Fulltext results:
- model
- odels]]. ===== Models representing things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset defin... "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the lo
- scripting_with_stateanimator
- rsed. For example, in a model asset called "model.thing.misc3", it could look like this:<code> script { record model.thing.misc3 () def onStateChange (animator, sta... the file could look like this:<code>record model.thing.misc3 () def onStateChange (animator, state) ... xt string with the asset identifier (e.g., "model.thing.possessed"). | | ''<nowiki>__asset__</nowiki>''|
- shader
- modify an inherited shader. <code> shader model.thing.misc3.uvscroll { inherits: model.skeletal.unl