• Invisible Model problem!
    6 replies, posted
Im making a playermodel but here is a problem, Its spawning as invisible and not showing in game, Idk why its doing this please help this is the qc [CODE]// Created by Crowbar 0.36.0.0 $ModelName "crookshanks.mdl" $BodyGroup "crookshank" { studio "crookshanks_reference.smd" } $SurfaceProp "flesh" $Contents "solid" $MaxEyeDeflection 90 $MostlyOpaque $CDMaterials "models\crook\" $Attachment "eyes" "Head" 5.61 -9.36 0 rotate 0 -92.59 -90 $Attachment "anim_attachment_RH" "Head" 22 -13.5 0 rotate 0 -90 0 $CBox -10 -12 0 10 12 68 $BBox -10 -12 0 10 12 68 // $HBoxSet "default" // $HBox 0 "Root" -6 -4.5 -4.5 4 6.5 4.5 "" // $HBox 0 "Spine1" -2 -6.86 -3.5 10 4.14 3.5 "" // $HBox 0 "Head" -2 -11 -5.05 10 2 4.95 "" // $HBox 0 "RightShoulder" -1.74 -2.35 -1.99 7.26 3.65 2.02 "" // $HBox 0 "RightArm" 0.5 -2.5 -2.5 9.5 3.5 2.5 "" // $HBox 0 "LeftShoulder" -7.26 -3.65 -2.02 1.74 2.35 1.99 "" // $HBox 0 "LeftArm" -9.5 -3.5 -2.5 -0.5 2.5 2.5 "" // $HBox 0 "RightThigh" -4.16 -4.05 -2.25 6.84 2.95 3.25 "" // $HBox 0 "RightCalf" -1 0.9 -2.43 4.99 9.9 2.57 "" // $HBox 0 "LeftThigh" -6.84 -2.95 -2.75 4.16 4.05 2.75 "" // $HBox 0 "LeftCalf" -4.99 -9.9 -2.5 1 -0.9 2.5 "" // $HBox 0 "jiggletail2" -3.5 -2.5 -6.5 3.5 2.5 10.5 "" // $SkipBoneInBBox $JiggleBone "L_ear" { is_flexible { length 30 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "R_ear" { is_flexible { length 30 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "L_fur" { is_flexible { length 30 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "R_fur" { is_flexible { length 30 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "jiggletail1" { is_flexible { length 30 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "jiggletail2" { is_flexible { length 35 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 50.000001 } } $JiggleBone "jiggletail3" { is_flexible { length 40 tip_mass 0 pitch_stiffness 50 pitch_damping 7 yaw_stiffness 50 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 55 } } $SectionFrames 30 300 $PoseParameter "aim_yaw" -44.9465 44.94648 0 $PoseParameter "aim_pitch" -30.00002 45.00003 0 $PoseParameter "move_y" -1 1 0 $PoseParameter "move_x" -1 1 0 $WeightList "weights_Normal_HeadMove" { "Root" 0 "Spine1" 0 "Neck" 0 "Head" 1 "L_ear" 1 "R_ear" 1 "RightShoulder" 0 "RightArm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger0" 0 "LeftShoulder" 0 "LeftArm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger0" 0 "L_fur" 0 "R_fur" 0 "RightThigh" 0 "RightCalf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "LeftThigh" 0 "LeftCalf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "jiggletail1" 0 "jiggletail2" 0 "jiggletail3" 0 } $WeightList "weights_reload" { "Root" 0 "Spine1" 0 "Neck" 1 "Head" 1 "L_ear" 1 "R_ear" 1 "RightShoulder" 1 "RightArm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_R_Finger0" 1 "LeftShoulder" 0 "LeftArm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger0" 0 "L_fur" 0 "R_fur" 0 "RightThigh" 0 "RightCalf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "LeftThigh" 0 "LeftCalf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "jiggletail1" 0 "jiggletail2" 0 "jiggletail3" 0 } $WeightList "weights_inchat" { "Root" 0 "Spine1" 0 "Neck" 1 "Head" 1 "L_ear" 1 "R_ear" 1 "RightShoulder" 0 "RightArm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger0" 0 "LeftShoulder" 1 "LeftArm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_L_Finger0" 1 "L_fur" 0 "R_fur" 0 "RightThigh" 0 "RightCalf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "LeftThigh" 0 "LeftCalf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "jiggletail1" 0 "jiggletail2" 0 "jiggletail3" 0 } $WeightList "weights_taunt_wave" { "Root" 0 "Spine1" 0 "Neck" 0 "Head" 0 "L_ear" 0 "R_ear" 0 "RightShoulder" 1 "RightArm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_R_Finger0" 1 "LeftShoulder" 0 "LeftArm" 0 "ValveBiped.Bip01_L_Hand" 0 "ValveBiped.Bip01_L_Finger0" 0 "L_fur" 0 "R_fur" 0 "RightThigh" 0 "RightCalf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "LeftThigh" 0 "LeftCalf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "jiggletail1" 0 "jiggletail2" 0 "jiggletail3" 0 } $WeightList "weights_taunt_salute" { "Root" 0 "Spine1" 0 "Neck" 0 "Head" 0 "L_ear" 0 "R_ear" 0 "RightShoulder" 0 "RightArm" 0 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_R_Finger0" 0 "LeftShoulder" 1 "LeftArm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_L_Finger0" 1 "L_fur" 0 "R_fur" 0 "RightThigh" 0 "RightCalf" 0 "ValveBiped.Bip01_R_Foot" 0 "ValveBiped.Bip01_R_Toe0" 0 "LeftThigh" 0 "LeftCalf" 0 "ValveBiped.Bip01_L_Foot" 0 "ValveBiped.Bip01_L_Toe0" 0 "jiggletail1" 0 "jiggletail2" 0 "jiggletail3" 0 } $Animation "a_idle" "player_chibiterasu_anims\a_idle.smd" { fps 30 } $Animation "a_sit" "player_chibiterasu_anims\a_sit.smd" { fps 30 } $Animation "a_normal_HeadMove_base" "player_chibiterasu_anims\a_normal_HeadMove_base.smd" { fps 30 } $Animation "a_normal_HeadMove_down_left" "player_chibiterasu_anims\a_normal_HeadMove_down_left.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_down_center" "player_chibiterasu_anims\a_normal_HeadMove_down_center.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_down_right" "player_chibiterasu_anims\a_normal_HeadMove_down_right.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_mid_left" "player_chibiterasu_anims\a_normal_HeadMove_mid_left.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_mid_center" "player_chibiterasu_anims\a_normal_HeadMove_mid_center.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_mid_right" "player_chibiterasu_anims\a_normal_HeadMove_mid_right.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_up_left" "player_chibiterasu_anims\a_normal_HeadMove_up_left.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_up_center" "player_chibiterasu_anims\a_normal_HeadMove_up_center.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_normal_HeadMove_up_right" "player_chibiterasu_anims\a_normal_HeadMove_up_right.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Animation "a_reload" "player_chibiterasu_anims\a_reload.smd" { fps 25 weightlist "weights_reload" } $Animation "a_reload_revolver" "player_chibiterasu_anims\a_reload_revolver.smd" { fps 10 weightlist "weights_reload" } $Animation "a_reload_pistol" "player_chibiterasu_anims\a_reload_pistol.smd" { fps 25 weightlist "weights_reload" } $Animation "a_reload_shotgun" "player_chibiterasu_anims\a_reload_shotgun.smd" { fps 25 weightlist "weights_reload" } $Animation "a_inchat" "player_chibiterasu_anims\a_inchat.smd" { fps 30 weightlist "weights_inchat" } $Animation "a_jump" "player_chibiterasu_anims\a_jump.smd" { fps 30 } $Animation "a_wave" "player_chibiterasu_anims\a_wave.smd" { fps 30 weightlist "weights_taunt_wave" } $Animation "a_wave_b" "player_chibiterasu_anims\a_wave_b.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Animation "a_salute" "player_chibiterasu_anims\a_salute.smd" { fps 30 weightlist "weights_taunt_salute" } $Animation "a_salute_b" "player_chibiterasu_anims\a_salute_b.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Animation "a_idle_swim" "player_chibiterasu_anims\a_idle_swim.smd" { fps 15 loop } $Animation "a_idle_crouch" "player_chibiterasu_anims\a_idle_crouch.smd" { fps 30 loop } $Animation "a_idle_noclip" "player_chibiterasu_anims\a_idle_noclip.smd" { fps 32 loop } $Animation "a_runN" "player_chibiterasu_anims\a_runN.smd" { fps 20 loop } $Animation "a_runBack" "player_chibiterasu_anims\a_runBack.smd" { fps 20 loop } $Animation "a_walkN" "player_chibiterasu_anims\a_walkN.smd" { fps 35 loop } $Animation "a_walkS" "player_chibiterasu_anims\a_walkS.smd" { fps 35 loop } $Animation "a_crouchN" "player_chibiterasu_anims\a_crouchN.smd" { fps 25 loop } $Animation "a_crouchS" "player_chibiterasu_anims\a_crouchS.smd" { fps 25 loop } $Animation "a_noclipN" "player_chibiterasu_anims\a_noclipN.smd" { fps 32 loop } $Animation "a_noclipNW" "player_chibiterasu_anims\a_noclipNW.smd" { fps 32 loop } $Animation "a_noclipNE" "player_chibiterasu_anims\a_noclipNE.smd" { fps 32 loop } $Animation "a_noclipS" "player_chibiterasu_anims\a_noclipS.smd" { fps 32 loop } $Animation "a_noclipSW" "player_chibiterasu_anims\a_noclipSW.smd" { fps 32 loop } $Animation "a_noclipSE" "player_chibiterasu_anims\a_noclipSE.smd" { fps 32 loop } $Animation "a_noclipW" "player_chibiterasu_anims\a_noclipW.smd" { fps 32 loop } $Animation "a_noclipE" "player_chibiterasu_anims\a_noclipE.smd" { fps 32 loop } $Animation "a_breath" "player_chibiterasu_anims\a_breath.smd" { fps 18 loop // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Animation "a_proportions" "player_chibiterasu_anims\a_proportions.smd" { fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Sequence "Normal_HeadMove" { "a_normal_HeadMove_up_right" "a_normal_HeadMove_up_center" "a_normal_HeadMove_up_left" "a_normal_HeadMove_mid_right" "a_normal_HeadMove_mid_center" "a_normal_HeadMove_mid_left" "a_normal_HeadMove_down_right" "a_normal_HeadMove_down_center" "a_normal_HeadMove_down_left" blend "aim_yaw" -44.9465 44.94648 blend "aim_pitch" -30.00002 45.00003 delta fadein 0.2 fadeout 0.2 hidden fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 weightlist "weights_Normal_HeadMove" } $Sequence "breath" { "a_breath" autoplay delta fadein 0.2 fadeout 0.2 addlayer "Normal_HeadMove" fps 18 loop // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Sequence "idle" { "a_idle" activity "ACT_HL2MP_IDLE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_crouch" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_swim" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim" { "a_idle_swim" activity "ACT_HL2MP_SWIM" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "jump" { "a_jump" activity "ACT_HL2MP_JUMP" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "sit" { "a_sit" activity "ACT_HL2MP_SIT" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "inchat" { "a_inchat" activity "ACT_GMOD_IN_CHAT" 1 fadein 0.2 fadeout 0.2 fps 30 weightlist "weights_inchat" } $Sequence "taunt_wave" { "a_wave" fadein 0.2 fadeout 0.2 fps 30 weightlist "weights_taunt_wave" } $Sequence "taunt_wave_b" { "a_wave_b" activity "ACT_GMOD_GESTURE_WAVE" 1 delta fadein 0.2 fadeout 0.2 addlayer "taunt_wave" fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Sequence "taunt_salute" { "a_salute" fadein 0.2 fadeout 0.2 fps 30 weightlist "weights_taunt_salute" } $Sequence "taunt_salute_b" { "a_salute_b" activity "ACT_GMOD_TAUNT_SALUTE" 1 delta fadein 0.2 fadeout 0.2 addlayer "taunt_salute" fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $Sequence "taunt_dance" { "player_chibiterasu_anims\taunt_dance.smd" activity "ACT_GMOD_TAUNT_DANCE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "taunt_bow" { "player_chibiterasu_anims\taunt_bow.smd" activity "ACT_GMOD_GESTURE_BOW" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "drive_jeep" { "player_chibiterasu_anims\drive_jeep.smd" activity "ACT_DRIVE_JEEP" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "drive_airboat" { "player_chibiterasu_anims\drive_airboat.smd" activity "ACT_DRIVE_AIRBOAT" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "sit_rollercoaster" { "a_sit" activity "ACT_GMOD_SIT_ROLLERCOASTER" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "menu_walk" { "a_walkN" fadein 0.2 fadeout 0.2 fps 35 loop } $Sequence "idle_all_01" { "a_idle" fadein 0.2 fadeout 0.2 fps 30 } $Sequence "run_all_01" { "a_runN" "a_runN" "a_runN" "a_runN" "a_idle" "a_runN" "a_runBack" "a_runBack" "a_runBack" activity "ACT_HL2MP_RUN" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 node "running" fps 20 loop } $Sequence "cwalk_all" { "a_crouchN" "a_crouchN" "a_crouchN" "a_crouchN" "a_idle_crouch" "a_crouchN" "a_crouchS" "a_crouchS" "a_crouchS" activity "ACT_HL2MP_WALK_CROUCH" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 node "walking" fps 25 loop } $Sequence "walk_all" { "a_walkN" "a_walkN" "a_walkN" "a_walkN" "a_idle" "a_walkN" "a_walkS" "a_walkS" "a_walkS" activity "ACT_HL2MP_WALK" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 node "walking" fps 35 loop } $Sequence "noclip" { "a_noclipNW" "a_noclipN" "a_noclipNE" "a_noclipW" "a_idle_noclip" "a_noclipE" "a_noclipSW" "a_noclipS" "a_noclipSE" activity "ACT_GMOD_NOCLIP_LAYER" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 fps 32 loop } $Sequence "idle_AR2" { "a_idle" activity "ACT_HL2MP_IDLE_AR2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_AR2" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_AR2" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_AR2" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_AR2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_AR2" { "a_idle_swim" activity "ACT_HL2MP_SWIM_AR2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_AR2" { "a_runN" activity "ACT_HL2MP_RUN_AR2" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_AR2" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_AR2" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_AR2" { "a_walkN" activity "ACT_HL2MP_WALK_AR2" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_AR2" { "a_jump" activity "ACT_HL2MP_JUMP_AR2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_AR2" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_AR2" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_ar2" { "a_sit" activity "ACT_HL2MP_SIT_AR2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_CAMERA" { "a_idle" activity "ACT_HL2MP_IDLE_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_CAMERA" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_CAMERA" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_CAMERA" { "a_idle_swim" activity "ACT_HL2MP_SWIM_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_CAMERA" { "a_runN" activity "ACT_HL2MP_RUN_CAMERA" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_CAMERA" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_CAMERA" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_CAMERA" { "a_walkN" activity "ACT_HL2MP_WALK_CAMERA" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_CAMERA" { "a_jump" activity "ACT_HL2MP_JUMP_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_CAMERA" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_camera" { "a_sit" activity "ACT_HL2MP_SIT_CAMERA" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_CROSSBOW" { "a_idle" activity "ACT_HL2MP_IDLE_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_CROSSBOW" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_CROSSBOW" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_CROSSBOW" { "a_idle_swim" activity "ACT_HL2MP_SWIM_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_CROSSBOW" { "a_runN" activity "ACT_HL2MP_RUN_CROSSBOW" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_CROSSBOW" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_CROSSBOW" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_CROSSBOW" { "a_walkN" activity "ACT_HL2MP_WALK_CROSSBOW" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_CROSSBOW" { "a_jump" activity "ACT_HL2MP_JUMP_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_CROSSBOW" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_crossbow" { "a_sit" activity "ACT_HL2MP_SIT_CROSSBOW" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_DUEL" { "a_idle" activity "ACT_HL2MP_IDLE_DUEL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_DUEL" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_DUEL" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_DUEL" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_DUEL" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_DUEL" { "a_idle_swim" activity "ACT_HL2MP_SWIM_DUEL" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_DUEL" { "a_runN" activity "ACT_HL2MP_RUN_DUEL" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_DUEL" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_DUEL" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_DUEL" { "a_walkN" activity "ACT_HL2MP_WALK_DUEL" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_DUEL" { "a_jump" activity "ACT_HL2MP_JUMP_DUEL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_DUEL" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_DUEL" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_duel" { "a_sit" activity "ACT_HL2MP_SIT_DUEL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_FIST" { "a_idle" activity "ACT_HL2MP_IDLE_FIST" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_FIST" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_FIST" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_FIST" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_FIST" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_FIST" { "a_idle_swim" activity "ACT_HL2MP_SWIM_FIST" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_FIST" { "a_runN" activity "ACT_HL2MP_RUN_FIST" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_FIST" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_FIST" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_FIST" { "a_walkN" activity "ACT_HL2MP_WALK_FIST" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_FIST" { "a_jump" activity "ACT_HL2MP_JUMP_FIST" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_FIST" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_FIST" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_fist" { "a_sit" activity "ACT_HL2MP_SIT_FIST" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_GRENADE" { "a_idle" activity "ACT_HL2MP_IDLE_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_GRENADE" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_GRENADE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_GRENADE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_GRENADE" { "a_runN" activity "ACT_HL2MP_RUN_GRENADE" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_GRENADE" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_GRENADE" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_GRENADE" { "a_walkN" activity "ACT_HL2MP_WALK_GRENADE" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_GRENADE" { "a_jump" activity "ACT_HL2MP_JUMP_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_GRENADE" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_grenade" { "a_sit" activity "ACT_HL2MP_SIT_GRENADE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_KNIFE" { "a_idle" activity "ACT_HL2MP_IDLE_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_KNIFE" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_KNIFE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_KNIFE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_KNIFE" { "a_runN" activity "ACT_HL2MP_RUN_KNIFE" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_KNIFE" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_KNIFE" { "a_walkN" activity "ACT_HL2MP_WALK_KNIFE" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_KNIFE" { "a_jump" activity "ACT_HL2MP_JUMP_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_KNIFE" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_knife" { "a_sit" activity "ACT_HL2MP_SIT_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_MELEE" { "a_idle" activity "ACT_HL2MP_IDLE_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_MELEE" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_MELEE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_MELEE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_MELEE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_MELEE" { "a_runN" activity "ACT_HL2MP_RUN_MELEE" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_MELEE" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_MELEE" { "a_walkN" activity "ACT_HL2MP_WALK_MELEE" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_MELEE" { "a_jump" activity "ACT_HL2MP_JUMP_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_MELEE" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_MELEE" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_melee" { "a_sit" activity "ACT_HL2MP_SIT_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_MELEE2" { "a_idle" activity "ACT_HL2MP_IDLE_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_MELEE2" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_MELEE2" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_MELEE2" { "a_idle_swim" activity "ACT_HL2MP_SWIM_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_MELEE2" { "a_runN" activity "ACT_HL2MP_RUN_MELEE2" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_MELEE2" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_MELEE2" { "a_walkN" activity "ACT_HL2MP_WALK_MELEE2" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_MELEE2" { "a_jump" activity "ACT_HL2MP_JUMP_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_MELEE2" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_melee2" { "a_sit" activity "ACT_HL2MP_SIT_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_PASSIVE" { "a_idle" activity "ACT_HL2MP_IDLE_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_PASSIVE" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_PASSIVE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_PASSIVE" { "a_idle_swim" activity "ACT_HL2MP_SWIM_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_PASSIVE" { "a_runN" activity "ACT_HL2MP_RUN_PASSIVE" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_PASSIVE" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_PASSIVE" { "a_walkN" activity "ACT_HL2MP_WALK_PASSIVE" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_PASSIVE" { "a_jump" activity "ACT_HL2MP_JUMP_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_PASSIVE" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_passive" { "a_sit" activity "ACT_HL2MP_SIT_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_PISTOL" { "a_idle" activity "ACT_HL2MP_IDLE_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_PISTOL" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_PISTOL" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_PISTOL" { "a_idle_swim" activity "ACT_HL2MP_SWIM_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_PISTOL" { "a_runN" activity "ACT_HL2MP_RUN_PISTOL" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_PISTOL" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_PISTOL" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_PISTOL" { "a_walkN" activity "ACT_HL2MP_WALK_PISTOL" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_PISTOL" { "a_jump" activity "ACT_HL2MP_JUMP_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_PISTOL" { "a_reload_pistol" activity "ACT_HL2MP_GESTURE_RELOAD_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_pistol" { "a_sit" activity "ACT_HL2MP_SIT_PISTOL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_PHYSGUN" { "a_idle" activity "ACT_HL2MP_IDLE_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_PHYSGUN" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_PHYSGUN" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_PHYSGUN" { "a_idle_swim" activity "ACT_HL2MP_SWIM_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_PHYSGUN" { "a_runN" activity "ACT_HL2MP_RUN_PHYSGUN" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_PHYSGUN" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_PHYSGUN" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_PHYSGUN" { "a_walkN" activity "ACT_HL2MP_WALK_PHYSGUN" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_PHYSGUN" { "a_jump" activity "ACT_HL2MP_JUMP_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_PHYSGUN" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_physgun" { "a_sit" activity "ACT_HL2MP_SIT_PHYSGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_REVOLVER" { "a_idle" activity "ACT_HL2MP_IDLE_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_REVOLVER" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_REVOLVER" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_REVOLVER" { "a_idle_swim" activity "ACT_HL2MP_SWIM_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_REVOLVER" { "a_runN" activity "ACT_HL2MP_RUN_REVOLVER" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_REVOLVER" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_REVOLVER" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_REVOLVER" { "a_walkN" activity "ACT_HL2MP_WALK_REVOLVER" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_REVOLVER" { "a_jump" activity "ACT_HL2MP_JUMP_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_REVOLVER" { "a_reload_revolver" activity "ACT_HL2MP_GESTURE_RELOAD_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 10 weightlist "weights_reload" } $Sequence "sit_revolver" { "a_sit" activity "ACT_HL2MP_SIT_REVOLVER" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_RPG" { "a_idle" activity "ACT_HL2MP_IDLE_RPG" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_RPG" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_RPG" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_RPG" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_RPG" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_RPG" { "a_idle_swim" activity "ACT_HL2MP_SWIM_RPG" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_RPG" { "a_runN" activity "ACT_HL2MP_RUN_RPG" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_RPG" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_RPG" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_RPG" { "a_walkN" activity "ACT_HL2MP_WALK_RPG" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_RPG" { "a_jump" activity "ACT_HL2MP_JUMP_RPG" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_RPG" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_RPG" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_rpg" { "a_sit" activity "ACT_HL2MP_SIT_RPG" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_SHOTGUN" { "a_idle" activity "ACT_HL2MP_IDLE_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_SHOTGUN" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_SHOTGUN" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_SHOTGUN" { "a_idle_swim" activity "ACT_HL2MP_SWIM_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_SHOTGUN" { "a_runN" activity "ACT_HL2MP_RUN_SHOTGUN" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_SHOTGUN" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_SHOTGUN" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_SHOTGUN" { "a_walkN" activity "ACT_HL2MP_WALK_SHOTGUN" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_SHOTGUN" { "a_jump" activity "ACT_HL2MP_JUMP_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_SHOTGUN" { "a_reload_shotgun" activity "ACT_HL2MP_GESTURE_RELOAD_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_shotgun" { "a_sit" activity "ACT_HL2MP_SIT_SHOTGUN" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_SLAM" { "a_idle" activity "ACT_HL2MP_IDLE_SLAM" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_SLAM" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_SLAM" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_SLAM" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_SLAM" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_SLAM" { "a_idle_swim" activity "ACT_HL2MP_SWIM_SLAM" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_SLAM" { "a_runN" activity "ACT_HL2MP_RUN_SLAM" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_SLAM" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_SLAM" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_SLAM" { "a_walkN" activity "ACT_HL2MP_WALK_SLAM" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_SLAM" { "a_jump" activity "ACT_HL2MP_JUMP_SLAM" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_SLAM" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_SLAM" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_slam" { "a_sit" activity "ACT_HL2MP_SIT_SLAM" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_SMG1" { "a_idle" activity "ACT_HL2MP_IDLE_SMG1" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "idle_Crouch_SMG1" { "a_idle_crouch" activity "ACT_HL2MP_IDLE_CROUCH_SMG1" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle_Swim_SMG1" { "a_idle_swim" activity "ACT_HL2MP_SWIM_IDLE_SMG1" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "swim_SMG1" { "a_idle_swim" activity "ACT_HL2MP_SWIM_SMG1" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $Sequence "run_SMG1" { "a_runN" activity "ACT_HL2MP_RUN_SMG1" 1 fadein 0.2 fadeout 0.2 addlayer "run_all_01" fps 20 loop } $Sequence "crouch_SMG1" { "a_crouchN" activity "ACT_HL2MP_WALK_CROUCH_SMG1" 1 fadein 0.2 fadeout 0.2 addlayer "cwalk_all" fps 25 loop } $Sequence "walk_SMG1" { "a_walkN" activity "ACT_HL2MP_WALK_SMG1" 1 fadein 0.2 fadeout 0.2 addlayer "walk_all" fps 35 loop } $Sequence "jump_SMG1" { "a_jump" activity "ACT_HL2MP_JUMP_SMG1" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reload_SMG1" { "a_reload" activity "ACT_HL2MP_GESTURE_RELOAD_SMG1" 1 fadein 0.2 fadeout 0.2 fps 25 weightlist "weights_reload" } $Sequence "sit_smg1" { "a_sit" activity "ACT_HL2MP_SIT_SMG1" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "reference" { "player_chibiterasu_anims\reference.smd" fadein 0.2 fadeout 0.2 fps 1 } $Sequence "ragdoll" { "player_chibiterasu_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "proportions" { "a_proportions" autoplay predelta fadein 0.2 fadeout 0.2 fps 30 // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed. subtract "a_idle" 0 } $CollisionJoints "player_chibiterasu_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $jointconstrain "jiggletail1" x limit -31 31 0 $jointconstrain "jiggletail1" y limit -97 26 0 $jointconstrain "jiggletail1" z limit -40 40 0 $jointconstrain "jiggletail2" x limit -10 10 0 $jointconstrain "jiggletail2" y limit -19 23 0 $jointconstrain "jiggletail2" z limit -26 26 0 $jointconstrain "LeftThigh" x limit -20 20 0 $jointconstrain "LeftThigh" y limit -20 20 0 $jointconstrain "LeftThigh" z limit -30 70 0 $jointconstrain "LeftCalf" x limit -5 5 0 $jointconstrain "LeftCalf" y limit -5 5 0 $jointconstrain "LeftCalf" z limit -66 0 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 93 0 $jointconstrain "RightThigh" x limit -20 20 0 $jointconstrain "RightThigh" y limit -20 20 0 $jointconstrain "RightThigh" z limit -30 70 0 $jointconstrain "RightCalf" x limit -5 5 0 $jointconstrain "RightCalf" y limit -5 5 0 $jointconstrain "RightCalf" z limit -68 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 93 0 $jointconstrain "Spine1" x limit -20 20 0 $jointconstrain "Spine1" y limit -25 25 0 $jointconstrain "Spine1" z limit -23 23 0 $jointconstrain "LeftShoulder" x limit -5 5 0 $jointconstrain "LeftShoulder" y limit -5 5 0 $jointconstrain "LeftShoulder" z limit -23 20 0 $jointconstrain "LeftArm" x limit -20 20 0 $jointconstrain "LeftArm" y limit -8 5 0 $jointconstrain "LeftArm" z limit -10 104 0 $jointconstrain "RightShoulder" x limit -5 5 0 $jointconstrain "RightShoulder" y limit -5 5 0 $jointconstrain "RightShoulder" z limit -23 20 0 $jointconstrain "RightArm" x limit -20 20 0 $jointconstrain "RightArm" y limit -8 5 0 $jointconstrain "RightArm" z limit -10 104 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -8 6 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -120 5 0 $jointconstrain "Neck" x limit -40 40 0 $jointconstrain "Neck" y limit -30 30 0 $jointconstrain "Neck" z limit -8 7 0 $jointconstrain "Head" x limit -30 30 0 $jointconstrain "Head" y limit -20 20 0 $jointconstrain "Head" z limit -46 50 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -8 6 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -120 5 0 $jointconstrain "jiggletail3" x limit -10 10 0 $jointconstrain "jiggletail3" y limit -21 20 0 $jointconstrain "jiggletail3" z limit -26 26 0 } $CollisionText { animatedfriction { "animfrictionmin" "1.000000" "animfrictionmax" "400.000000" "animfrictiontimein" "0.500000" "animfrictiontimeout" "0.000000" "animfrictiontimehold" "0.300000" } editparams { "rootname" "Root" "totalmass" "100.000000" } }[/CODE]
You applied the textures correctly? I know it sounds like a stupid question, but sometimes I would accidentally skip over that and end up compiling a model without textures. This is a ragdoll, so I don't know anything about them, just a possibility from whatever my puny mind could gather. I just remember having a problem like this when I compiled my first model, easiest way to contradict my statement is spawn a material on the model with the tool gun.
i figured out how to fix th textures the only problem is this [url]http://steamcommunity.com/sharedfiles/filedetails/?id=850563106[/url]
Yeah looks like the skeleton got chewed up through the compiler, you using a ValveBiped skeleton by any chance?
Im using the skeleton of a playermodel called doge in the workshop, its supposed to be a cat
Sounds like you'll have to edit the QC a bit then, only thing I can think of is you'll have to find the source in the QC, but I can't help you there unfortunately. Somebody with more experience may help you out.
What would i do to the qc though
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