAL_NAME "Soldier01"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.100000 0.100000 0.100000
*MATERIAL_DIFFUSE 0.141176 0.133333 0.184314
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.450000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #2"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "TROLL_V0.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 2 {
*MATERIAL_NAME "Naked;NECK"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.291500 0.064052 0.064052
*MATERIAL_DIFFUSE 0.419608 0.294118 0.192157
*MATERIAL_SPECULAR 0.900000 0.900000 0.900000
*MATERIAL_SHINE 0.250000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Neck"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.000000
*BITMAP "Hum_Body_Naked_V0_C0.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOUSE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
}
}
}
No i tekstura(nie zmnienia zbyt dużo w oryginale Ciężkiej Zbroi Strażnika):
http://iv.pl/images/31235756060942553063.jpg