• Setting up the Citizens to use Zombie animations
    4 replies, posted
I'm trying to set up the citizen models to use the zombie rig (yes, I know, it's been done, but I'd like to learn how), but I've run into a snag: [img]http://www.guessmyname.darkstars.co.uk/pictures/longnight/testmap0008.jpg[/img] I've decompiled the zombie and group1 citizen models, and fiddled the zombie's qc to use the citizen stuff: [code]$modelname "Zombie/Classic.mdl" $model "studio" "male_01_reference.smd" $lod 10 { replacemodel "male_01_reference" "lod1_male_01_reference" } $lod 20 { replacemodel "male_01_reference" "lod2_male_01_reference" } $lod 35 { replacemodel "male_01_reference" "lod3_male_01_reference" } $lod 60 { replacemodel "male_01_reference" "lod4_male_01_reference" } $lod 90 { replacemodel "male_01_reference" "lod5_male_01_reference" } $shadowlod { replacemodel "male_01_reference" "lod6_male_01_reference" } $poseparameter move_yaw -180.00 180.00 360.00 $cdmaterials "models\Humans\Male\Group01\" $cdmaterials "models\Humans\Male\" $cdmaterials "models\humans\male\" $hboxset "default" $hbox 2 "ValveBiped.Bip01_Spine1" -8.500 -3.840 -7.120 15.500 9.840 7.730 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500 $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500 -1.860 -1.900 10.500 3.110 2.360 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.000 -1.780 -1.000 6.000 1.230 2.000 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -1.890 -1.600 10.500 3.090 2.660 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.000 -1.780 -2.500 6.000 1.230 0.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -4.870 -3.540 17.250 3.180 2.630 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -4.920 -3.120 17.250 3.250 2.650 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500 $hbox 1 "ValveBiped.HC_Body_Bone" -6.590 -5.000 -5.760 8.500 5.000 6.240 // Model uses material "Zombie_Classic_sheet.vmt" // Model uses material "headcrabsheet.vmt" $attachment "headcrab" "ValveBiped.HC_Rear_Bone" -0.00 -0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00 $attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00 $attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00 $attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00 $attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00 $attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00 $surfaceprop "zombieflesh" $eyeposition -0.000 0.000 64.000 $illumposition 4.810 -2.887 33.803 $sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.00 $animation a_WalkS "a_WalkS" loop fps 24.000000 $animation a_WalkSE "a_WalkSE" loop fps 24.000000 $animation a_WalkE "a_WalkE" loop fps 24.000000 $animation a_WalkNE "a_WalkNE" loop fps 24.000000 $animation a_walk1 "a_walk1" loop fps 24.000000 $animation a_WalkNW "a_WalkNW" loop fps 24.000000 $animation a_WalkW "a_WalkW" loop fps 24.000000 $animation a_WalkSW "a_WalkSW" loop fps 24.000000 $sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 { { event AE_ZOMBIE_STEP_LEFT 5 } { event AE_ZOMBIE_STEP_RIGHT 15 } { event AE_ZOMBIE_SCUFF_LEFT 20 } { event AE_ZOMBIE_STEP_LEFT 28 } { event AE_ZOMBIE_STEP_RIGHT 38 } { event AE_ZOMBIE_SCUFF_LEFT 40 } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_walk2 "a_walk2" loop fps 24.000000 $sequence walk2 "a_WalkS" loop ACT_WALK 1 fps 24.00 { { event AE_ZOMBIE_STEP_LEFT 7 } { event AE_ZOMBIE_SCUFF_RIGHT 10 } { event AE_ZOMBIE_STEP_RIGHT 21 } { event AE_ZOMBIE_STEP_LEFT 31 } { event AE_ZOMBIE_SCUFF_RIGHT 34 } { event AE_ZOMBIE_STEP_RIGHT 44 } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_walk2 a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_walk3 "a_walk3" loop fps 24.000000 $sequence walk3 "a_WalkS" loop ACT_WALK 1 fps 24.00 { { event AE_ZOMBIE_STEP_LEFT 7 } { event AE_ZOMBIE_STEP_RIGHT 18 } { event AE_ZOMBIE_SCUFF_LEFT 21 } { event AE_ZOMBIE_STEP_LEFT 32 } { event AE_ZOMBIE_STEP_RIGHT 40 } { event AE_ZOMBIE_SCUFF_LEFT 44 } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_walk3 a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_Walk4 "a_Walk4" loop fps 24.000000 $sequence walk4 "a_Walk4" loop ACT_WALK 1 fps 24.00 { { event AE_ZOMBIE_STEP_LEFT 4 } { event AE_ZOMBIE_STEP_RIGHT 16 } { event AE_ZOMBIE_STEP_LEFT 22 } { event AE_ZOMBIE_STEP_RIGHT 28 } { event AE_ZOMBIE_STEP_LEFT 43 } { event AE_ZOMBIE_STEP_RIGHT 49 } { event AE_ZOMBIE_STEP_LEFT 58 } { event AE_ZOMBIE_STEP_RIGHT 67 } } $sequence FireWalk "FireWalk" loop ACT_WALK_ON_FIRE 1 fps 30.00 $sequence FireIdle "FireIdle" loop ACT_IDLE_ON_FIRE 1 fps 30.00 $sequence attackA "attackA" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_RIGHT 25 } { event AE_NPC_ATTACK_BROADCAST 10 } } $sequence attackB "attackB" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_RIGHT 25 } { event AE_NPC_ATTACK_BROADCAST 10 } } $sequence attackC "attackC" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_LEFT 25 } { event AE_NPC_ATTACK_BROADCAST 10 } } $sequence attackD "attackD" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_LEFT 25 } { event AE_NPC_ATTACK_BROADCAST 10 } } $sequence attackE "attackE" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_BOTH 25 } } $sequence attackF "attackF" ACT_MELEE_ATTACK1 2 fps 30.00 { { event AE_ZOMBIE_ATTACK_SCREAM 5 } { event AE_ZOMBIE_ATTACK_BOTH 25 } } $sequence swatleftmid "swatleftmid" ACT_ZOM_SWATLEFTMID 1 fps 30.00 { { event AE_ZOMBIE_STARTSWAT 1 } { event AE_ZOMBIE_SWATITEM 9 } } $sequence swatrightmid "swatrightmid" ACT_ZOM_SWATRIGHTMID 1 fps 30.00 { { event AE_ZOMBIE_STARTSWAT 1 } { event AE_ZOMBIE_SWATITEM 9 } } $sequence swatleftlow "swatleftlow" ACT_ZOM_SWATLEFTLOW 1 fps 30.00 { { event AE_ZOMBIE_STARTSWAT 1 } { event AE_ZOMBIE_SWATITEM 15 } } $sequence swatrightlow "swatrightlow" ACT_ZOM_SWATRIGHTLOW 1 fps 30.00 { { event AE_ZOMBIE_STARTSWAT 1 } { event AE_ZOMBIE_SWATITEM 18 } } $sequence releasecrab "releasecrab" ACT_ZOM_RELEASECRAB 1 fps 30.00 $sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00 $sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00 $sequence physflinch3 "physflinch3" ACT_FLINCH_PHYSICS 1 fps 30.00 $sequence smashfall64 "smashfall64" fps 30.00 { { event AE_NPC_BODYDROP_HEAVY 10 } { event AE_NPC_BODYDROP_HEAVY 27 } { event AE_NPC_BODYDROP_HEAVY 37 } { event AE_ZOMBIE_GET_UP 75 } } $sequence slump_a "slump_a" loop fps 30.00 $sequence slumprise_a "slumprise_a" fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 1 } { event AE_NPC_LEFTFOOT 15 } { event AE_NPC_RIGHTFOOT 50 } { event AE_ZOMBIE_GET_UP 80 } } $sequence slumprise_a_attack "slumprise_a_attack" fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 1 } { event AE_NPC_LEFTFOOT 15 } { event AE_NPC_RIGHTFOOT 50 } { event AE_ZOMBIE_GET_UP 80 } { event AE_ZOMBIE_ATTACK_SCREAM 16 } { event AE_ZOMBIE_ATTACK_RIGHT 36 } } $sequence slumprise_a2 "slumprise_a2" fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 1 } { event AE_NPC_RIGHTFOOT 16 } { event AE_NPC_RIGHTFOOT 22 } { event AE_ZOMBIE_GET_UP 24 } } $sequence slump_b "slump_b" loop fps 30.00 $sequence slumprise_b "slumprise_b" fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 1 } { event AE_NPC_LEFTFOOT 13 } { event AE_NPC_RIGHTFOOT 27 } { event AE_ZOMBIE_GET_UP 57 } } $sequence Breakthrough "Breakthrough" fps 30.00 $sequence canal5await "canal5await" fps 30.00 $sequence canal5aattack "canal5aattack" fps 30.00 $animation zombie_delta.smd "zombie_delta.smd" fps 30 $sequence flinch_headinDelta "flinch_headinDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_headinFrame "flinch_headinFrame" fps 30.00 $sequence flinch_headCoreDelta "flinch_headCoreDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_headOutFrame "flinch_headOutFrame" fps 30.00 $sequence flinch_headoutDelta "flinch_headoutDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_head "flinch_head" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_chestinDelta "flinch_chestinDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_chestinFrame "flinch_chestinFrame" fps 30.00 $sequence flinch_chestCoreDelta "flinch_chestCoreDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_chestOutFrame "flinch_chestOutFrame" fps 30.00 $sequence flinch_chestoutDelta "flinch_chestoutDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_chest "flinch_chest" ACT_GESTURE_FLINCH_CHEST 1 fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_leftArminDelta "flinch_leftArminDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_leftArminFrame "flinch_leftArminFrame" fps 30.00 $sequence flinch_leftArmCoreDelta "flinch_leftArmCoreDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_leftArmOutFrame "flinch_leftArmOutFrame" fps 30.00 $sequence flinch_leftArmoutDelta "flinch_leftArmoutDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_leftArm "flinch_leftArm" ACT_GESTURE_FLINCH_LEFTARM 1 fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_rightArminDelta "flinch_rightArminDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_rightArminFrame "flinch_rightArminFrame" fps 30.00 $sequence flinch_rightArmCoreDelta "flinch_rightArmCoreDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_rightArmOutFrame "flinch_rightArmOutFrame" fps 30.00 $sequence flinch_rightArmoutDelta "flinch_rightArmoutDelta" fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_rightArm "flinch_rightArm" ACT_GESTURE_FLINCH_RIGHTARM 1 fps 30.00 subtract zombie_delta.smd 0 $sequence flinch_leftLeg "flinch_leftLeg" ACT_FLINCH_LEFTLEG 1 fps 30.00 $sequence flinch_rightLeg "flinch_rightLeg" ACT_FLINCH_RIGHTLEG 1 fps 30.00 $sequence alyx_zombie_fight1 "alyx_zombie_fight1" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 { { event AE_CL_PLAYSOUND 10 "Zombie.Alert" } { event AE_CL_PLAYSOUND 36 "Zombie.Pain" } } $sequence alyx_zombie_fight2 "alyx_zombie_fight2" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 4 } { event AE_CL_PLAYSOUND 38 "Zombie.Pain" } { event AE_ZOMBIE_POPHEADCRAB 76 "ValveBiped.Bip01_R_hand 1000" } { event AE_NPC_SET_INTERACTION_CANTDIE 50 "0" } } $sequence alyx_zombie_shotgun_fight1 "alyx_zombie_shotgun_fight1" ACT_DI_ALYX_ZOMBIE_SHOTGUN64 1 fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 4 } { event AE_CL_PLAYSOUND 23 "Zombie.Pain" } } $sequence alyx_zombie_shotgun_fight2 "alyx_zombie_shotgun_fight2" ACT_DI_ALYX_ZOMBIE_SHOTGUN64 1 fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 4 } { event AE_CL_PLAYSOUND 23 "Zombie.Pain" } } $sequence alyx_zombie_shotgun_fight3 "alyx_zombie_shotgun_fight3" ACT_DI_ALYX_ZOMBIE_SHOTGUN26 1 fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 4 } { event AE_CL_PLAYSOUND 17 "Zombie.Pain" } { event AE_ZOMBIE_POPHEADCRAB 17 "ValveBiped.Bip01_R_hand 800" } } $sequence alyx_zombie_shotgun_fight4 "alyx_zombie_shotgun_fight4" ACT_DI_ALYX_ZOMBIE_SHOTGUN26 1 fps 30.00 { { event AE_ZOMBIE_ALERTSOUND 4 } { event AE_CL_PLAYSOUND 15 "Zombie.Die" } { event AE_CL_PLAYSOUND 45 "Zombie.Pain" } { event AE_NPC_HURT_INTERACTION_PARTNER 48 "ME 200" } } $sequence alyx_zombie_kick1 "alyx_zombie_kick1" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 { { event AE_ZOMBIE_POPHEADCRAB 22 "ValveBiped.Bip01_R_Foot 1500" } } $sequence alyx_zombie_grab "alyx_zombie_grab" fps 30.00 $sequence alyx_zombie_grab_PI "alyx_zombie_grab_PI" loop fps 30.00 $sequence alyx_zombie_grab_exit "alyx_zombie_grab_exit" fps 30.00 { { event AE_NPC_HURT_INTERACTION_PARTNER 20 "ME 100" } } $sequence alyx_zombie_elbow_45L "alyx_zombie_elbow_45L" fps 30.00 { { event AE_NPC_HURT_INTERACTION_PARTNER 43 "ME 100" } } $sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00 $sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 { { event AE_ZOMBIE_POUND 14 } { event AE_ZOMBIE_POUND 35 } } $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 } [/code] Now I'm trying to find a way to fix the face and hands. I've checked the UVs on the decompiled citizen; the face thing isn't because of the decompile. GUIStudioMDL didn't show up any errors on the compile, though I do get this in the console: [code] Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l) Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r) [/code] -seems to be something to do with the eye textures, and I doubt it's responsible for the face. What I want to do: -Fix the hand animations - the zombie rig is set up for elongated fingers which I obviously don't want on the citizens. -Fix the head -Compile an animation mdl so that I can simply use $include to add the animations to the other 'zombie citizens' (like how they all have shared animations etc, but for the zombie anims) Can anyone help with this? I really don't want to go through every animation smd by hand adjusting things. Is there a quick, easy way of fixing this? (ie just merging all the hand/finger bones together in the qc; would that work?)
When I made my Headcrabbed Wehrmacht soldiers from DoD:S. I just hexed the "zombie_classic.mdl" into "zombie_animscl.mdl" Then I just used $"includemodel "models/zombie/zombie_animscl.mdl" and it had all of the working anims. As for the face, you need to open the texture, and either clamp T or S on the sheet. And for the fingers You'll probably just have to un-rig the finger bones.
Hey shotgunguy did you release the dod zombies?
[QUOTE=Uncle_Earl;19099264]Hey shotgunguy did you release the dod zombies?[/QUOTE] No, I still didn't make the gibs or the allied zombies yet. But this thread isn't about that, It's about rigging citizens to zombie anims. [B]Edit:[/B] Ok, think I know why your eyes are fucked up. You deleted all of the facepose data, put that back in and recompile it with the stuff I said in my previous post.
Okay, it works now: [img]http://www.guessmyname.darkstars.co.uk/pictures/longnight/testmap0011.jpg[/img] Thanks for the help! The eyes are still a bit broke, but as I'll be removing those anyway, I'm not as bothered. With the stretching issue; bizarrely, the facemap texture actually already had both of those checked. Unchecking them fixed the problem, bizarrely enough And I discovered a(nother) bug in mdldecompiler in the process >_> - all eyes are set up assuming the texture is eyeball_l/r, when the model was actually using dark_eyeball_l/r, resulting in compile errors.
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