Fix for Issue #170 Asset loading under Linux

This commit is contained in:
DavidWyand-GG 2012-12-12 13:53:32 -05:00
parent 37f44a6341
commit 5dd5814a9b
11 changed files with 17 additions and 17 deletions

View file

@ -484,7 +484,7 @@ datablock PlayerData(DefaultPlayerData)
computeCRC = false;
// Third person shape
shapeFile = "art/shapes/actors/Soldier/soldier_rigged.dae";
shapeFile = "art/shapes/actors/Soldier/soldier_rigged.DAE";
cameraMaxDist = 3;
allowImageStateAnimation = true;

View file

@ -28,7 +28,7 @@
datablock SFXProfile(WeaponUseSound)
{
filename = "art/sound/weapons/weapon_switch";
filename = "art/sound/weapons/Weapon_switch";
description = AudioClose3d;
preload = true;
};

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@ -26,21 +26,21 @@
datablock SFXProfile(RyderFireSound)
{
filename = "art/sound/weapons/wpn_Ryder_fire";
filename = "art/sound/weapons/wpn_ryder_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderReloadSound)
{
filename = "art/sound/weapons/wpn_Ryder_reload";
filename = "art/sound/weapons/wpn_ryder_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderSwitchinSound)
{
filename = "art/sound/weapons/wpn_Ryder_switchin";
filename = "art/sound/weapons/wpn_ryder_switchin";
description = AudioClose3D;
preload = true;
};

View file

@ -22,7 +22,7 @@
singleton TSShapeConstructor(SoldierDAE)
{
baseShape = "./soldier_rigged.dae";
baseShape = "./soldier_rigged.DAE";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";

View file

@ -484,7 +484,7 @@ datablock PlayerData(DefaultPlayerData)
computeCRC = false;
// Third person shape
shapeFile = "art/shapes/actors/Soldier/soldier_rigged.dae";
shapeFile = "art/shapes/actors/Soldier/soldier_rigged.DAE";
cameraMaxDist = 3;
allowImageStateAnimation = true;

View file

@ -274,7 +274,7 @@ datablock WheeledVehicleTire(CheetahCarTire)
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "art/shapes/Cheetah/wheel.dae";
shapeFile = "art/shapes/Cheetah/wheel.DAE";
staticFriction = 4.2;
kineticFriction = "1";
@ -296,7 +296,7 @@ datablock WheeledVehicleTire(CheetahCarTireRear)
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "art/shapes/Cheetah/wheelBack.dae";
shapeFile = "art/shapes/Cheetah/wheelBack.DAE";
staticFriction = "7.2";
kineticFriction = "1";
@ -324,7 +324,7 @@ datablock WheeledVehicleSpring(CheetahCarSpring)
datablock WheeledVehicleData(CheetahCar)
{
category = "Vehicles";
shapeFile = "art/shapes/Cheetah/Cheetah_Body.dae";
shapeFile = "art/shapes/Cheetah/Cheetah_Body.DAE";
emap = 1;
mountPose[0] = sitting;

View file

@ -28,7 +28,7 @@
datablock SFXProfile(WeaponUseSound)
{
filename = "art/sound/weapons/weapon_switch";
filename = "art/sound/weapons/Weapon_switch";
description = AudioClose3d;
preload = true;
};

View file

@ -26,21 +26,21 @@
datablock SFXProfile(RyderFireSound)
{
filename = "art/sound/weapons/wpn_Ryder_fire";
filename = "art/sound/weapons/wpn_ryder_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderReloadSound)
{
filename = "art/sound/weapons/wpn_Ryder_reload";
filename = "art/sound/weapons/wpn_ryder_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderSwitchinSound)
{
filename = "art/sound/weapons/wpn_Ryder_switchin";
filename = "art/sound/weapons/wpn_ryder_switchin";
description = AudioClose3D;
preload = true;
};

View file

@ -22,7 +22,7 @@
singleton TSShapeConstructor(WheelDae)
{
baseShape = "./wheel.dae";
baseShape = "./wheel.DAE";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
matNamePrefix = "";

View file

@ -22,7 +22,7 @@
singleton TSShapeConstructor(WheelBackDae)
{
baseShape = "./wheelBack.dae";
baseShape = "./wheelBack.DAE";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
matNamePrefix = "";

View file

@ -22,7 +22,7 @@
singleton TSShapeConstructor(SoldierDAE)
{
baseShape = "./soldier_rigged.dae";
baseShape = "./soldier_rigged.DAE";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";