• models eyes dont blink ?
    7 replies, posted
Hello, I'm working with these models for a Machinima and well when I go to facepose they dont have any eye flexs, well they do but they dont work. [img]http://i.imgur.com/mNlKM.jpg[/img] Look, here is the code for one of them [code] $cd "C:\Users\Cihan\Desktop\DUMPBOX\headhack\ex" $modelname "Crysishacks\CrysisMale09.mdl" $model "CrysisMale09" "CrysisMale09.smd" { flexfile "mdldecompiler_expressions.vta" { flex "upper_right" frame 1 flex "lower_right" frame 2 flex "upper_left" frame 3 flex "lower_left" frame 4 flex "AU42" frame 5 flexpair "AU1" 1.0 frame 6 flexpair "AU2" 1.0 frame 7 flexpair "AU4" 1.0 frame 8 flexpair "AU1AU2" 1.0 frame 9 flexpair "AU12" 1.0 frame 10 flex "AU12AU25" frame 11 flexpair "AU15" 1.0 frame 12 flexpair "AU17" 1.0 frame 13 flexpair "AU10" 1.0 frame 14 flex "AU16" frame 15 flexpair "AU6" 1.0 frame 16 flexpair "AU9" 1.0 frame 17 flexpair "AU25" 1.0 frame 18 flexpair "AU18" 1.0 frame 19 flexpair "AU22" 1.0 frame 20 flexpair "AU20" 1.0 frame 21 flex "AU32" frame 22 flex "AU24" frame 23 flex "AU38" frame 24 flex "AU31" frame 25 flexpair "AU26" 1.0 frame 26 flexpair "AU27" 1.0 frame 27 flexpair "AU26Z" 1.0 frame 28 flexpair "AU27Z" 1.0 frame 29 } eyeball righteye ValveBiped.Bip01_Head1 -1.298 -3.605 67.682 eyeball_r 1.000 4.000 mouth 0.660 eyeball lefteye ValveBiped.Bip01_Head1 1.287 -3.605 67.663 eyeball_l 1.000 -4.000 mouth 0.660 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 33 -1.000000 neutral 33 0.000000 raiser 33 1.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 33 -1.000000 neutral 33 0.000000 raiser 33 1.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 33 -1.000000 neutral 33 0.000000 raiser 33 1.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 33 -1.000000 neutral 33 0.000000 raiser 33 1.000000 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" 0.000 1.000 flexcontroller head head_updown "range" 0.000 1.000 flexcontroller head head_tilt "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" 0.000 1.000 flexcontroller eyes eyes_rightleft "range" 0.000 1.000 flexcontroller body body_rightleft "range" 0.000 1.000 flexcontroller chest chest_rightleft "range" 0.000 1.000 flexcontroller head head_forwardback "range" 0.000 1.000 flexcontroller gesture gesture_updown "range" 0.000 1.000 flexcontroller gesture gesture_rightleft "range" 0.000 1.000 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor + %left_lip_suppressor)))) %AU18R = ( right_puckerer * ( right_puckerer * %right_lip_suppressor)) %AU18L = ( left_puckerer * ( left_puckerer * %left_lip_suppressor)) %AU22R = ( right_funneler * ( right_funneler * %right_lip_suppressor)) %AU22L = ( left_funneler * ( left_funneler * %left_lip_suppressor)) %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) %AU12R = ( right_corner_puller * ( right_corner_puller * %right_corner_suppressor)) %AU12L = ( left_corner_puller * ( left_corner_puller * %left_corner_suppressor)) %AU20R = ( right_stretcher * ( right_stretcher * %right_corner_suppressor)) %AU20L = ( left_stretcher * ( left_stretcher * %left_corner_suppressor)) %AU32 = bite %AU24 = ( presser + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %left_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor + %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ((( %AU27ZR + %AU27ZL) * ( 0.500 * 0.700)) + ( %AU16 * 0.400)))))))))))) } $cdmaterials "models\Crysishacks\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "mouth.vmt" // Model uses material "erdim_cylmap.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "cry_Marine.vmt" // Model uses material "BREEN_HAND_white.vmt" // Model uses material "asian_attachments.vmt" // Model uses material "cry_us_marines_helmet.vmt" // Model uses material "cry_us_marines_helmet_goggle.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" 3.79 -3.78 0.01 rotate -0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -5.70 -0.00 rotate -0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00 $attachment "forward" "ValveBiped.forward" 0.00 0.00 -0.00 rotate 0.00 0.00 0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $surfaceprop "flesh" $eyeposition -0.000 -0.000 70.000 $illumposition -0.000 0.637 36.119 $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_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_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_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 $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_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_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_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_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_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_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 $animatedfriction 1.000 400.000 0.500 0.000 0.300 } [/code] any clue?
Decompiling breaks the eyelid flexes on pretty much every model there is. You'll have to remake them yourself.
[QUOTE=simkas;29923644]Decompiling breaks the eyelid flexes on pretty much every model there is. You'll have to remake them yourself.[/QUOTE] Simkas can you help me out :) i know your good with this kind of stuff
Uhh, I guess you could get the source files of the enhanced citizens from bloocobalt and use those .vta's, since those have fixed eyelids.
[QUOTE=simkas;29923854]Uhh, I guess you could get the source files of the enhanced citizens from bloocobalt and use those .vta's, since those have fixed eyelids.[/QUOTE] Yes thankyou man your a legend :) Can you contact him for me ? who ever he is, wait didnt that guy make those l4d models?
Simkas ?
[url]http://www.facepunch.com/members/56832-bloocobalt[/url]
[QUOTE=nayr7259;29960387][url]http://www.facepunch.com/members/56832-bloocobalt[/url][/QUOTE] Love you facepunch people :) thankyou for helping out and people say your troll pwff right then let me msg him
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