• recompiling break animations of the combine assassin
    12 replies, posted
Hi, i tryied to fix the guns textures of the hl2 leak assassin but it seems i can't recompile it right, Animations are broken and i don't really know what to do. Someone an explain it to me, helping me? this is the .qc file [URL="https://facepunch.com/pastebin.com/raw.php?i=CbKBj3pm"]pastebin.com/raw.php?i=CbKBj3pm[/URL] [code]$ModelName "fassassinNew.mdl" $BodyGroup "Fassassin" { studio "fassassin_reference.smd" } $BodyGroup "guns" { studio "fassassin_pistols_reference.smd" } $SurfaceProp "flesh" $Contents "solid" $EyePosition 0 0 64 $MaxEyeDeflection 90 $CDMaterials "models\fassassin\" $Attachment "leftHand" "ValveBiped.Bip01_L_Hand" 3.5 0 0 rotate 0 0 0 $Attachment "RightHand" "ValveBiped.Bip01_R_Hand" 3.5 0 0 rotate 0 0 180 $Attachment "LeftMuzzle" "ValveBiped.Bip01_L_Hand" 12 -1.5 3.5 rotate 0 0 0 $Attachment "RightMuzzle" "ValveBiped.Bip01_R_Hand" 12 -1.5 -3.5 rotate 0 0 180 $Attachment "Eye" "ValveBiped.Bip01_Head1" 3.4 -4.1 0 rotate 0 -90 0 $CBox 0 0 0 0 0 0 $BBox -12.748 -24.437 -2.861 11.087 24.906 74.259 // $HBoxSet "default" // $HBox 103 "ValveBiped.Bip01_Pelvis" -6.98 -3.05 -5.02 6.71 4.66 4.87 // $HBox 106 "ValveBiped.Bip01_L_Thigh" -1.63 -3.63 -3.89 23.92 5.1 2.74 // $HBox 106 "ValveBiped.Bip01_L_Calf" -8.64 -2.48 -2.6 18.870001 3.78 2.02 // $HBox 106 "ValveBiped.Bip01_L_Foot" -1.29 -1.67 -1.65 7.18 4.93 1.5 // $HBox 106 "ValveBiped.Bip01_L_Toe0" -1.07 -3.45 -1.48 1.86 0.03 0.83 // $HBox 107 "ValveBiped.Bip01_R_Thigh" -1.63 -3.63 -2.74 23.92 5.1 3.87 // $HBox 107 "ValveBiped.Bip01_R_Calf" -8.64 -2.48 -2.02 18.870001 3.78 2.6 // $HBox 107 "ValveBiped.Bip01_R_Foot" -1.29 -1.66 -1.52 7.18 4.93 1.69 // $HBox 107 "ValveBiped.Bip01_R_Toe0" -1.07 -3.5 -1.02 1.85 0.03 1.36 // $HBox 103 "ValveBiped.Bip01_Spine" -3.01 -1.6 -6.98 6.32 7.43 6.71 // $HBox 103 "ValveBiped.Bip01_Spine1" -5.75 -3.69 -6.24 9.2 7.4 6.12 // $HBox 102 "ValveBiped.Bip01_Spine2" -1.65 -3.82 -6.3 7.85 7.38 6.31 // $HBox 102 "ValveBiped.Bip01_Spine4" -1.42 -3.64 -5.04 5.08 6.4 5.05 // $HBox 102 "ValveBiped.Bip01_Neck1" -1.48 -4.89 -4.05 3.71 2.76 4.04 // $HBox 101 "ValveBiped.Bip01_Head1" -3.89 -4.87 -3.43 6.65 4.52 3.31 // $HBox 104 "ValveBiped.Bip01_L_Clavicle" 0 -3.35 -4.4 8.06 3.88 4.71 // $HBox 104 "ValveBiped.Bip01_L_UpperArm" -0.66 -3.48 -2.28 14.68 2.48 1.44 // $HBox 104 "ValveBiped.Bip01_L_Forearm" -5.46 -2.3 -1.49 13.5 1.27 1.29 // $HBox 104 "ValveBiped.Bip01_L_Hand" 0 -2.29 -2.12 11.5 0.53 4.48 // $HBox 104 "ValveBiped.Bip01_L_Finger1" 0 -1.08 -0.31 3.1 0.3 1.68 // $HBox 105 "ValveBiped.Bip01_R_Clavicle" 0 -3.45 -4.51 8.05 3.76 4.41 // $HBox 105 "ValveBiped.Bip01_R_UpperArm" -0.67 -3.48 -1.44 14.68 2.48 2.29 // $HBox 105 "ValveBiped.Bip01_R_Forearm" -5.46 -2.3 -1.28 13.49 1.27 1.5 // $HBox 105 "ValveBiped.Bip01_R_Hand" 0 -2.1 -4.74 10.46 0.52 2.22 // $HBox 105 "ValveBiped.Bip01_R_Finger1" 0 -0.93 -1.75 3.1 0.29 0.3 // $HBox 104 "ValveBiped.Bip01_L_Finger11" -0.35 -1.04 0 1.15 0 1.47 // $HBox 105 "ValveBiped.Bip01_R_Finger22" 0 -0.94 -4.44 5.63 0.7 0 // $HBox 105 "ValveBiped.Bip01_R_Finger11" -0.22 -0.94 -3.3 5.14 0.37 0 // $HBox 105 "ValveBiped.Bip01_R_Finger12" 0 -0.78 -3.35 6.01 1.4 0 $DefineBone "ValveBiped.Bip01" "" -0.000005 0.114078 41.760071 0 0 89.999983 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01" 0 0 0 0 0 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.984023 0.000008 0.000007 -2.858888 -91.095081 -89.999983 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 19.319887 0 0 0 5.942432 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.701586 0 0 -2.367061 -30.852853 -1.829225 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.534989 0 0 -0.279145 -62.414467 -0.309454 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.984013 0.000008 0.000007 -2.858888 -88.904946 -89.999983 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 19.319891 0 0 0 5.942432 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.701586 0 0 2.367061 -30.852976 2.459536 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.53499 0 0 -0.279489 -62.41446 -4.566703 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01" 0.000005 4.21278 -1.689684 -1.602678 89.999983 89.999983 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 3.620125 0 0 0 -8.004849 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.445709 0 0 0 0.478477 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 7.391224 0 0 0 8.919635 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.178825 0 0 0 20.899725 179.999856 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.706902 0.000002 0 -0.000057 13.995696 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.023582 0.907751 0.852529 -76.440589 166.171797 93.863841 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 4.983665 -0.000004 0 10.86099 -43.086999 -86.855528 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 10.904945 0 0.000004 0.000005 -5.909198 -0.000001 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 10.565866 -0.000002 -0.000027 -4.5502 2.085396 86.077856 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.464123 0.088917 -0.78028 15.635389 -6.546791 -15.270585 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.149899 0.000004 0 -3.087154 0.70365 -0.000003 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.616507 0.0881 -0.193358 9.939958 -4.788665 -4.289791 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.507635 -0.03022 0.336396 -2.270401 -0.127656 5.034812 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.709198 0.065914 0.920442 -11.325369 -6.002937 18.068571 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.820747 -0.193687 0.888224 -28.564693 -27.177787 -78.658795 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.123138 0 0.000002 -0.688122 6.6666 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.023582 0.907751 -0.852529 76.440589 166.171797 -97.974693 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 4.983665 -0.000004 0 -8.039055 -43.584903 89.886424 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 10.904953 0 0 -0.000009 -5.909029 0 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 10.565884 0 0.000004 4.549736 2.08528 -85.593363 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.464096 0.095509 0.7795 -15.690048 -6.411343 15.213978 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.149897 0 0 3.092539 0.679698 0.000002 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.616476 0.089725 0.192606 -9.980066 -4.703356 4.277131 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.507607 -0.033066 -0.336129 2.269256 -0.146336 -5.035211 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.709169 0.058125 -0.920967 11.274322 -6.098739 -18.084096 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.820724 -0.201214 -0.886554 28.342558 -27.410649 78.522376 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.123138 -0.000001 0 0.72914 6.662239 0.000001 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.321865 0 0 2.665347 -4.231693 0.000002 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 0.977465 0.000004 0 0.672486 -3.544141 0.000003 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 0.860973 0.000001 0.000002 -0.01186 -10.348869 -0.000001 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.575054 0 0 -3.19212 -7.633691 -0.000001 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.060835 0.000004 0 3.126115 -3.256753 -0.000001 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.321865 0 0 -2.700348 -4.209464 -0.000005 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 0.977461 0.000004 0 -0.701872 -3.538416 -0.000007 0 0 0 0 0 0 $DefineBone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 0.86097 0.000001 0 -0.051172 -10.348758 0.000002 0 0 0 0 0 0 $SectionFrames 30 259 $PoseParameter "aim_pitch" -30 45 0 $PoseParameter "aim_yaw" -20 20 0 $Animation "reference" "fassassin_anims\reference.smd" { fps 30 } $Animation "a_yaw_right" "fassassin_anims\a_yaw_right.smd" { fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Animation "a_yaw_left" "fassassin_anims\a_yaw_left.smd" { fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Animation "a_pitch_up" "fassassin_anims\a_pitch_up.smd" { fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Animation "a_pitch_down" "fassassin_anims\a_pitch_down.smd" { fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Animation "FlipForwardBX" "fassassin_anims\FlipForwardBX.smd" { fps 30 } $Sequence "layer_body_yaw" { "a_yaw_right" "a_yaw_left" autoplay blend "aim_yaw" -20 20 blendwidth 2 delta fadein 0.2 fadeout 0.2 hidden fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Sequence "layer_body_pitch" { "a_pitch_up" "a_pitch_down" autoplay blend "aim_pitch" -30 45 blendwidth 2 delta fadein 0.2 fadeout 0.2 hidden fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "reference" 0 } $Sequence "perch" { "fassassin_anims\perch.smd" activity "ACT_IDLE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "idle" { "fassassin_anims\idle.smd" activity "ACT_IDLE" 3 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "run" { "fassassin_anims\run.smd" activity "ACT_RUN" -1 { event 1100 5 "event_emit Foot" } { event 1100 12 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "Shoot_Standing" { "fassassin_anims\Shoot_Standing.smd" fadein 0.2 fadeout 0.2 fps 30 } $Sequence "JumpStart" { "fassassin_anims\JumpStart.smd" activity "ACT_JUMP" -1 { event 1100 6 "event_jump start" } { event 1100 12 "event_jump loop" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "JumpLoop" { "fassassin_anims\JumpLoop.smd" activity "ACT_GLIDE" -1 { event 1100 7 "event_jump loop" } fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "JumpLand" { "fassassin_anims\JumpLand.smd" activity "ACT_LAND" -1 { event 1100 7 "event_emit Foot" } { event 1100 7 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "layer_aim_crouch_all" { "fassassin_anims\layer_aim_crouch_all.smd" fadein 0.2 fadeout 0.2 fps 30 } $Sequence "Aim_Crouching" { "fassassin_anims\Aim_Crouching.smd" fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "shoot_crouching" { "fassassin_anims\shoot_crouching.smd" activity "ACT_RANGE_ATTACK1" -1 { event 1100 0 "event_rattack right" } { event 1100 3 "event_rattack left" } { event 1100 7 "event_rattack right" } { event 1100 10 "event_rattack left" } fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "FlipLeft" { "fassassin_anims\FlipLeft.smd" activity "ACT_HL2MP_JUMP" -1 { event 1100 17 "event_emit Foot" } { event 1100 19 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "FlipRight" { "fassassin_anims\FlipRight.smd" activity "ACT_HL2MP_JUMP_PISTOL" -1 { event 1100 19 "event_emit Foot" } { event 1100 21 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "flipback" { "fassassin_anims\flipback.smd" activity "ACT_HL2MP_JUMP_SMG1" -1 { event 1100 20 "event_emit Foot" } { event 1100 21 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "FlipForward" { "fassassin_anims\FlipForward.smd" activity "ACT_ASSASSIN_FLIP_FORWARD" 1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "FlipForwardB" { "FlipForwardBX" activity "ACT_HL2MP_JUMP_AR2" -1 { event 1100 23 "event_emit Foot" } { event 1100 23 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "melee" { "fassassin_anims\melee.smd" activity "ACT_MELEE_ATTACK1" 1 { event 1100 10 "event_mattack" } { event 1100 24 "event_emit Foot" } { event 1100 25 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "melee2" { "fassassin_anims\melee2.smd" activity "ACT_MELEE_ATTACK1" 1 { event 1100 11 "event_mattack kick" } { event 1100 20 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "lunge" { "fassassin_anims\lunge.smd" activity "ACT_MELEE_ATTACK2" -1 { event 1100 21 "event_mattack lunge" } { event 1100 24 "event_emit Foot" } { event 1100 25 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "ragdoll" { "fassassin_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" -1 fadein 0.2 fadeout 0.2 fps 30 } $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0 0 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0 0 0 $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_spine" $jointconstrain "valvebiped.bip01_spine2" x limit -22.00 22.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -10.00 45.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -75.00 80.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -125.00 45.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -80.00 75.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -125.00 45.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -65.00 75.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -148.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -20.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -32.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -75.00 65.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -148.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -8.00 20.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -32.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -20.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -75.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 128.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -45.00 45.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -20.00 25.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -6.00 20.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -35.00 10.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -75.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 128.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -18.00 18.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -4.00 4.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -25.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -18.00 18.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -4.00 4.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -25.00 12.00 0.00 } [/code]
Firstly, whenever you post SMD's or QC's, put them inside [noparse][code][/code][/noparse] tags, it looks more concise and cleaner. Secondly, you should try including $definebone commands for each bone in the model's skeleton, usually borken animations are caused by not having this command as the compiler deletes bones that it deems "unnecessary" unless explicitly defined by the $definebone command.
yeah i did it but it got more worse, the model is all torn apart moving and flying mid air
Are the $definebone commands using the bone positions from the reference model?
can't say i use guistudiomdl and crowbar i just checked the box definebones
why you decompile the model if you wanna fix the textures? huh? is the uv layout broken? mine looks good. might check upaxis. or check the animations itself. might happen the decompiler f*cked them up. not unusual for old or leak models. i'd not mind if you could upload the complete model with textures. i might have a look. i only got 2 other versions. each with different textures and with a couple animations missing. i might weld that all together. x)
Actually, its the one from this file [URL="https://garrysmods.org/download/24153/combine-beta-snpcs"]https://garrysmods.org/download/24153/combine-beta-snpcs[/URL]
When you decompile, check "definebones". When you recompile, do not have it checked.
definebone is blah. the decompiled aim animation frames are bogus. the delta stuff subtracts too much from the reference pose. makes the model go underground. if you want easy you could remove them together with the blend layer sequences. but you could also remake them. i'm on it right now. it's new to me tho. i did just props and filmic chars ever since. for being lazy. [URL="https://drive.google.com/file/d/0B_pQQ7YfZgJxSWE1LTc0ZTNHejQ/view"]this[/URL] works for me. only tested in sdk13sp. but should do it elsewhere too. just some fingers are missing but that is what the decompile delivered. you might add those too if you need them. :)
[URL]http://s000.tinyupload.com/?file_id=04029476015656661104[/URL] this is the result, after testing with lua, it seems she can't walk, i can get it playing the running animation in model viewer it is supposed to work with combine ai.
you could use $includemodel with an _animation or _shared file of whether a combine soldier or alyx or some other mp character or npc to have some sort of standard walking controls. it's gotta be a valvebiped ofc.
[video=youtube;i4B1leuP2sM]https://www.youtube.com/watch?v=i4B1leuP2sM&feature=youtu.be[/video] As you can see, the edited model have problems with moving animations. She just can't move for some reason. There is no errors in console, and original model don't have this problem.
yeah that is what i was talking about no idea why it does that..
Sorry, you need to Log In to post a reply to this thread.