• Shadow Playermodel to NPC?
    9 replies, posted
Hey I just wanted to know if anyone can rig and set up a shadow the hedgehog NPC from this file [url]http://www.garrysmod.org/downloads/?a=view&id=51583[/url] and also could you upload it to megaupload or mediafire? just saying because some of the garrysmod.org downloads get truncated or dont download completely their download servers don't like me for some reason.
[QUOTE=wolfokami;28619980] garrysmod.org downloads get truncated or dont download completely their download servers don't like me for some reason.[/QUOTE] You have to log onto garrysmod.org with your Steam credentials. You can't download stuff from there until the site knows that you own Garry's Mod.
i do and i did but when I open the file and add it the models are effed up sometimes, which leads me to believe they are truncated. due to server malfunction [editline]15th March 2011[/editline] If you could do this for me I would appreciate it alot, or maybe if you know someone who can rig these. Also you can upload them to garrysmod.org just make sure to add (wolfokami) to the end of the file so i know where it is ok? Ill try garrysmod.org but it may not work [editline]15th March 2011[/editline] sorry guys im gonna go ahead and redirect this thread to here [url]http://www.facepunch.com/threads/1069728-Shadow-the-hedgehog-NPC?p=28620207#post28620207[/url]
If it's already a player model rigging shouldn't be necessary. All you have to do is change a few lines in the QC. Check out shotgunguy49's tutorial if you need help with that.
nope I have experience with SeymourGuados model pack it uses a non standard valve biped skeleton thus giving them the combine soldier animations would mean having to animate them yourself rather than rigging them to the standard animation rig model. (its for this same reason the Lucario Player model is human sized rather than normal sized because the creator didnt want to do all that shit and rigged it to the standard biped) The V2 sonic playermodels (Seymourguados) alone have 235 animations The V3 sonic models (mine) have 258 animations (only 23 of them I actually made the rest are from the V2) the combine soldiers animations go well into the thousands add these factors PLUS coding the model (for tails 1432 lines of code) heres just a 500 line snippet of what i had to write for tails [code] $jigglebone "Front_hair_up1" { is_flexible { yaw_stiffness 500 yaw_damping 10 pitch_stiffness 500 pitch_damping 10 tip_mass 5 length 10 angle_constraint 25 } } $jigglebone "Front_hair_up2" { is_flexible { yaw_stiffness 300 yaw_damping 10 pitch_stiffness 300 pitch_damping 10 tip_mass 10 length 5 angle_constraint 45 } } $jigglebone "Front_hair_mid1" { is_flexible { yaw_stiffness 500 yaw_damping 10 pitch_stiffness 500 pitch_damping 10 tip_mass 5 length 10 angle_constraint 25 } } $jigglebone "Front_hair_mid2" { is_flexible { yaw_stiffness 300 yaw_damping 10 pitch_stiffness 300 pitch_damping 10 tip_mass 10 length 5 angle_constraint 45 } } $jigglebone "Front_hair_down1" { is_flexible { yaw_stiffness 500 yaw_damping 10 pitch_stiffness 500 pitch_damping 10 tip_mass 5 length 10 angle_constraint 25 } } $jigglebone "Front_hair_down2" { is_flexible { yaw_stiffness 300 yaw_damping 10 pitch_stiffness 300 pitch_damping 10 tip_mass 10 length 5 angle_constraint 45 } } $jigglebone "Downhair_left1" { is_flexible { yaw_stiffness 500 yaw_damping 10 yaw_constraint -2 2 pitch_stiffness 500 pitch_damping 10 tip_mass 0 length 14 angle_constraint 15 } } $jigglebone "Downhair_left2" { is_flexible { yaw_stiffness 400 yaw_damping 10 yaw_constraint -3 3 pitch_stiffness 400 pitch_damping 10 tip_mass 0 length 13 angle_constraint 20 } } $jigglebone "Downhair_left3" { is_flexible { yaw_stiffness 300 yaw_damping 10 yaw_constraint -4 4 pitch_stiffness 300 pitch_damping 10 tip_mass 0 length 12 angle_constraint 25 } } $jigglebone "Downhair_left4" { is_flexible { yaw_stiffness 600 yaw_damping 10 yaw_constraint -1 1 pitch_stiffness 600 pitch_damping 10 tip_mass 0 length 15 angle_constraint 10 } } $jigglebone "Downhair_right1" { is_flexible { yaw_stiffness 500 yaw_damping 10 yaw_constraint -2 2 pitch_stiffness 500 pitch_damping 10 tip_mass 0 length 14 angle_constraint 15 } } $jigglebone "Downhair_right2" { is_flexible { yaw_stiffness 400 yaw_damping 10 yaw_constraint -3 3 pitch_stiffness 400 pitch_damping 10 tip_mass 0 length 13 angle_constraint 20 } } $jigglebone "Downhair_right3" { is_flexible { yaw_stiffness 300 yaw_damping 10 yaw_constraint -4 4 pitch_stiffness 300 pitch_damping 10 tip_mass 0 length 12 angle_constraint 25 } } $jigglebone "Downhair_right4" { is_flexible { yaw_stiffness 600 yaw_damping 10 yaw_constraint -1 1 pitch_stiffness 600 pitch_damping 10 tip_mass 0 length 15 angle_constraint 10 } } $Weightlist Upper { "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 0.4 "ValveBiped.Bip01_L_Clavicle" 0.8 "ValveBiped.Bip01_L_Upperarm" 1.0 "ValveBiped.Bip01_R_Clavicle" 0.8 "ValveBiped.Bip01_R_Upperarm" 1.0 } $Weightlist Toefix { "ValveBiped.Bip01_L_Foot" 0.0 "ValveBiped.Bip01_R_Foot" 0.0 "ValveBiped.Bip01_L_Toe0" 0.8 "ValveBiped.Bip01_R_Toe0" 0.8 } $Weightlist thegun { "ValveBiped.Bip01_R_Hand" 0.0 "ValveBiped.Bip01_L_Hand" 0.0 "ValveBiped.Bip01_L_Finger4" 0.5 "ValveBiped.Bip01_L_Finger41" 0.8 "ValveBiped.Bip01_L_Finger42" 0.5 "ValveBiped.Bip01_L_Finger3" 0.5 "ValveBiped.Bip01_L_Finger31" 0.8 "ValveBiped.Bip01_L_Finger32" 0.5 "ValveBiped.Bip01_L_Finger2" 0.5 "ValveBiped.Bip01_L_Finger21" 0.8 "ValveBiped.Bip01_L_Finger22" 0.5 "ValveBiped.Bip01_L_Finger1" 0.5 "ValveBiped.Bip01_L_Finger11" 0.8 "ValveBiped.Bip01_L_Finger12" 0.5 "ValveBiped.Bip01_L_Finger0" 0.5 "ValveBiped.Bip01_L_Finger01" 0.8 "ValveBiped.Bip01_L_Finger02" 0.5 "ValveBiped.Bip01_R_Finger4" 0.5 "ValveBiped.Bip01_R_Finger41" 0.8 "ValveBiped.Bip01_R_Finger42" 0.5 "ValveBiped.Bip01_R_Finger3" 0.5 "ValveBiped.Bip01_R_Finger31" 0.8 "ValveBiped.Bip01_R_Finger32" 0.5 "ValveBiped.Bip01_R_Finger2" 0.5 "ValveBiped.Bip01_R_Finger21" 0.8 "ValveBiped.Bip01_R_Finger22" 0.5 "ValveBiped.Bip01_R_Finger1" 0.5 "ValveBiped.Bip01_R_Finger11" 0.8 "ValveBiped.Bip01_R_Finger12" 0.5 "ValveBiped.Bip01_R_Finger0" 0.5 "ValveBiped.Bip01_R_Finger01" 0.8 "ValveBiped.Bip01_R_Finger02" 0.5 } $Weightlist tails { "Tail1_1" 1.0 "Tail1_2" 1.0 "Tail1_3" 1.0 "Tail2_1" 1.0 "Tail2_2" 1.0 "Tail3_3" 1.0 } $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 rotate -90.00 $sequence reference "reference" fps 30.00 hidden rotate 90.00 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_police_WalkN_pistol_aim_matrix_up_right "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_right "a_police_WalkN_pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_right "a_police_WalkN_pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_up_center "a_police_WalkN_pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_center "a_police_WalkN_pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_center "a_police_WalkN_pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_up_left "a_police_WalkN_pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_left "a_police_WalkN_pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_left "a_police_WalkN_pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence police_WalkN_pistol_aim_matrix "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.00 subtract mdldecompiler_delta.smd 0 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_police_WalkN_pistol_aim_matrix_mid_right a_police_WalkN_pistol_aim_matrix_down_right a_police_WalkN_pistol_aim_matrix_up_center a_police_WalkN_pistol_aim_matrix_mid_center a_police_WalkN_pistol_aim_matrix_down_center a_police_WalkN_pistol_aim_matrix_up_left a_police_WalkN_pistol_aim_matrix_mid_left a_police_WalkN_pistol_aim_matrix_down_left } $animation a_weapons_Pistol_aim_matrix_up_right "a_weapons_Pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_right "a_weapons_Pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_right "a_weapons_Pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_up_center "a_weapons_Pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_center "a_weapons_Pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_center "a_weapons_Pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_up_left "a_weapons_Pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_left "a_weapons_Pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_left "a_weapons_Pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Pistol_aim_matrix "a_weapons_Pistol_aim_matrix_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Pistol_aim_matrix_mid_right a_weapons_Pistol_aim_matrix_down_right a_weapons_Pistol_aim_matrix_up_center a_weapons_Pistol_aim_matrix_mid_center a_weapons_Pistol_aim_matrix_down_center a_weapons_Pistol_aim_matrix_up_left a_weapons_Pistol_aim_matrix_mid_left a_weapons_Pistol_aim_matrix_down_left } $animation a_HL2DM_crouch_aim_pistol_up_right "a_HL2DM_crouch_aim_pistol_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_right "a_HL2DM_crouch_aim_pistol_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_right "a_HL2DM_crouch_aim_pistol_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_up_center "a_HL2DM_crouch_aim_pistol_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_center "a_HL2DM_crouch_aim_pistol_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_center "a_HL2DM_crouch_aim_pistol_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_up_left "a_HL2DM_crouch_aim_pistol_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_left "a_HL2DM_crouch_aim_pistol_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_left "a_HL2DM_crouch_aim_pistol_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_crouch_aim_pistol "a_HL2DM_crouch_aim_pistol_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_crouch_aim_pistol_mid_right a_HL2DM_crouch_aim_pistol_down_right a_HL2DM_crouch_aim_pistol_up_center a_HL2DM_crouch_aim_pistol_mid_center a_HL2DM_crouch_aim_pistol_down_center a_HL2DM_crouch_aim_pistol_up_left a_HL2DM_crouch_aim_pistol_mid_left a_HL2DM_crouch_aim_pistol_down_left } $animation a_soldier_Aim_9_directions_up_right "a_soldier_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_right "a_soldier_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_right "a_soldier_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_up_center "a_soldier_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_center "a_soldier_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_center "a_soldier_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_up_left "a_soldier_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_left "a_soldier_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_left "a_soldier_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_9_directions "a_soldier_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_down_right a_soldier_Aim_9_directions_up_center a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center a_soldier_Aim_9_directions_up_left a_soldier_Aim_9_directions_mid_left a_soldier_Aim_9_directions_down_left } $animation a_soldier_Aim_9_directions_SG_up_right "a_soldier_Aim_9_directions_SG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_right "a_soldier_Aim_9_directions_SG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_right "a_soldier_Aim_9_directions_SG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_up_center "a_soldier_Aim_9_directions_SG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_center "a_soldier_Aim_9_directions_SG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_center "a_soldier_Aim_9_directions_SG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_up_left "a_soldier_Aim_9_directions_SG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_left "a_soldier_Aim_9_directions_SG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_left "a_soldier_Aim_9_directions_SG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_9_directions_SG "a_soldier_Aim_9_directions_SG_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Aim_9_directions_SG_mid_right a_soldier_Aim_9_directions_SG_down_right a_soldier_Aim_9_directions_SG_up_center a_soldier_Aim_9_directions_SG_mid_center a_soldier_Aim_9_directions_SG_down_center a_soldier_Aim_9_directions_SG_up_left a_soldier_Aim_9_directions_SG_mid_left a_soldier_Aim_9_directions_SG_down_left } $animation a_soldier_Crouch_aim_9_directions_straight_up "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_right "a_soldier_Crouch_aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_right "a_soldier_Crouch_aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_center "a_soldier_Crouch_aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_center "a_soldier_Crouch_aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_left "a_soldier_Crouch_aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_left "a_soldier_Crouch_aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Crouch_aim_9_directions "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Crouch_aim_9_directions_up_right a_soldier_Crouch_aim_9_directions_mid_right a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_center a_soldier_Crouch_aim_9_directions_mid_center a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_left a_soldier_Crouch_aim_9_directions_mid_left } $animation a_weapons_Aim_9_directions_up_right "a_weapons_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_right "a_weapons_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_up_center "a_weapons_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_center "a_weapons_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_center "a_weapons_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_up_left "a_weapons_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_left "a_weapons_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_left "a_weapons_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Aim_9_directions "a_weapons_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Aim_9_directions_mid_right a_weapons_Aim_9_directions_down_right a_weapons_Aim_9_directions_up_center a_weapons_Aim_9_directions_mid_center a_weapons_Aim_9_directions_down_center a_weapons_Aim_9_directions_up_left a_weapons_Aim_9_directions_mid_left a_weapons_Aim_9_directions_down_left } $animation a_weapons_Aim_9_directions_Alert_up_right "a_weapons_Aim_9_directions_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_right "a_weapons_Aim_9_directions_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_right "a_weapons_Aim_9_directions_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_up_center "a_weapons_Aim_9_directions_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_center "a_weapons_Aim_9_directions_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_center "a_weapons_Aim_9_directions_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_up_left "a_weapons_Aim_9_directions_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_left "a_weapons_Aim_9_directions_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_left "a_weapons_Aim_9_directions_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Aim_9_directions_Alert "a_weapons_Aim_9_directions_Alert_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Aim_9_directions_Alert_mid_right a_weapons_Aim_9_directions_Alert_down_right a_weapons_Aim_9_directions_Alert_up_center a_weapons_Aim_9_directions_Alert_mid_center a_weapons_Aim_9_directions_Alert_down_center a_weapons_Aim_9_directions_Alert_up_left a_weapons_Aim_9_directions_Alert_mid_left a_weapons_Aim_9_directions_Alert_down_left } $animation a_weapons_RunN_SMG1_Aim_9_directions_up_right "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_right "a_weapons_RunN_SMG1_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_right "a_weapons_RunN_SMG1_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_up_center "a_weapons_RunN_SMG1_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_center "a_weapons_RunN_SMG1_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_center "a_weapons_RunN_SMG1_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_up_left "a_weapons_RunN_SMG1_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_left "a_weapons_RunN_SMG1_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_left "a_weapons_RunN_SMG1_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_RunN_SMG1_Aim_9_directions "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_RunN_SMG1_Aim_9_directions_mid_right [/code] long story short unless you can find someone crazy enough to do this it will NEVER happen sorry :smile:
[QUOTE=shad0w440;28630545]long story short unless you can find someone crazy enough to do this it will NEVER happen sorry :smile:[/QUOTE] I guess I must be pretty nutty =P .. Because I made all of them! [media]http://www.youtube.com/watch?v=W9S76epavzQ[/media] [img]http://img707.imageshack.us/img707/3751/soniccf.jpg[/img] [url=http://filesmelt.com/dl/SonicNpcs1.rar][b][Download][/b][/url] They are a little simpler than the originals but they're fully functional and you can have a lot of fun with them. They're also in addon format with spawn menu entries. Have fun!
[QUOTE=BabyFawnLegs;28644651]I guess I must be pretty nutty =P .. Because I made all of them! [media]http://www.youtube.com/watch?v=W9S76epavzQ[/media] [img_thumb]http://img707.imageshack.us/img707/3751/soniccf.jpg[/img_thumb] [url=http://filesmelt.com/dl/SonicNpcs.rar][b][Download][/b][/url] They are a little simpler than the originals but they're fully functional and you can have a lot of fun with them. They're also in addon format with spawn menu entries. Have fun![/QUOTE] Impressive, Good work Frawnleg these might actually be server worthy. Now if only the player model version of shadow could be fixed :v:
[QUOTE=OneWingedAngel8;28644721]Impressive, Good work Frawnleg these might actually be server worthy.[/QUOTE] Thank you. [QUOTE]Now if only the player model version of shadow could be fixed :v:[/QUOTE] What's wrong with it?
[QUOTE=BabyFawnLegs;28647111]Thank you. What's wrong with it?[/QUOTE] shad0w440 Put a good amount of work into fixing the animations For Sonic and Tails (Even added his own Hev Sonic) though sadly didn't put the time into adding the other animations for the other characters. If you try out the old V2 set, you'll see that he (along with the others in the pack) are missing quite a few. shad0w440's V3 contains only Sonic and Tails, but animations and everything Else work perfectly.
I really hate to bump this thread but can you reupload these they were taken down from filesmelt
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