This commit is contained in:
2021-10-14 13:47:35 +02:00
commit 6625a8dfaa
4026 changed files with 844291 additions and 0 deletions
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Render System=OpenGL Rendering Subsystem
[OpenGL Rendering Subsystem]
FSAA=0
Full Screen=No
RTT Preferred Mode=FBO
# Stereovision=Disabled
Video Mode=800 x 600
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[General]
FileSystem=.
FileSystem=scene-hangar/
FileSystem=scene-spaceship/
FileSystem=scene-misc/
FileSystem=../common/scene-plane/
FileSystem=../common/GUI/
@@ -0,0 +1,72 @@
material hangar-01_-_Default
{
technique
{
pass
{
ambient 0.588235 0.588235 0.588235
diffuse 0.588235 0.588235 0.588235
specular 0 0 0 10
emissive 0 0 0
texture_unit
{
texture stars.jpg
}
}
}
}
material hangar-03_-_Default
{
technique
{
pass
{
ambient 0.588235 0.588235 0.588235
diffuse 0.588235 0.588235 0.588235
specular 0 0 0 10
emissive 0 0 0
texture_unit
{
texture steelplt.jpg
}
}
}
}
material hangar-07_-_Default
{
technique
{
pass
{
ambient 0.243137 0.243137 0.34902
diffuse 0.243137 0.243137 0.34902
specular 0.234 0.234 0.234 10
emissive 0 0 0
}
}
}
material hangar-orig_08_-_Default
{
technique
{
pass
{
ambient 0.588235 0.588235 0.588235
diffuse 0.588235 0.588235 0.588235
specular 0 0 0 10
emissive 0 0 0
texture_unit
{
texture croisertexturecomplete.jpg
}
}
}
}
@@ -0,0 +1,59 @@
<scene formatVersion="1.0" upAxis="y" unitsPerMeter="1" minOgreVersion="1.4" author="OgreMax Scene Exporter by Derek Nedelman (www.ogremax.com)">
<environment>
<colourAmbient r="0.4" g="0.4" b="0.4" />
<colourBackground r="0" g="0" b="0" />
</environment>
<nodes>
<node name="DCS_transformationCamera">
<position x="-2.0" y="0.9" z="0.0"/>
<camera name="camera0" fov="100" projectionType="perspective">
<clipping near="1" far="50000.0"/>
<position x="0.0" y="0.0" z="0.0"/>
<rotation qx="0" qy="-0.707107" qz="0" qw="0.707107" />
</camera>
</node>
<node name="hangar">
<scale x="1" y="1" z="1" />
<position x="159.534" y="3.22895" z="0.0517212" />
<rotation qx="0.5" qy="-0.5" qz="0.5" qw="0.5" />
<entity name="hangar" id="20" meshFile="hangar.mesh" castShadows="true" receiveShadows="true">
<subentities>
<subentity index="0" materialName="hangar-01_-_Default" />
<subentity index="1" materialName="hangar-03_-_Default" />
<subentity index="2" materialName="hangar-orig_08_-_Default" />
<subentity index="3" materialName="hangar-07_-_Default" />
</subentities>
</entity>
</node>
<node name="Omnidir.01">
<scale x="1" y="1" z="1" />
<position x="6.4589" y="6.17678" z="-10.9969" />
<rotation qx="-1" qy="0" qz="0" qw="0" />
<light name="Omnidir.01" id="21" type="point" castShadows="true" power="0.5">
<colourDiffuse r="0.796079" g="0.756863" b="1" />
<colourSpecular r="0" g="0" b="0" />
<lightAttenuation range="200" constant="1" linear="0" quadric="0" />
</light>
</node>
<node name="Omnidir.02">
<scale x="1" y="1" z="1" />
<position x="6.4589" y="6.17678" z="10.4726" />
<rotation qx="-1" qy="0" qz="0" qw="0" />
<light name="Omnidir.02" id="22" type="point" castShadows="true" power="0.5">
<colourDiffuse r="0.796079" g="0.756863" b="1" />
<colourSpecular r="0" g="0" b="0" />
<lightAttenuation range="200" constant="1" linear="0" quadric="0" />
</light>
</node>
<node name="Omnidir.03">
<scale x="1" y="1" z="1" />
<position x="24.7165" y="7.7141" z="-0.0938489" />
<rotation qx="-1" qy="0" qz="0" qw="0" />
<light name="Omnidir.03" id="23" type="point" castShadows="true" power="1">
<colourDiffuse r="0.917647" g="0.901961" b="1" />
<colourSpecular r="0" g="0" b="0" />
<lightAttenuation range="200" constant="1" linear="0" quadric="0" />
</light>
</node>
</nodes>
</scene>
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material RustyBarrel
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
texture_unit
{
texture rusty-barrel.png
filtering trilinear
}
}
}
}
material ringflare
{
technique
{
pass
{
lighting off
depth_write off
scene_blend add
texture_unit
{
texture ring_flare.png
}
}
}
}
material lensflare
{
technique
{
pass
{
lighting off
depth_write off
scene_blend add
texture_unit
{
texture flare.png
}
}
}
}
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particle_system spaceship/spark
{
quota 2000
material ringflare
particle_width 0.05
particle_height 2
cull_each false
renderer billboard
billboard_type oriented_self
sorted true
emitter Point
{
angle 30.0
colour 1 1 1 1
colour_range_start 1 0.8 0.8 1
colour_range_end 1 1 1 1
direction 0.52646 -0.848185 0.5
emission_rate 433.2
position 0 0 0
velocity 7.317
velocity_min 5.317
velocity_max 11.84
time_to_live 7.83
time_to_live_min 5.83
time_to_live_max 10.83
duration 0.4545
duration_min 0.4545
duration_max 2.539
repeat_delay 0.01
repeat_delay_min 0.01
repeat_delay_max 2
}
affector LinearForce
{
force_vector -2.94504 -10 2.90231
force_application add
}
affector ColourFader
{
red -0.2967
green -0.2768
blue -0.7465
alpha 0
}
}
@@ -0,0 +1,46 @@
// Vaisseau genrated by blender2ogre 0.5.8
material phong_vaisseau
{
receive_shadows on
technique
{
pass
{
//ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
ambient 1.0 1.0 1.0 1.0
// diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
diffuse 1.0 1.0 1.0 1.0
//specular 0.5 0.5 0.5 1.0 12.5
//emissive 0.0 0.0 0.0 1.0
//alpha_to_coverage off
//colour_write on
//cull_hardware clockwise
//depth_check on
//depth_func less_equal
//depth_write on
illumination_stage ambient
//light_clip_planes off
//light_scissor off
//lighting on
//normalise_normals off
//polygon_mode solid
//scene_blend one zero
//scene_blend add
//scene_blend_op add
//shading gouraud
//transparent_sorting on
texture_unit
{
texture vaisseau_diffuse.jpg
//tex_address_mode wrap
//scale 1.0 1.0
//tex_coord_set 0
//colour_op modulate
}
}
}
}
@@ -0,0 +1,23 @@
<scene formatVersion="1.0.1" export_time="1411571227.183877" previous_export_time="0" exported_by="fnouvial" >
<nodes >
<node name="vaisseau" >
<position x="0.000000" y="0.000000" z="-0.000000" />
<rotation qx="0.707107" qy="0.000000" qz="-0.000000" qw="0.707107" />
<scale x="1.000000" y="1.000000" z="1.000000" />
<game >
<sensors />
<actuators />
</game>
<entity velocity_max="0.0" mass="1.0" velocity_min="0.0" actor="False" lock_trans_z="False" ghost="False" lock_trans_x="False" lock_trans_y="False" anisotropic_friction="False" physics_type="STATIC" lock_rot_y="False" lock_rot_x="False" lock_rot_z="False" damping_trans="0.03999999910593033" friction_x="1.0" friction_y="1.0" friction_z="1.0" meshFile="vaisseau.mesh" inertia_tensor="0.4000000059604645" damping_rot="0.10000000149011612" mass_radius="1.0" name="vaisseau" />
</node>
<externals >
<item type="material" >
<file name="vaisseau.material" />
</item>
</externals>
<environment >
<colourAmbient r="0.0" b="0.0" g="0.0" />
<colourBackground r="0.05087608844041824" b="0.05087608844041824" g="0.05087608844041824" />
<colourDiffuse r="0.05087608844041824" b="0.05087608844041824" g="0.05087608844041824" />
</environment>
</scene>
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