Added material chunks.

Added chunks for rock, gold, ore and coal. Reworked the appropriate material definitions to cast these at a reduce rates.
heavy-resources
Clonkonaut 2014-01-24 13:58:14 +01:00
parent b371e6b51f
commit 9e1299f326
40 changed files with 240 additions and 30 deletions

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@ -5,10 +5,10 @@ Density=60
Friction=75
DigFree=1
BlastFree=1
Blast2Object=Coal
Dig2Object=Coal
Dig2ObjectRatio=140
Blast2ObjectRatio=200
Blast2Object=Chunk_Coal
Dig2Object=Chunk_Coal
Dig2ObjectRatio=170
Blast2ObjectRatio=210
MaxAirSpeed=100
MaxSlide=1
Placement=40

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@ -4,7 +4,7 @@ Shape=Rough
Density=70
Friction=100
BlastFree=1
Blast2Object=Nugget
Blast2Object=Chunk_Gold
Blast2ObjectRatio=150
MaxAirSpeed=100
MaxSlide=1

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@ -4,9 +4,9 @@ Shape=Rough
Density=70
Friction=100
BlastFree=1
Blast2Object=Ore
Blast2ObjectRatio=100
Blast2Object=Chunk_Ore
Blast2ObjectRatio=150
MaxAirSpeed=100
MaxSlide=1
Placement=50
TextureOverlay=ore
TextureOverlay=ore

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@ -4,9 +4,9 @@ Shape=Rough
Density=70
Friction=100
BlastFree=1
Blast2Object=Rock
Blast2ObjectRatio=75
Blast2Object=Chunk_Rock
Blast2ObjectRatio=130
MaxAirSpeed=100
MaxSlide=250
Placement=50
TextureOverlay=rock
TextureOverlay=rock

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@ -0,0 +1,15 @@
[DefCore]
id=Chunk_Coal
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexFriction=40,40,40
Value=16
Mass=36
Components=Coal=4
Rotate=1

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@ -0,0 +1,14 @@
material CoalChunk
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.1 0.1 0.1 1.000000
specular 0.652682 0.652682 0.652682 1.000000 18.000000
emissive 0.01 0.01 0.01 1.000000
}
}
}

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@ -0,0 +1,27 @@
/*--- Coal Chunk ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Hit(x, y)
{
StonyObjectHit(x,y);
return true;
}
public func IsFuel() { return true; }
public func GetFuelAmount() { return 400; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;
local BlastIncinerate = 5;
local ContactIncinerate = 1;
local Touchable = 2;
local Plane = 460;

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@ -0,0 +1,2 @@
Name=Kohle
Description=Kohle kann dazu benutzt werden, Strom zu erzeugen oder Metall zu produzieren.

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@ -0,0 +1,2 @@
Name=Coal
Description=Fuel, can be used to produce metal or generate power.

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@ -0,0 +1,15 @@
[DefCore]
id=Chunk_Gold
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexFriction=40,40,40
Value=12
Mass=36
Components=Nugget=3
Rotate=1

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@ -1,4 +1,4 @@
material GoldNugget
material GoldChunk
{
receive_shadows on
technique

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@ -0,0 +1,24 @@
/*--- Gold Chunk ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Hit(x, y)
{
StonyObjectHit(x,y);
return true;
}
public func IsFoundryIngredient() { return true; }
public func IsValuable(){ return true; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 2;
local Plane = 470;

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@ -0,0 +1,2 @@
Name=Golderzbrocken
Description=Ewiges Objekt der Begierde eines jeden Bergarbeiters.

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@ -0,0 +1,2 @@
Name=Gold chunk
Description=A very prized find, indeed!

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@ -0,0 +1,15 @@
[DefCore]
id=Chunk_Ore
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexFriction=40,40,40
Value=18
Mass=36
Components=Ore=4
Rotate=1

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@ -0,0 +1,14 @@
material OreChunk
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.52 0.39 0.53 1.000000
specular 0.652682 0.652682 0.652682 1.000000 18.000000
emissive 0.52 0.39 0.053 1.000000
}
}
}

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@ -0,0 +1,24 @@
/*--- Ore Chunk ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Hit(x, y)
{
StonyObjectHit(x,y);
return true;
}
public func IsFoundryIngredient() { return true; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;
local Touchable = 2;
local Plane = 460;

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@ -0,0 +1,2 @@
Name=Eisenerz
Description=Rohmaterial für Metallproduktion in der Schmelze.

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@ -0,0 +1,2 @@
Name=Iron Ore
Description=Raw material for metal production in the foundry.

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@ -0,0 +1,15 @@
[DefCore]
id=Chunk_Rock
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexFriction=40,40,40
Value=5
Mass=50
Components=Rock=5
Rotate=1

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@ -0,0 +1,14 @@
material RockChunk
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.4 0.4 0.4 1.000000
specular 0.652682 0.652682 0.652682 1.000000 18.000000
emissive 0.2 0.2 0.2 1.000000
}
}
}

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@ -0,0 +1,21 @@
/*--- Rock Chunk ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Hit(x, y)
{
StonyObjectHit(x,y);
return true;
}
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 2;
local Plane = 450;

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@ -0,0 +1,2 @@
Name=Stein
Description=Wichtiges Baumaterial und Waffe.

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@ -0,0 +1,2 @@
Name=Rock
Description=Basic construction material and weapon.

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@ -2,12 +2,12 @@
id=Nugget
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Width=8
Height=8
Offset=-4,-4
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexX=0,2,-2
VertexY=1,-1,-1
VertexFriction=40,40,40
Value=5
Mass=12

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@ -1,9 +1,11 @@
/*--- Nugget ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Construction()
{
var graphic = Random(5);
if(graphic)
SetGraphics(Format("%d",graphic));
}
protected func Hit(x, y)
{
@ -14,13 +16,7 @@ protected func Hit(x, y)
public func IsFoundryIngredient() { return true; }
public func IsValuable(){ return true; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
<<<<<<< HEAD
local Touchable = 2;
=======
local Plane = 470;
>>>>>>> master
local Plane = 470;

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@ -17,4 +17,4 @@ local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;
local Plane = 450;
local Plane = 450;