• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Zero_;43355536]How do I align VMTs to different skins? (red, blu, uber blu, etc) Apparently its via skinfamilies, but mine is totally messed up, but it still works, somehow. I'm using Crowbar for decompiling, btw.[/QUOTE] [URL="http://www.wunderboy.org/sourceapps.php"]MDLTextureinfo[/URL] can tell if ypu are doing it right, just drag and drop the compiled .mdl on the icon. [editline]30th December 2013[/editline] [QUOTE=Punchy;43350374][t]http://puu.sh/62Rd6.jpg[/t] bring it on old man bring it on [sp]they look like little buttons[/sp][/QUOTE] Step it up, boy [t]http://i.imgur.com/DWZNcZr.png[/t] (Did some improvements based on soldier's robot hat) Make it paintable y/n
we've been recieving some mixed reception about this item, so we call for a vote: [QUOTE=kibbleknight;43358656][img]http://i.imgur.com/EIzXORm.png[/img] [img]http://i.imgur.com/4EpQZtw.png[/img] [/QUOTE] Vote Agree to keep the sword Vote Disagree to have only the sheath
This buckle bugs me. What's its purpose? It doesn't look like it's holding onto anything really. [img]http://puu.sh/63HN8.jpg[/img]
[QUOTE=otterwolfy;43358694]This buckle bugs me. What's its purpose? It doesn't look like it's holding onto anything really. [img]http://puu.sh/63HN8.jpg[/img][/QUOTE] ive got a buckle similar to it, its essentially is a metal bit that you slip in the cloth underneath, over a bar and back under, it usually holds things really well unless you tug on it.
[QUOTE=Giggle;43351997]I'd change the, uh, Tube ahead of what looks like gears to be a cream spirit color, otherwise it'd be a drastic change in color for the engineer's glove.[/QUOTE] [IMG]http://puu.sh/63GMN.jpg[/IMG] This any better?
[QUOTE=kibbleknight;43358733]ive got a buckle similar to it, its essentially is a metal bit that you slip in the cloth underneath, over a bar and back under, it usually holds things really well unless you tug on it.[/QUOTE] well i didn't want to waste more polies on this part, since the tris count is already 1393.
Then the buckle would have to be wider than the fabric. You don't have it going under, over, then under again. You just have a buckle slapped on a straight line. Top is how you have it slapped on, bottom is how those buckles actually work. [img]http://puu.sh/63Iyg.png[/img]
[QUOTE=kibbleknight;43358733]ive got a buckle similar to it, its essentially is a metal bit that you slip in the cloth underneath, over a bar and back under, it usually holds things really well unless you tug on it.[/QUOTE] I would suggest making it round and open at the bottom as most cloak pins are. I guess its just easier to make it round. I dunno. Like thesem [url] http://www.google.com/search?q=cloak+pin&client=ms-opera-mini-android&channel=new&prmd=ivns&source=lnms&tbm=isch&sa=X&ei=R7_BUoLSG4rloATy4IKgDg&ved=0CAYQ_AUoAQ[/url]
[QUOTE=otterwolfy;43358779]Then the buckle would have to be wider than the fabric. You don't have it going under, over, then under again. You just have a buckle slapped on a straight line. Top is how you have it slapped on, bottom is how those buckles actually work. [img]http://puu.sh/63Iyg.png[/img][/QUOTE] this is assuming the buckle is smaller than the width of the fabric. if you had a belt on your waist, it wouldnt squeese the belt into the slot, it would slide in and just bend around. then again, this is a different belt i guess.
[QUOTE=otterwolfy;43358779]Then the buckle would have to be wider than the fabric. You don't have it going under, over, then under again. You just have a buckle slapped on a straight line. Top is how you have it slapped on, bottom is how those buckles actually work. [img]http://puu.sh/63Iyg.png[/img][/QUOTE] as i said, the tris count is quite at its limit.
All swords, all the time. [IMG]http://puu.sh/5WgJt/cc24b71d71.png[/IMG] also I noticed I fucked up the white sash thing going under the suspender.
Assuming? He posted a picture of it. It also apparently clips during normal animations. [img]http://puu.sh/63IZJ.jpg[/img][img]http://puu.sh/63J92.jpg[/img] And waist belt buckles are made wider than the material they use to bind. His is not, it is smaller than the width of the fabric it contains.
[QUOTE=otterwolfy;43358883]Assuming? He posted a picture of it. It also apparently clips during normal animations. [img]http://puu.sh/63IZJ.jpg[/img][img]http://puu.sh/63J92.jpg[/img] And waist belt buckles are made wider than the material they use to bind. His is not, it is smaller than the width of the fabric it contains.[/QUOTE] It looks like he made it to fit exactly over the fabric, he never set the "hole" for it to fit in probably to conserve tris (it wouldve been a waste anyways) my advice to him would be to make it match the ones on the vest below, with the collapsed edges at least
[QUOTE=otterwolfy;43358883]Assuming? He posted a picture of it. It also apparently clips during normal animations. [img]http://puu.sh/63IZJ.jpg[/img][img]http://puu.sh/63J92.jpg[/img] And waist belt buckles are made wider than the material they use to bind. His is not, it is smaller than the width of the fabric it contains.[/QUOTE] i can't really avoid clipping at this point
You can if you remove or better the buckle maybe? It doesn't really add much, and it's clipping. What does it look like without that added buckle? Here's an idea, move the buckle to the shoulder, where the two ends of the scarf meet. [img]http://puu.sh/63JNn.jpg[/img]
[IMG]http://puu.sh/63JI0.jpg[/IMG] I'm jumping on the facial hair train!
[QUOTE=SediSocks;43359002][IMG]http://puu.sh/63JI0.jpg[/IMG] I'm jumping on the facial hair train![/QUOTE] he's australian, that needs to be about 5 times bigger
[QUOTE=SediSocks;43359002][IMG]http://puu.sh/63JI0.jpg[/IMG] I'm jumping on the facial hair train![/QUOTE] More staches, just what we needed. :dance:
[QUOTE=Punchy;43359204]he's australian, that needs to be about 5 times bigger[/QUOTE] [IMG]http://puu.sh/63MYk.jpg[/IMG] This doing much for you?
[t]http://i.imgur.com/peRv3fv.png[/t] Almost ready for being workshopped, i need some feedback.
It looks way too green/dark. I'd suggest sampling from the lighter parts of Soldier's robot costume, the darker parts of it are too saturated to sample from for such a small item. [img]http://wiki.teamfortress.com/w/images/thumb/f/f8/The_Tin_Soldier.png/198px-The_Tin_Soldier.png[/img]
[QUOTE=SediSocks;43359002][IMG]http://puu.sh/63JI0.jpg[/IMG] I'm jumping on the facial hair train![/QUOTE] you don't need that normal
I don't get it. Some VMTs are conflicting against each other in the texturegroup QC, yet the model works fine, except for a bodygroup. Team-colours are only declared in the skinfamily part of the QC, right?
Just post your QC and I or someone else can quickly clean it for you.
[QUOTE=Venezuelan;43359627]you don't need that normal[/QUOTE] [IMG]http://puu.sh/63Owc.jpg[/IMG] Eeeehhh, it looks a bit too much like a lump otherwise IMO.
[QUOTE=SergerantJoe;43359680]Just post your QC and I or someone else can quickly clean it for you.[/QUOTE] [code] // Created by Crowbar 0.12.0.0 $modelname "player/spy.mdl" $model "spy" "spy_reference.smd" { eyeball "eye_right" "bip_head" -1.400000 -0.399997 78.599998 "eyeball_r" 1 4 "iris_unused" 0.75 eyeball "eye_1" "bip_head" 1.400000 -0.399997 78.599998 "eyeball_l" 1 4 "iris_unused" 0.38 flexfile "spy.vta" { defaultflex frame 0 flexpair "CloseLidLo" 1 frame 1 flexpair "CloseLidUp" 1 frame 2 flex "WQ" frame 3 flex "OO" frame 4 flex "MB" frame 5 flex "SH" frame 6 flex "Y" frame 7 flex "FV" frame 8 flex "AH" frame 9 flex "AE" frame 10 flex "UH" frame 11 flex "AW" frame 12 flex "EE" frame 13 flex "PP" frame 14 flex "OH" frame 15 flex "TH" frame 16 flex "T" frame 17 flex "ER" frame 18 flex "DS" frame 19 flex "GK" frame 20 flex "N" frame 21 flex "silence" frame 22 flex "happySmall" frame 23 flex "madUpper" frame 24 flex "specialAction01Upper" frame 25 flex "defaultFaceUpper" frame 26 flex "scaredUpper" frame 27 flex "painBigUpper" frame 28 flex "painSmallUpper" frame 29 flex "happyBigUpper" frame 30 flex "happySmallUpper" frame 31 flex "specialAction01" frame 32 flex "defaultFace" frame 33 flex "scared" frame 34 flex "mad" frame 35 flex "painBig" frame 36 flex "painSmall" frame 37 flex "happyBig" frame 38 flex "Smile01" frame 39 flex "Smile02" frame 40 } flexcontroller right_CloseLid range 0 1 right_CloseLid flexcontroller left_CloseLid range 0 1 left_CloseLid flexcontroller multi_CloseLid range 0 1 multi_CloseLid flexcontroller blink range 0 1 blink flexcontroller happySmall range 0 1 happySmall flexcontroller mad range 0 1 mad flexcontroller happyBigUpper range 0 1 happyBigUpper flexcontroller OH range 0 1 OH flexcontroller Smile02 range 0 1 Smile02 flexcontroller painSmall range 0 1 painSmall flexcontroller GK range 0 1 GK flexcontroller TH range 0 1 TH flexcontroller Smile01 range 0 1 Smile01 flexcontroller painBig range 0 1 painBig flexcontroller DS range 0 1 DS flexcontroller silence range 0 1 silence flexcontroller defaultFace range 0 1 defaultFace flexcontroller specialAction01 range 0 1 specialAction01 flexcontroller happySmallUpper range 0 1 happySmallUpper flexcontroller madUpper range 0 1 madUpper flexcontroller N range 0 1 N flexcontroller painSmallUpper range 0 1 painSmallUpper flexcontroller T range 0 1 T flexcontroller ER range 0 1 ER flexcontroller scaredUpper range 0 1 scaredUpper flexcontroller painBigUpper range 0 1 painBigUpper flexcontroller scared range 0 1 scared flexcontroller happyBig range 0 1 happyBig flexcontroller specialAction01Upper range 0 1 specialAction01Upper flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper flexcontroller WQ range 0 1 WQ flexcontroller OO range 0 1 OO flexcontroller MB range 0 1 MB flexcontroller SH range 0 1 SH flexcontroller Y range 0 1 Y flexcontroller FV range 0 1 FV flexcontroller AH range 0 1 AH flexcontroller AE range 0 1 AE flexcontroller UH range 0 1 UH flexcontroller AW range 0 1 AW flexcontroller EE range 0 1 EE flexcontroller PP range 0 1 PP flexcontroller eyes range 0 1 eyes_updown flexcontroller eyes range 0 1 eyes_rightleft %CloseLidLoL = left_CloseLid %CloseLidLoR = right_CloseLid %CloseLidUpL = left_CloseLid %CloseLidUpR = right_CloseLid %WQ = WQ %OO = OO %MB = MB %SH = SH %Y = Y %FV = FV %AH = AH %AE = AE %UH = UH %AW = AW %EE = EE %PP = PP %OH = OH %TH = TH %T = T %ER = ER %DS = DS %GK = GK %N = N %silence = silence %happySmall = happySmall %madUpper = madUpper %specialAction01Upper = specialAction01Upper %defaultFaceUpper = defaultFaceUpper %scaredUpper = scaredUpper %painBigUpper = painBigUpper %painSmallUpper = painSmallUpper %happyBigUpper = happyBigUpper %happySmallUpper = happySmallUpper %specialAction01 = specialAction01 %defaultFace = defaultFace %scared = scared %mad = mad %painBig = painBig %painSmall = painSmall %happyBig = happyBig %Smile01 = Smile01 %Smile02 = Smile02 } $bodygroup "spyMask" { blank studio "spy_mask.dmx.smd" } $bodygroup "robotarm" { studio "spy_robotarm.smd" } $bodygroup "body" { studio "spy_body.smd" } $bodygroup "glasses" { studio "glasses.smd" } $lod 10 { replacemodel "spy_reference.smd" "spy_reference_lod1.smd" } $lod 20 { replacemodel "spy_reference.smd" "spy_reference_lod2.smd" } $poseparameter "body_pitch" -45 45 0 $poseparameter "body_yaw" -45 45 0 $cdmaterials "models\player\spy\" $cdmaterials "" $texturegroup "skinfamilies" { { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "invulnfx_red.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "invulnfx_red.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "invulnfx_blue.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "invulnfx_blue.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } { "vrisk_face.vmt" "spy_red.vmt" "vrisk_horns.vmt" "hair_ponytail.vmt" "eyeball_r.vmt" "vriskfang_blu.vmt" "eyeball_l.vmt" "mask_spy.vmt" "robo_arm_red.vmt" "vriskfang_blu.vmt" "robo_arm.vmt" "invulnfx_red.vmt" "invulnfx_blue.vmt" } } // Model uses material "vrisk_face.vmt" // Model uses material "spy_red.vmt" // Model uses material "vrisk_horns.vmt" // Model uses material "hair_ponytail.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "vriskfang.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "mask_spy.vmt" // Model uses material "robo_arm_red.vmt" // Model uses material "vriskfang_blu.vmt" // Model uses material "robo_arm.vmt" // Model uses material "invulnfx_red.vmt" // Model uses material "invulnfx_blue.vmt" $attachment "eyes" "bip_head" 0 -2.91 -3.28 rotate 90 -90 0 $attachment "righteye" "bip_head" -1.5 -2.91 -3.28 rotate 90 -90 0 $attachment "lefteye" "bip_head" 1.5 -2.91 -3.28 rotate 90 -90 0 $attachment "cig_eject" "bip_pelvis" 2 -29 -17 rotate -20 -100 -90 $attachment "partyhat" "bip_head" 0 -6.88 -1 rotate 89 93 -180 $attachment "cig_smoke" "prp_cig" -0.05 -0.8 -0.25 rotate 0 0 0 $attachment "head" "bip_head" 0 -9.08 0 rotate 88.95 90 180 $attachment "flag" "bip_spine_2" 0 -1.39 8.95 rotate -0.08 2.96 1.49 $surfaceprop "flesh" $contents "solid" $illumposition 0.001 1.513 41.64 $bbox -15.51 -24.288 -3.261 12.485 24.289 86.541 $cbox 0 0 0 0 0 0 $hboxset "spy" $hbox 1 "bip_head" -5 -7.75 -7.5 5 3.75 3.5 $hbox 0 "bip_pelvis" -9 -1 -6.5 9 9 4.5 $hbox 3 "bip_spine_0" -8 -2 -7 8 4 5 $hbox 3 "bip_spine_1" -7.5 -2 -8 7.5 4 4 $hbox 2 "bip_spine_2" -9 -3 -9 9 3 4 $hbox 2 "bip_spine_3" -9 -3 -6 9 1 4 $hbox 4 "bip_upperArm_L" 0.25 -2.5 -1.75 13.75 3.5 3.25 $hbox 4 "bip_lowerArm_L" 0.5 -3.5 -2.5 13.5 2.5 2.5 $hbox 4 "bip_hand_L" -3.25 -7.5 -2.5 0.75 -0.5 2.5 $hbox 5 "bip_upperArm_R" 0.25 -3.5 -1.75 13.75 2.5 3.25 $hbox 5 "bip_lowerArm_R" 0.5 -2.5 -2.5 13.5 2.5 3.5 $hbox 5 "bip_hand_R" -0.75 0.5 -2.5 3.25 7.5 2.5 $hbox 6 "bip_hip_L" 2 -4 -3.5 22 2 3.5 $hbox 6 "bip_knee_L" 0 -2.5 -3.25 18 2.5 1.75 $hbox 6 "bip_foot_L" -1.5 -11 -2.75 1.5 3 1.25 $hbox 7 "bip_hip_R" 2 -3.5 -2 22 3.5 4 $hbox 7 "bip_knee_R" 0 -2.5 -3.25 18 2.5 1.75 $hbox 7 "bip_foot_R" -1.5 -3 -1.25 1.5 11 2.75 $skipboneinbbox $sequence "ragdoll" "spy_anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $includemodel "player/spy_animations.mdl" $ikchain "rhand" "bip_hand_R" knee 0.743 0.669 0 $ikchain "lhand" "bip_hand_L" knee 0.733 -0.68 0 $ikchain "rfoot" "bip_foot_R" knee 0.751 -0.66 0 $ikchain "lfoot" "bip_foot_L" knee 0.73 0 0.684 $collisionjoints "spy_collision.smd" { $mass 100 $inertia 10 $damping 0 $rotdamping 4 $rootbone "bip_pelvis" $jointmassbias "bip_pelvis" 1.5 $jointrotdamping "bip_pelvis" 0 $jointmassbias "bip_hip_R" 1.5 $jointconstrain "bip_hip_R" x limit -6 6 0 $jointconstrain "bip_hip_R" y limit -45 40 0 $jointconstrain "bip_hip_R" z limit -30 10 0 $jointmassbias "bip_knee_R" 1.2 $jointrotdamping "bip_knee_R" 3 $jointconstrain "bip_knee_R" x limit 0 0 0 $jointconstrain "bip_knee_R" y limit 0 0 0 $jointconstrain "bip_knee_R" z limit -6 90 0 $jointmassbias "bip_hip_L" 1.4 $jointconstrain "bip_hip_L" x limit -12 12 0 $jointconstrain "bip_hip_L" y limit -45 40 0 $jointconstrain "bip_hip_L" z limit -10 30 0 $jointmassbias "bip_knee_L" 1.2 $jointrotdamping "bip_knee_L" 3 $jointconstrain "bip_knee_L" x limit 0 0 0 $jointconstrain "bip_knee_L" y limit 0 0 0 $jointconstrain "bip_knee_L" z limit -90 6 0 $jointmassbias "bip_foot_L" 0.8 $jointrotdamping "bip_foot_L" 7 $jointconstrain "bip_foot_L" x limit -20 55 0 $jointconstrain "bip_foot_L" y limit -19 25 0 $jointconstrain "bip_foot_L" z limit -17 24 0 $jointrotdamping "bip_spine_0" 10 $jointconstrain "bip_spine_0" x limit -30 15 0 $jointconstrain "bip_spine_0" y limit -16 16 0 $jointconstrain "bip_spine_0" z limit -15 15 0 $jointrotdamping "bip_spine_2" 10 $jointconstrain "bip_spine_2" x limit -30 15 0 $jointconstrain "bip_spine_2" y limit -16 16 0 $jointconstrain "bip_spine_2" z limit -15 15 0 $jointmassbias "bip_upperArm_R" 1.2 $jointrotdamping "bip_upperArm_R" 16 $jointconstrain "bip_upperArm_R" x limit -50 40 0 $jointconstrain "bip_upperArm_R" y limit -60 20 0 $jointconstrain "bip_upperArm_R" z limit -65 35 0 $jointmassbias "bip_upperArm_L" 1.2 $jointrotdamping "bip_upperArm_L" 16 $jointconstrain "bip_upperArm_L" x limit -35 35 0 $jointconstrain "bip_upperArm_L" y limit -60 20 0 $jointconstrain "bip_upperArm_L" z limit -65 35 0 $jointmassbias "bip_lowerArm_L" 1.4 $jointconstrain "bip_lowerArm_L" x limit 0 0 0 $jointconstrain "bip_lowerArm_L" y limit 0 0 0 $jointconstrain "bip_lowerArm_L" z limit -45 75 0 $jointmassbias "bip_hand_L" 0.6 $jointrotdamping "bip_hand_L" 8 $jointconstrain "bip_hand_L" x limit -30 37 0 $jointconstrain "bip_hand_L" y limit -25 25 0 $jointconstrain "bip_hand_L" z limit -20 35 0 $jointmassbias "bip_lowerArm_R" 1.4 $jointconstrain "bip_lowerArm_R" x limit 0 0 0 $jointconstrain "bip_lowerArm_R" y limit 0 0 0 $jointconstrain "bip_lowerArm_R" z limit -45 75 0 $jointmassbias "bip_neck" 0.5 $jointrotdamping "bip_neck" 9 $jointconstrain "bip_neck" x limit -25 20 0 $jointconstrain "bip_neck" y limit -10 10 0 $jointconstrain "bip_neck" z limit -12 12 0 $jointmassbias "bip_hand_R" 0.6 $jointrotdamping "bip_hand_R" 8 $jointconstrain "bip_hand_R" x limit -37 30 0 $jointconstrain "bip_hand_R" y limit -25 25 0 $jointconstrain "bip_hand_R" z limit -35 20 0 $jointmassbias "bip_head" 1.5 $jointrotdamping "bip_head" 10 $jointconstrain "bip_head" x limit -20 15 0 $jointconstrain "bip_head" y limit -20 20 0 $jointconstrain "bip_head" z limit -12 12 0 $jointmassbias "bip_foot_R" 0.8 $jointrotdamping "bip_foot_R" 7 $jointconstrain "bip_foot_R" x limit -20 55 0 $jointconstrain "bip_foot_R" y limit -19 25 0 $jointconstrain "bip_foot_R" z limit -17 24 0 } $collisiontext { break { "model" "player\gibs\spygib007" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib001" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib003" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib006" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib002" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib004" "health" "0" "fadetime" "10" } break { "model" "player\gibs\spygib005" "health" "0" "fadetime" "10" } } $bonemerge "bip_pelvis" $bonemerge "bip_spine_0" $bonemerge "bip_spine_1" $bonemerge "bip_spine_2" $bonemerge "bip_spine_3" $bonemerge "bip_neck" $bonemerge "bip_head" $bonemerge "bip_collar_L" $bonemerge "bip_upperArm_L" $bonemerge "bip_lowerArm_L" $bonemerge "bip_hand_L" $bonemerge "weapon_bone_L" $bonemerge "bip_collar_R" $bonemerge "bip_upperArm_R" $bonemerge "bip_lowerArm_R" $bonemerge "bip_hand_R" $bonemerge "weapon_bone" $bonemerge "weapon_bone_1" $bonemerge "weapon_bone_2" $bonemerge "weapon_bone_3" [/code] Apparently Crowbar messes up the skinfamilies, but if that was the case, no texture would work.
v_models are no longer on use, right? Stock weapons use w_models with c_arms, right? Or did I make that up?
some stock weapons still use v_models, unfortunately
[QUOTE=Zero_;43359756]QC[/QUOTE] Oh god, that is so messy I can't even tell which textures are supposed to be changing. Remake it using this as a base: [CODE]$cdmaterials "models/player/spy/" "models/effects/" $texturegroup spy_skins { { spy_red spy_head_red eyeball_l eyeball_r mask_spy } { spy_blue spy_head_blue eyeball_l eyeball_r mask_spy } { spy_red_invun spy_head_red_invun eyeball_invun eyeball_invun invulnfx_red } { spy_blue_invun spy_head_blue_invun eyeball_invun eyeball_invun invulnfx_blue } { spy_red spy_head_red eyeball_l eyeball_r mask_scout } { spy_blue spy_head_blue eyeball_l eyeball_r mask_scout } { spy_red spy_head_red eyeball_l eyeball_r mask_sniper } { spy_blue spy_head_blue eyeball_l eyeball_r mask_sniper } { spy_red spy_head_red eyeball_l eyeball_r mask_soldier } { spy_blue spy_head_blue eyeball_l eyeball_r mask_soldier } { spy_red spy_head_red eyeball_l eyeball_r mask_demo } { spy_blue spy_head_blue eyeball_l eyeball_r mask_demo } { spy_red spy_head_red eyeball_l eyeball_r mask_medic } { spy_blue spy_head_blue eyeball_l eyeball_r mask_medic } { spy_red spy_head_red eyeball_l eyeball_r mask_heavy } { spy_blue spy_head_blue eyeball_l eyeball_r mask_heavy } { spy_red spy_head_red eyeball_l eyeball_r mask_pyro } { spy_blue spy_head_blue eyeball_l eyeball_r mask_pyro } { spy_red spy_head_red eyeball_l eyeball_r mask_spy } { spy_blue spy_head_blue eyeball_l eyeball_r mask_spy } { spy_red spy_head_red eyeball_l eyeball_r mask_engi } { spy_blue spy_head_blue eyeball_l eyeball_r mask_engi } { spy_red_zombie_alphatest spy_head_red_zombie_alphatest eyeball_zombie eyeball_zombie mask_spy } { spy_blue_zombie_alphatest spy_head_blue_zombie_alphatest eyeball_zombie eyeball_zombie mask_spy } { spy_red_zombie_invun spy_head_red_zombie_invun eyeball_invun eyeball_invun invulnfx_red } { spy_blue_zombie_invun spy_head_blue_zombie_invun eyeball_invun eyeball_invun invulnfx_blue } }[/CODE]
[QUOTE=Flubbman;43359779]some stock weapons still use v_models, unfortunately[/QUOTE] Any idea of a list?
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