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Model name: tech_crategibs.mdl
Description: pieces of a wooden crate and other tech stuff.
Use it with: a gibshooter, like env_shooter
Amount of different bodies: 17. (0 to 16) Scripted sequences available: none found.

Model name: teleporter_blue_sprites.mdl
Description: some blue lensflares are circling around an invisible pilar.
Use it with: monster_generic entity. Fill model with models/.mdl to add it as decoration or as teleport
Best usage of this model: insert the monster_generic entity. check the not solid flag and use as rendermode additive and fxamount around 255. Place a trigger_teleport inside the model. Note: this model seems to sink through your floor a bit. If you want to use this model, keep that in mind
Scripted sequences available:
  • orbit rotates the purple flares

Model name: teleporter_orange_rings.mdl
Description: as teleporter_blue_sprites, but now it has 2 vertical placed orange rings rotating around the horizontal axis .

Model name: tentacle2.mdl
Description: that nasty tentacle you have to defeat twice in the game.
Use it with: monster_tentacle entity
Best usage of this model: as a thrill for the player to get passed it. It's keen on sound.
Scripted sequences available:
  • Pit_Idle is into the pit, doesn't move
  • rise_to_Temp1 rises all up from the pit straight up
  • Temp1_to_floor slams nail down while retreats somewhat downwards
  • Floor_idle rests at position taken with Templ_to_floor. Breaths, but doesn't do a thing
  • Floor_Fidget_Pissed scrapes with nail over floor fron left to right
  • Floor_Fidget_SmallRise rises up from Floor_Idle position, and returns to that position
  • Floor_Fidget_Wave rises up from Floor_Idle position and pulls back then returns to Floor_Idle position
  • Floor_Strike pulls back and slams nail very hard on Floor_Idle position
  • Floor_Tap ticks with nail on Floor_Idle position
  • Floor_Rotate like Floor_Strike but jams harder
  • Floor_Rear is in the air and comes to horizontal position with nail, at height of Floor_Idle position, but doesn't touch Floor
  • Floor_Rear_Idle follows Floor_Rear, just hangs in air with nail, breathin
  • Floor_To_Lev1 jams nail onto Level1 that's just above Floor
  • Lev1_Idle like Floor_Rear_Idle
  • Lev1_Fidget_Claw just taps on Level1 with nail
  • Lev1_Fidget_Shake moves nail from left to right, slightly shaking head
  • Lev1_Fidget_Snap like Lev1_Fidget_Shake but suddenly breaks out to the left
  • Lev1_Strike hammers with nail hard on Level1
  • Lev1_Tap taps on Level1 with nail
  • Lev1_Rotate as Lev1_Strike
  • Lev1_Rear pulls back from Level1
  • Lev1_Rear_Idle follows Lev1_Rear, hangs in air with nail
  • Lev1_To_Lev2 raises 1 level up
  • Lev2_Idle hangs in air with nail on height of Level2
  • Lev2_Fidget_Shake puts nail up in the air and shakes body
  • Lev2_Fidget_Swing swings nail from right to left over Level2
  • Lev2_Fidget_Tut pulls back and forth with nail
  • Lev2_Strike hamers on level2 with nail, very hard
  • Lev2_Tap taps on Level2 with nail
  • Lev2_Rotate faster taps
  • Lev2_Rear pulls back from Level2
  • Lev2_Rear_Idle follows Lev2_Rear, hangs in air with nail
  • Lev2_To_Lev3 moves 1 level up
  • Lev3_Idle hangs in air with nail on level3
  • Lev3_Fidget_Shake shakes nail in air
  • Lev3_Fidget_Side looks left and looks right
  • Lev3_Fidget_Swipe hangs in air then does a one time jam with nail on level3
  • Lev3_Strike jams with nail on level3, not that hard as other levels
  • Lev3_Tap taps on level3
  • Lev3_Rotate as Lev3_Strike
  • Lev3_Rear pulls back from Level3, fast
  • Lev3_Rear_Idle follows Lev3_Rear, hangs in air with nail
  • Lev1_Door_reach down on level1, it reaches into a doorway
  • Lev3_To_Engine reaches higher to enginelevel, which is above level3
  • Engine_Idle hangs in air at enginelevel
  • Engine_Sway moves fast from left to right
  • Engine_Swat hammers with nail on enginelevel, and bumping with head on level3
  • Engine_Bob nodds yes with nail
  • Engine_death1 is on enginelevel, shivers then pulls back into pit. Dead
  • Engine_death2 as Engine_death1 but shivers way slower
  • Engine_death3 as Engine_death1, different shivering
  • tentacle_grab_idle frozen tentacle with nail on level1
  • tentacle_grab reaches for something into hallway, then grabs it and drags it into pit

Model name: testsphere.mdl
Description: a nice sphere with checkerboard texture. The texture is preshaded. Model not very usable.
Use it with: monster_generic entity. Fill model with models/testsphere.mdl
Scripted sequences available: none found.

Model name: tree.mdl
Description: the Xen picking-tree that gets annoyed and picks on you when you hit it.
Use it with: xen_tree entity
Best usage of this model: to add atmosphere to a xen-style level.
Scripted sequences available:
  • idle1 just swings it's nail from left to right in the wind.
  • attack picking with the nail forward from above.

Model name: turret.mdl
Description: The big brother of the miniturret.
Use it with: monster_turret entity.
Best usage of this model: as with the miniturret, it's placable at a ceiling or at the floor (inside the ceiling and floor I'd say). Carve a hole in the ceiling wherein you place it or a hole in the floor. It'll pop out of it when triggered. see miniturret
Scripted sequences available:
  • idle_off totally switched off and sits back in it's hole
  • fire deployed turret firing allong with the big chaingun
  • spin should be spinning around but looks like firesequence
  • deploy the ejaction of the turret out of the hole and opening of the gun
  • retire like deploy but way slower
  • die goes bezerk, shooting on all sides. Keeps moving, so retire should follow this sequence