• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Progress on Xmas-theme medkits. I've got a yule log (the dessert thing) as a medium medkit. [t]http://i.imgur.com/pJyDDq8.png[/t] [url]http://imgur.com/a/n1wJV[/url]
[QUOTE=psyke;43033765]I'd be up for working on this with someone.[/QUOTE] awesome!
[QUOTE=Filipianosol;43027692]Is it not possible to not disable punctuation marks such as brackets and dots and still get rid of ASCII spam that uses them? [IMG]http://i.imgur.com/KysAs5o.png[/IMG][/QUOTE] Yeah, I've been considering ways of doing this. I did the easy thing first. [editline]1st December 2013[/editline] [QUOTE=gigazelle;43027799]They could just have a flag that filters for a certain number of ascii characters, including semicolons, periods, and ░ ▒ ▓. Once the post reaches a threshold of these characters, then it's classified as ascii spam.[/QUOTE] That's exactly what it does. :v:
[QUOTE=A B.A. Survivor;43033814]Progress on Xmas-theme medkits. I've got a yule log (the dessert thing) as a medium medkit. [t]http://i.imgur.com/pJyDDq8.png[/t] [url]http://imgur.com/a/n1wJV[/url][/QUOTE] Why is the log blue inside?
[QUOTE=TrevorTheJedi;43033902]Why is the log blue inside?[/QUOTE] Because all the health kits have blue in them. The plastic of each container.
[IMG]http://puu.sh/5ywuU/099c860d92.jpg[/IMG] omg goats
[t]http://i.imgur.com/VRyTNIG.jpg[/t] Started work on a Pyro masquerade mask, just laying down basic ideas at the moment. Should I add more feathers? And/or nix the beak? Also, is it OK with Valve to use the class's mesh for things like form-fitting masks and gloves?
[QUOTE=NuggetWarmer;43033979][IMG]http://puu.sh/5ywuU/099c860d92.jpg[/IMG] omg goats[/QUOTE] wonder if Valve will start making christmas holiday restrictions, or just let christmas ghosts exist all year round?
look at me ma i'm learning how to make basic shapes [t]http://puu.sh/5yAZG.png[/t]
[QUOTE=Punchy;43034133]look at me ma i'm learning how to make basic shapes [t]http://puu.sh/5yAZG.png[/t][/QUOTE] one of my friends is also starting to learn how to do 3d modeling best part is he's one of my roommates, so we can just become a two-man powerhouse for various things like making all these games we want to make
[QUOTE=Void Skull;43034155]one of my friends is also starting to learn how to do 3d modeling best part is he's one of my roommates, so we can just become a two-man powerhouse for various things like making all these games we want to make[/QUOTE] Your name will be Roomy Studios
I'm fixing Reb's Maskless Spy model in Blender and I've been able to compile it successfully, but for some reason his disguise masks only show the Spy, no matter what other class he disguises as. I've done the $cdmaterials in the QC an identical copy and everything, but it still doesn't go. Help? [url=http://i.imgur.com/rsUCNmK.jpg]Example of what I mean[/url]
Post your QC.
[QUOTE=SergerantJoe;43034425]Post your QC.[/QUOTE] [code]// Created by Crowbar 0.11.0.0 $modelname "player/spy.mdl" $model "spy" "spy_reference.smd" { eyeball "eye_right" "bip_head" -1.137033 78.352424 1.566284 "eyeball_r" 1.4 1 "iris_unused" 0.6 eyeball "eye_left" "bip_head" 1.137031 78.352424 1.566285 "eyeball_l" 1.4 -2 "iris_unused" 0.6 flexfile "spy.vta" { defaultflex frame 0 flexpair "CloseLidLo" 1 frame 1 flexpair "CloseLidUp" 1 frame 2 flex "happySmall" frame 3 flex "mad" frame 4 flex "happyBigUpper" frame 5 flex "Smile02" frame 6 flex "painSmall" frame 7 flex "GK" frame 8 flex "TH" frame 9 flex "Smile01" frame 10 flex "painBig" frame 11 flex "DS" frame 12 flex "defaultFace" frame 13 flex "specialAction01" frame 14 flex "happySmallUpper" frame 15 flex "madUpper" frame 16 flex "N" frame 17 flex "painSmallUpper" frame 18 flex "T" frame 19 flex "scaredUpper" frame 20 flex "painBigUpper" frame 21 flex "scared" frame 22 flex "happyBig" frame 23 flex "specialAction01Upper" frame 24 flex "defaultFaceUpper" frame 25 flex "AH" frame 26 flex "AE" frame 27 flex "AW" frame 28 flex "EE" frame 29 flex "OH" frame 30 flex "silence" frame 31 flex "ER" frame 32 flex "WQ" frame 33 flex "OO" frame 34 flex "MB" frame 35 flex "SH" frame 36 flex "Y" frame 37 flex "FV" frame 38 flex "UH" frame 39 flex "PP" frame 40 } flexcontroller right_CloseLid range -1 1 right_CloseLid flexcontroller left_CloseLid range -1 1 left_CloseLid flexcontroller multi_CloseLid range -1 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 -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft %CloseLidLoL = 0 %CloseLidLoR = 0 %CloseLidUpL = 0 %CloseLidUpR = 0 %happySmall = happySmall %mad = mad %happyBigUpper = happyBigUpper %OH = OH %Smile02 = Smile02 %painSmall = painSmall %GK = GK %TH = TH %Smile01 = Smile01 %painBig = painBig %DS = DS %silence = silence %defaultFace = defaultFace %specialAction01 = specialAction01 %happySmallUpper = happySmallUpper %madUpper = madUpper %N = N %painSmallUpper = painSmallUpper %T = T %ER = ER %scaredUpper = scaredUpper %painBigUpper = painBigUpper %scared = scared %happyBig = happyBig %specialAction01Upper = specialAction01Upper %defaultFaceUpper = defaultFaceUpper %WQ = WQ %OO = OO %MB = MB %SH = SH %Y = Y %FV = FV %AH = AH %AE = AE %UH = UH %AW = AW %EE = EE %PP = PP } $bodygroup "spyMask" { blank studio "spy_mask.dmx.smd" } $bodygroup "spySuit" { studio "spy_reference.001.smd" } $poseparameter "body_pitch" -45 45 360 $poseparameter "body_yaw" -45 45 360 $cdmaterials "models\player\spy\" $cdmaterials "models\player\shared\" $cdmaterials "models\player\spy\" $cdmaterials "models\player\shared\" $cdmaterials "" $texturegroup "skinfamilies" { { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_invun.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_invun.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "eyeball_invun.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_scout.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_scout.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_sniper.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_sniper.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_soldier.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_soldier.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_demo.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_demo.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_medic.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_medic.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_heavy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_heavy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_pyro.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_pyro.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_red.vmt" "maskless_spy_red.vmt" "eyeball_l.vmt" "mask_engi.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "models/player/spy/eyeball_r.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "eyeball_l.vmt" "mask_engi.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_zombie.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "eyeball_zombie.vmt" "models/player/spy/mask_spy.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "eyeball_zombie.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } { "eyeball_zombie.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" "eyeball_zombie.vmt" "spy_blue.vmt" "maskless_spy_blue.vmt" "spy_red_invun.vmt" "maskless_spy_red_invun.vmt" "eyeball_invun.vmt" "/../../effects/invulnfx_red.vmt" "spy_blue_invun.vmt" "maskless_spy_blue_invun.vmt" "/../../effects/invulnfx_blue.vmt" "mask_scout.vmt" "mask_sniper.vmt" "mask_soldier.vmt" "mask_demo.vmt" "mask_medic.vmt" "mask_heavy.vmt" "mask_pyro.vmt" "mask_engi.vmt" "spy_red_zombie_alphatest.vmt" "maskless_spy_red_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "maskless_spy_blue_zombie.vmt" "spy_red_zombie_invun.vmt" "maskless_spy_red_zombie_invun.vmt" "spy_blue_zombie_invun.vmt" "maskless_spy_blue_zombie_invun.vmt" } } // Model uses material "models/player/spy/eyeball_r.vmt" // Model uses material "spy_red.vmt" // Model uses material "maskless_spy_red.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "models/player/spy/mask_spy.vmt" // Model uses material "spy_blue.vmt" // Model uses material "maskless_spy_blue.vmt" // Model uses material "spy_red_invun.vmt" // Model uses material "maskless_spy_red_invun.vmt" // Model uses material "eyeball_invun.vmt" // Model uses material "/../../effects/invulnfx_red.vmt" // Model uses material "spy_blue_invun.vmt" // Model uses material "maskless_spy_blue_invun.vmt" // Model uses material "/../../effects/invulnfx_blue.vmt" // Model uses material "mask_scout.vmt" // Model uses material "mask_sniper.vmt" // Model uses material "mask_soldier.vmt" // Model uses material "mask_demo.vmt" // Model uses material "mask_medic.vmt" // Model uses material "mask_heavy.vmt" // Model uses material "mask_pyro.vmt" // Model uses material "mask_engi.vmt" // Model uses material "spy_red_zombie_alphatest.vmt" // Model uses material "maskless_spy_red_zombie.vmt" // Model uses material "eyeball_zombie.vmt" // Model uses material "spy_blue_zombie_alphatest.vmt" // Model uses material "maskless_spy_blue_zombie.vmt" // Model uses material "spy_red_zombie_invun.vmt" // Model uses material "maskless_spy_red_zombie_invun.vmt" // Model uses material "spy_blue_zombie_invun.vmt" // Model uses material "maskless_spy_blue_zombie_invun.vmt" $attachment "eyes" "bip_head" 0 -2.66 -4.45 rotate 90 -90 0 $attachment "righteye" "bip_head" -1.14 -2.66 -4.45 rotate 90 -90 0 $attachment "lefteye" "bip_head" 1.14 -2.66 -4.45 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 -2.13 0 rotate 0 0 0 $attachment "head" "bip_head" 0 -9.08 0 rotate 88.95 90 180 $attachment "eyeglow_L" "bip_head" 1.22 -2.63 -5.89 rotate 65 0 90 $attachment "eyeglow_R" "bip_head" -1.22 -2.63 -5.89 rotate 65 -180 -90 $attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0 $attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0 $attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0 $attachment "weapon_bone_1" "weapon_bone_1" 0 0 0 rotate 0 0 0 $attachment "weapon_bone_2" "weapon_bone_2" 0 0 0 rotate 0 0 0 $attachment "weapon_bone_3" "weapon_bone_3" 0 0 0 rotate 0 0 0 $attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0 $attachment "flag" "bip_spine_2" 0 -1.39 8.95 rotate -0.08 2.96 1.49 $surfaceprop "flesh" $jointsurfaceprop "bip_head" "no_decal" $jointsurfaceprop "prp_cig" "no_decal" $jointsurfaceprop "prp_hairStrand" "no_decal" $contents "solid" $eyeposition 0 78.222 0 $illumposition 0 -1.681 40.09 $bbox -9.123 -24.289 -3.261 12.484 24.288 83.441 $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 "ref" "spy_anims\ref.smd" { fps 30 } $sequence "ragdoll" "spy_anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $includemodel "player/spy_animations.mdl" $ikchain "rhand" "bip_hand_R" knee 0 0 0 $ikchain "lhand" "bip_hand_L" knee 0 0 0 $ikchain "rfoot" "bip_foot_R" knee 0 0 0 $ikchain "lfoot" "bip_foot_L" knee 0 0 0 $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\random_organ" "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 "bip_collar_R" $bonemerge "bip_upperArm_R" $bonemerge "bip_lowerArm_R" $bonemerge "bip_hand_R" $bonemerge "weapon_bone_1" $bonemerge "weapon_bone_2" $bonemerge "weapon_bone_3" $bonemerge "weapon_bone" $bonemerge "medal_bone" $bonemerge "mvm" [/code]
[IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/baconface.jpg[/IMG] Sir baconface RETURNS Seriously though, why does this happen every time the Soldier model is recompiled without ANY changes?
[QUOTE=NoaJM;43034508]-QC-[/QUOTE] While Crowbar certainly is better at QCs than that piece of crap mdldecompiler, it still isn't perfect. Use this: [CODE]$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 ../../effects/invulnfx_red } { spy_blue_invun spy_head_blue_invun eyeball_invun eyeball_invun ../../effects/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 ../../effects/invulnfx_red } { spy_blue_zombie_invun spy_head_blue_zombie_invun eyeball_invun eyeball_invun ../../effects/invulnfx_blue } }[/CODE] (change the material names accordingly) [QUOTE=Vincentor;43034575]Seriously though, why does this happen every time the Soldier model is recompiled without ANY changes?[/QUOTE] It's Valve's fault, they turned on a Clamp in his head texture. Open the VTF and uncheck it.
[QUOTE=Vincentor;43034575][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/baconface.jpg[/IMG] Sir baconface RETURNS Seriously though, why does this happen every time the Soldier model is recompiled without ANY changes?[/QUOTE] UVs are shifted down when decompiled. They still line up with everything but some textures have "Clamp S/T" enabled. I'm talking out of my ass by this point so what those settings do might not be this. What that does is instead of making the texture loop constantly it just stretches the edges. So if anything is out in some weird spot it'll create that.
[QUOTE=SergerantJoe;43034595]While Crowbar certainly is better at QCs than that piece of crap mdldecompiler, it still isn't perfect. Use this[/QUOTE] Worked perfectly, thanks man! I love you.
[t]http://cloud-2.steampowered.com/ugc/902140326856847191/09D08DD5A455D3F8296D3328931DCFBE2BC4FC58/[/t] [t]http://cloud-4.steampowered.com/ugc/902140326856928143/A843684FA897FD44964162FAB763A16022DDDC29/[/t] You can kill me now.
Can a shape have facial flexes and jigglebones at the same time?
Annnnnd here, hot off the press. [url=http://filesmelt.com/dl/MasklessSpy2014.rar][img]http://i.imgur.com/an2lOfT.png[/img] [/url] Special thanks to the Serge for helping me with my mask problem.
So I asked about the stretched neck thing on GB, and it appears that "the head is not in the right vertexgroup here". What does that mean?
Should i make these items a mod? if yes what items do you want them to replace [t]http://puu.sh/5yJ4h.jpg[/t]
[QUOTE=psyke;43033765]I'd be up for working on this with someone.[/QUOTE] Got a modler yet?
A SFM render I made for an upcoming Sniper misc. [t]http://i.imgur.com/69PKpGa.jpg[/t] Not sure when it will go on the Workshop, though.
[IMG]http://i.imgur.com/XIaSDCS.png[/IMG] coming soonish
[QUOTE=davidrb18;43034806][t]http://cloud-2.steampowered.com/ugc/902140326856847191/09D08DD5A455D3F8296D3328931DCFBE2BC4FC58/[/t] [t]http://cloud-4.steampowered.com/ugc/902140326856928143/A843684FA897FD44964162FAB763A16022DDDC29/[/t] You can kill me now.[/QUOTE] if only the pan was strange :v:
So, any takers for this? [img]http://i.cubeupload.com/xvuiNg.png[/img]
Hey guys been a while since my last submission... Lots of stuff went on in my life. Anyways I just thought I would post my newest WIP workshop item: The Aero-neer Jacket! I wanted a jacket that went with the Barnstormer leather helmet for the engineer. [IMG]http://i.imgur.com/v3cFxl6.png[/IMG] [IMG]http://i.imgur.com/uH9HrvR.png[/IMG] [IMG]http://i.imgur.com/cApu3CU.png[/IMG] I still have a bunch of light texture work to do, and do a Blu themed pinup for the Blu jacket texture... I also need to rig this thing and maybe make a higher LOD version of the item just for shits and giggles. So what do ya guys think? Do you think it's something that might make it this winter or am I covering up the colors too much/ obscuring the silhouette/ having something too offensive on the texture(boobs) ect...
[QUOTE=Flubbman;43035611][IMG]http://i.imgur.com/XIaSDCS.png[/IMG] coming soonish[/QUOTE] Keep fixing these buttons in mind then, they don't make sense now :v:
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