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Old bones: animation, scale and field of view

Every model and animation re-imported, weapon sounds from the data, and the original FOV.

Old bones: animation, scale and field of view

A big clean-up pass across all the imported models, plus sound and the camera.

Models and animations

Every prop, weapon, pickup and monster was re-imported with fixed scale and animations, more than 1,500 files in all.

Sounds from the data

Weapon sounds are now wired up automatically from the original data tables: the attack sound on the weapon, the launch sound at the muzzle, a looping sound that travels with the projectile, and the explosion where it lands. Sounds on pooled effects restart properly when an effect is reused, and stop when it’s put away.

Icons without the cyan

The original inventory icons used pure cyan as their transparent colour. They now get that colour keyed out on import, with a little tolerance for compression, and the colour under the transparent pixels cleared so no cyan halo shows around the edges.

Field of view

The original didn’t use a standard field of view: its horizontal and vertical angles didn’t match what a modern camera would compute for the same screen. A temporary tool lets the two angles be set independently to match screenshots from the original.

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