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Feb 2nd, 2014
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  1. ---------------------------------------------------------------
  2. -- File: /mods/4DC_V0.82/meshes/DeflectorEntities/deflector01/deflector01.lua
  3. -- 4DC Custom deflector shield using DMS
  4. -- Author: Resin Smoker
  5. -- Special Thanks: Domino
  6. -- Copyright © 2014 4DC_V0.82 All rights reserved.
  7. ---------------------------------------------------------------
  8.  
  9. MeshBlueprint {
  10.     LODs = {
  11.         {    
  12.             MeshName = '/mods/4DC_V0.82/meshes/DeflectorEntities/deflector01/deflector01_LOD0.scm',              
  13.             AlbedoName = '/mods/4DC_V0.82/meshes/DeflectorEntities/deflector01/deflector01_Albedo.dds',                  
  14.             NormalsName = '/mods/4DC_V0.82/meshes/DeflectorEntities/deflector01/deflector01_NormalsTS.dds',  
  15.             SpecularName = '/mods/4DC_V0.82/meshes/DeflectorEntities/deflector01/deflector01_SpecTeam.dds',            
  16.             LODCutoff = 215,
  17.             LookupName = '/effects/entities/PhaseShield/PhaseShieldLookup.dds',                    
  18.             Scrolling = true,                                                        
  19.             ShaderName = 'PhaseShield',                                                  
  20.         },
  21.     },
  22. }
  23.  
  24.             #ShaderName = 'Aeon',                 # Aeon unit shader.
  25.             #ShaderName = 'AeonBuildPuddle',      # Texture rotates around the model.
  26.             #ShaderName = 'AlphaFade',            # Unit will glow briefly at max alpha and then fade from sight.
  27.             #ShaderName = 'CybranShieldImpact',   # No noticeable effect other then unit disapears totaly.
  28.             #ShaderName = 'GlassAlpha',           # Object looses its shadow and reflectivity.
  29.             #ShaderName = 'Insect',               # Cybran unit shader.
  30.             #ShaderName = 'MapImager',            # Looks as if the units has had Sepia color adjustment. (Colors inverted)
  31.             #ShaderName = 'NukeEMP',              # Unit is invisible and without shadow.
  32.             #ShaderName = 'NukeUEF',              # Unit is invisible and without shadow.
  33.             #ShaderName = 'PhalanxEffect',        # Unit texture shown at max alpha
  34.             #ShaderName = 'PhaseShield',          # Unit personel shield effect
  35.             #ShaderName = 'Seraphim',             # Seraphim unit shader.
  36.             #ShaderName = 'ShieldAeon',           # Clear outline of a units model, without a shadow, very reflective.
  37.             #ShaderName = 'ShieldCybran',         # Clear outline of a units model, without a shadow, pinkish tint.
  38.             #ShaderName = 'ShieldFill',           # Unit is invisible and without shadow.  
  39.             #ShaderName = 'ShieldSeraphim',       # Texture rotates around the model as a slightly green outline. (A bit hard to see)
  40.             #ShaderName = 'ShieldUEF',            # Texture rotates around the model, its translucent with high alpha.
  41.             #ShaderName = 'TMeshAdd',             # Texture rotates around the model with minor Sepia effect.
  42.             #ShaderName = 'TMeshGlow',            # Textures look blue, no alpha, and shadow remains unchanged.
  43.             #ShaderName = 'TMeshNoLighting',      # Textures look blue, no alpha, and shadow remains unchanged.
  44.             #ShaderName = 'TMeshNoNormals',       # Textures look blue, no alpha, and shadow remains unchanged.
  45.             #ShaderName = 'TMeshOuterCloud',      # Unit is invisible and without shadow.
  46.             #ShaderName = 'TMeshQuantumNuke',     # Unit is invisible and without shadow.
  47.             #ShaderName = 'UEFBuildCube',         # Texture rotates while Sepia changes, unit is with shadow.
  48.             #ShaderName = 'UEFQuantumGate',       # Textures look translucent, blue and rotates, unit has no shadow.
  49.             #ShaderName = 'Unit',                 # UEF unit shader.
  50.             #ShaderName = 'UnitFormationPreview', # Texture is a clear outline of the unit.
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