From d5b3286d62c6ee8335803c5f96340aac1a6df87c Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Mon, 20 Sep 2010 16:33:15 +0300 Subject: [PATCH] We don't have lod models in Vore Tournament any more --- .../voretournament.game/data/entities.def | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/extra/netradiant-1.5.0-win32/voretournament.game/data/entities.def b/extra/netradiant-1.5.0-win32/voretournament.game/data/entities.def index a6e211e6..90d4a12f 100644 --- a/extra/netradiant-1.5.0-win32/voretournament.game/data/entities.def +++ b/extra/netradiant-1.5.0-win32/voretournament.game/data/entities.def @@ -547,10 +547,6 @@ velocity: when movetype isn't 0, initial velocity vector angles: initial looking direction modelscale: scaling factor effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3 -loddistance1: distance after which to show the first LOD model replacement (default: 1000) -loddistance2: distance after which to show the second LOD model replacement (default: 2000) -lodmodel1: file name of the first LOD model replacement -lodmodel2: file name of the second LOD model replacement targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. @@ -573,10 +569,6 @@ colormap: 1024 + 16 * pantscolor + shirtcolor velocity: when movetype isn't 0, initial velocity vector angles: initial looking direction effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3 -loddistance1: distance after which to show the first LOD model replacement (default: 1000) -loddistance2: distance after which to show the second LOD model replacement (default: 2000) -lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead) -lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. @@ -605,10 +597,6 @@ colormap: 1024 + 16 * pantscolor + shirtcolor velocity: when movetype isn't 0, initial velocity vector angles: initial looking direction effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3 -loddistance1: distance after which to show the first LOD model replacement (default: 1000) -loddistance2: distance after which to show the second LOD model replacement (default: 2000) -lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead) -lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. -- 2.39.2