• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=MrJohn;52753299]Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder): [video=youtube;WcM1znwhNb8]https://www.youtube.com/watch?v=WcM1znwhNb8[/video][/QUOTE] I don't get when people talk about this vague idea of 'beta sound'. Sure, there's certain rawness to them, but that's it - your mix here is an incoherent blend of various temp sounds, it's actually way more cluttered and noisy than the leak sound files, which were often non-filtered, simpler. We all know (hopefully) that Kelly Bailey was the lead sound engineer for HL2, and he didn't do that, he didn't compile tens of different sounds into one mix. I could only listen to 13 seconds of that track, it's just noise, sorry.
Does anybody have any experience porting retail models to the HL2 leak? When I try to port a model I get "unknown studio command", I have studiomdl set up as a desktop shortcut, if I try to drag the .qc directly onto the executable it doesn't try to compile it at all. I would appreciate any help. [url]https://i.imgur.com/Bj1g6Wk.png[/url]
[QUOTE=JasperCarmack;52762995]Yep, I have plenty of references for them, as I've done mp5 sights before. What I was referring to was the rear sight on the render of the original mp5k. [IMG]https://i.imgur.com/hf4XZx0.png[/IMG] I did a topological trace of it and I wasn't able to figure out what the grey area in blue was. I took a stab in the dark and assumed that the valve modeler had just placed some kind of additional rear sight or block there (Valve doesn't seem to be renowned for their accuracy in weapons nomenclature), but I can easily remove it and disregard the authenticity in the name of the aesthetic.[/QUOTE] The blue rectangle is a rectangular rear sight, and the circular bit is an adjustable rear site that the MP5 uses. It's easily visible in just about every screenshot except the one you used as an example. The wireframe really paints it out though: [img]http://puu.sh/xVRf5.png[/img] The modeller must've gotten confused and added a rectangular rear sight behind the MP5's rear sight. How that happened is anyone's guess, but there's not supposed to be one there, nor is it needed since the cylindrical object is the rear sight.
[QUOTE=game hacker;52770880]Does anybody have any experience porting retail models to the HL2 leak? When I try to port a model I get "unknown studio command", I have studiomdl set up as a desktop shortcut, if I try to drag the .qc directly onto the executable it doesn't try to compile it at all. I would appreciate any help. [url]https://i.imgur.com/Bj1g6Wk.png[/url][/QUOTE] Have you tried compiling it in [URL="http://steamcommunity.com/groups/CrowbarTool/discussions/0/1458455461490908534/"]Crowbar[/URL]?
[QUOTE=Mr. Someguy;52771166]The blue rectangle is a rectangular rear sight, and the circular bit is an adjustable rear site that the MP5 uses. It's easily visible in just about every screenshot except the one you used as an example. The wireframe really paints it out though: [img]http://puu.sh/xVRf5.png[/img] The modeller must've gotten confused and added a rectangular rear sight behind the MP5's rear sight. How that happened is anyone's guess, but there's not supposed to be one there, nor is it needed since the cylindrical object is the rear sight.[/QUOTE] Just had an "OH!" moment. Thank you for making this post. It made me go back and re-evaluate the model. I googled mp5 sights for a bit and I've discovered what the problem was! [IMG]http://img.redwolfairsoft.com/upload/review/25/MP5%20Rear%20Sight.jpg[/IMG] Something I hadn't realized is the inward curves on the side-fins of the MP5 sight. The result is an illusion of sight. If I remove the rear sight, I end up with what you see in the top cut-out. [IMG]https://i.imgur.com/CecRgD9.png[/IMG] But as you can see, there's a missing area, dotted in red. I assumed from the way I traced it, that valve had placed some kind of block there and that they probably did something silly like a rear sight. Due to the view the screenshot was taken from, the left fin appears to be very short and the right one appears long, major herr derp moment as I realized this is due to the inward curve of the fins. Fixing it up now, I'll post a progress shot shortly. [QUOTE=CaptainZed;52764957]Looking pretty good so far! Would love if you made the texture ever so slightly blueish (like the original texture, or it could be the render IDK) and bonus points if you make the viewmodel (or at least an alternate version) use the 2002 hands (SMG2, OICW/AR2, Stunstick, Sniper Rifle viewmodels in the beta) for that extra authenticity![/QUOTE] I think it's the render. I did two comparison/test renders to try and match the 'original' renders, including that of the mp7 model, and I wasn't able to quite 1:1 it. The angle I was able to match, but the light conditions and specularity on those models must've been a bit different. If I add a pale bluish light, I can eventually match it, but various bits on both models (particularly highlights) are missing. One possible avenue I could suggest to the attribution of this is the VTF compression has turned the texture slightly green. Chances are that John Grimm rendered the screenshots when the textures were lovely, uncompressed TGA files, but the texture we have to work with is a VTF which has undergone compression and possibly loss of colour info. As for the hands, it'll definitely be getting both the orange and red hand flavours as separate models to suit everyones taste :) Based on the age of the model being around the timeframe of the chunky mp7, I would say it definitely used the 2002 reddish arms originally, so that'll be the first priority.
[QUOTE=ToyokaX;52771424]Have you tried compiling it in [URL="http://steamcommunity.com/groups/CrowbarTool/discussions/0/1458455461490908534/"]Crowbar[/URL]?[/QUOTE] That's not going to work because HL2 Beta isn't reliant on a gameinfo.txt... GUIStudioMDL doesn't work either.
[QUOTE=game hacker;52770880]Does anybody have any experience porting retail models to the HL2 leak? When I try to port a model I get "unknown studio command", I have studiomdl set up as a desktop shortcut, if I try to drag the .qc directly onto the executable it doesn't try to compile it at all. I would appreciate any help. [url]https://i.imgur.com/Bj1g6Wk.png[/url][/QUOTE] It's just studiomdl don't like comments by Crowbar decompiler in every .smd
I've been compiling retail stuff for leak, usually in instances where the leak MDL file of a specific prop or something is corrupt and retail has it as well. I use crowbar and manually sort the QC file myself, or build a new one depending on the complexity of the prop. Living NPCs are terrible to port if you manually re-write, but weapons and props are second nature now. What do you need converted out of curiosity? [editline]13th October 2017[/editline] [QUOTE=MrJohn;52753299]Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder): [video=youtube;WcM1znwhNb8]https://www.youtube.com/watch?v=WcM1znwhNb8[/video][/QUOTE] If you want to be super legitimate about creating a fan-made leak radio sound, you should look into the Conet Project. Valve used various soundwaves from it in the leak (the yodeling song for the binoculars, as well as various other samples). They're dotted all around the leak, and I wouldn't be surprised if the genuine radio music came from the Conet Project somewhere. [video=youtube;cHUfN7eeiRY]https://www.youtube.com/watch?v=cHUfN7eeiRY[/video] If you want to hear the whole thing, you can find it here; [URL="https://www.youtube.com/watch?v=GJSFMdnHX8E"]The Conet Project: Recordings of Shortwave Numbers Stations[/URL] [video=youtube;GJSFMdnHX8E]https://www.youtube.com/watch?v=GJSFMdnHX8E[/video] It's quite creepy to listen to at times. There's a lot of mysterious codes being transmitted from various ones, very similar to the 'numbers' sequences from Call of Duty Black Ops, many stations consist of human operators transmitting repeated phrases and numbers.
[QUOTE=VXP;52772839]It's just studiomdl don't like comments by Crowbar decompiler in every .smd[/QUOTE] What are u trying to say bruh
[QUOTE=JasperCarmack;52772915]I've been compiling retail stuff for leak, usually in instances where the leak MDL file of a specific prop or something is corrupt and retail has it as well. I use crowbar and manually sort the QC file myself, or build a new one depending on the complexity of the prop. Living NPCs are terrible to port if you manually re-write, but weapons and props are second nature now. What do you need converted out of curiosity? [editline]13th October 2017[/editline] If you want to be super legitimate about creating a fan-made leak radio sound, you should look into the Conet Project. Valve used various soundwaves from it in the leak (the yodeling song for the binoculars, as well as various other samples). They're dotted all around the leak, and I wouldn't be surprised if the genuine radio music came from the Conet Project somewhere. [video=youtube;cHUfN7eeiRY]https://www.youtube.com/watch?v=cHUfN7eeiRY[/video] If you want to hear the whole thing, you can find it here; [URL="https://www.youtube.com/watch?v=GJSFMdnHX8E"]The Conet Project: Recordings of Shortwave Numbers Stations[/URL] [video=youtube;GJSFMdnHX8E]https://www.youtube.com/watch?v=GJSFMdnHX8E[/video] It's quite creepy to listen to at times. There's a lot of mysterious codes being transmitted from various ones, very similar to the 'numbers' sequences from Call of Duty Black Ops, many stations consist of human operators transmitting repeated phrases and numbers.[/QUOTE] I'm trying to port the AGNMI weapons pack back to the leak, I assume the reason this isn't working is because I'm using the retail QC, do I need to recreate the entire thing from scratch?
[QUOTE=game hacker;52773479]I'm trying to port the AGNMI weapons pack back to the leak, I assume the reason this isn't working is because I'm using the retail QC, do I need to recreate the entire thing from scratch?[/QUOTE] Upload a QC and I'll take a look at it and tell you the reason it's not working. Retail to leak weapons have differences in Muzzleflash events, sound events and misc other things.
[QUOTE=JasperCarmack;52772915]If you want to be super legitimate about creating a fan-made leak radio sound, you should look into the Conet Project. Valve used various soundwaves from it in the leak (the yodeling song for the binoculars, as well as various other samples). They're dotted all around the leak, and I wouldn't be surprised if the genuine radio music came from the Conet Project somewhere. [video=youtube;cHUfN7eeiRY]https://www.youtube.com/watch?v=cHUfN7eeiRY[/video] If you want to hear the whole thing, you can find it here; [URL="https://www.youtube.com/watch?v=GJSFMdnHX8E"]The Conet Project: Recordings of Shortwave Numbers Stations[/URL] [video=youtube;GJSFMdnHX8E]https://www.youtube.com/watch?v=GJSFMdnHX8E[/video] It's quite creepy to listen to at times. There's a lot of mysterious codes being transmitted from various ones, very similar to the 'numbers' sequences from Call of Duty Black Ops, many stations consist of human operators transmitting repeated phrases and numbers.[/QUOTE] Oh, I know The Conet Project, that's one of my favorite experimental music albums. :v: But thanks for information, that Valve used it for making Beta-sounds, I'll use it in future (maybe, when I'll decide to remake my «Radio»).
I have a question: Is this Nova Prospekt skin (made by Romka) really from the leak, beta or E3 2004? [url]https://gamebanana.com/skins/14793[/url] A lot Garry's mod workshop items show this indicating it is, yet I haven't seen it before in old videos or pictures. I would like to see if it's true, please.
[QUOTE=Procyon;52773761]I have a question: Is this Nova Prospekt skin (made by Romka) really from the leak, beta or E3 2004? [url]https://gamebanana.com/skins/14793[/url] A lot Garry's mod workshop items show this indicating it is, yet I haven't seen it before in old videos or pictures. I would like to see if it's true, please.[/QUOTE] I don't remember the leak having any nova guard units at all.
[QUOTE=BlackSnow;52773784]I don't remember the leak having any nova guard units at all.[/QUOTE] Me neither. Romka can tell us, if he is still around these forums.
[QUOTE=MrJohn;52773711]Oh, I know The Conet Project, that's one of my favorite experimental music albums. :v: But thanks for information, that Valve used it for making Beta-sounds, I'll use it in future (maybe, when I'll decide to remake my «Radio»).[/QUOTE] Good luck, I'm curious as to what you might come up with ;) I'm certain there's more Conet Project referenced in the leak. I know the sounds in the binoculars directory used it, but I'm certain some other sounds (including the tv radio from retail) were sourced from it. [QUOTE=Procyon;52773804]Me neither. Romka can tell us, if he is still around these forums.[/QUOTE] That's a name I haven't seen (or heard from) in a long long time. I can't say I've seen this skin in the leak, but it's possible that he may have been remaking a soldier referenced in early concept art or a screenshot from the good ol days of hl2s leak. Just checked my leak dir and I've realized there actually isn't a separate model/skin for Nova Prospekt soldiers, there's just the plain vanilla Combine Soldier.
[QUOTE=JasperCarmack;52773641]Upload a QC and I'll take a look at it and tell you the reason it's not working. Retail to leak weapons have differences in Muzzleflash events, sound events and misc other things.[/QUOTE] [url]https://pastebin.com/sasRJL4w[/url] You don't have to fix it up for me, I'd like it if you taught me how to because I have like 20 models to port lol
[QUOTE=game hacker;52773092]What are u trying to say bruh[/QUOTE] [IMG]https://i.imgur.com/yC1OGcv.png[/IMG]
[QUOTE=game hacker;52775610][url]https://pastebin.com/sasRJL4w[/url] You don't have to fix it up for me, I'd like it if you taught me how to because I have like 20 models to port lol[/QUOTE] Hm, can you upload the SMDs? I don't see any reason this isn't compiling. I'll have a shot at compiling it and then I can tell you how to do it and what needs fixing.
is it me or this thread hasn't had anything interesting in a long while? what's the status on all those hl2beta mods?
[QUOTE=JasperCarmack;52776487]Hm, can you upload the SMDs? I don't see any reason this isn't compiling. I'll have a shot at compiling it and then I can tell you how to do it and what needs fixing.[/QUOTE] [url]https://drive.google.com/file/d/0B0Cc8dujjS6SNUZTQk02amZCZVk/view?usp=sharing[/url]
[QUOTE=game hacker;52776663][url]https://drive.google.com/file/d/0B0Cc8dujjS6SNUZTQk02amZCZVk/view?usp=sharing[/url][/QUOTE] The RAR file you uploaded is damaged or corrupt @ 85kb. Tried opening with both winrar and 7zip.
[QUOTE=Hell-met;52776626]is it me or this thread hasn't had anything interesting in a long while? what's the status on all those hl2beta mods?[/QUOTE] [URL="http://www.moddb.com/mods/dark-interval"]Dark Interval released two media updates[/URL]. Episode 17 will probably unveil a trailer soon (I'm speculating based on what they've shown in public).
[QUOTE=JasperCarmack;52776745]The RAR file you uploaded is damaged or corrupt @ 85kb. Tried opening with both winrar and 7zip.[/QUOTE] My bad, try this [url]https://drive.google.com/file/d/0B0Cc8dujjS6SWlFEY1NFb09RZkE/view?usp=sharing[/url]
A question for the coders here. I today decided to have a try at implementing a Leak NPC, and I figured out I should start with something simple - the Bullsquid. Well, almost everything is fine. He does things... sort of. He definitely tries to spit and attack enemies, but no damage is done in these attacks. Only the animations play out. Debugging tells me pEvent->event comes out null. Is there anything I should do regarding animevents? Where? In the .qc file?
[QUOTE=game hacker;52776753]My bad, try this [url]https://drive.google.com/file/d/0B0Cc8dujjS6SWlFEY1NFb09RZkE/view?usp=sharing[/url][/QUOTE] That one is also corrupt. What are you using to archive this?
[QUOTE=JasperCarmack;52777486]That one is also corrupt. What are you using to archive this?[/QUOTE] I can open it well with WinRAR 5.40. I repacked it for you. [url]https://drive.google.com/file/d/0BxZ8Mzo3jvruZkJkNkRINDJfYjg/view?usp=sharing[/url]
[QUOTE=95Navigator;52777291]A question for the coders here. I today decided to have a try at implementing a Leak NPC, and I figured out I should start with something simple - the Bullsquid. Well, almost everything is fine. He does things... sort of. He definitely tries to spit and attack enemies, but no damage is done in these attacks. Only the animations play out. Debugging tells me pEvent->event comes out null. Is there anything I should do regarding animevents? Where? In the .qc file?[/QUOTE] Did you define damage values in skill.cfg? Stuff like sk_dmg_bullsquid_whip or what it's called. Animevents should already come ready with the ported model. Easies way to check for them is add Msg(...) functions in the event cases, if the messages appear in the console, then the events work. What happens within each event is another matter.
[QUOTE=Altair_PT;52777547]I can open it well with WinRAR 5.40. I repacked it for you. [url]https://drive.google.com/file/d/0BxZ8Mzo3jvruZkJkNkRINDJfYjg/view?usp=sharing[/url][/QUOTE] Many thanks! I'm unsure as to why I couldn't open it, I tried both WinRAR 5.50 and 7zip (granted the 7zip version is an older one). [QUOTE=game hacker;52776753]My bad, try this [url]https://drive.google.com/file/d/0B0Cc8dujjS6SWlFEY1NFb09RZkE/view?usp=sharing[/url][/QUOTE] I took a look and it has me quite baffled. I couldn't figure out why it was doing it. I also re-wrote it, but I have a feeling it may relate to differences in syntax and QC command interpretation between leak and retail studiomdl compilers. Even with the error however, the model compiled successfully for the leak using the default StudioMDL.exe [IMG]https://i.imgur.com/Eu0VWFh.png[/IMG] I got two primary errors, one was the unknown studiomdl command, and the other was a missing texture for the "JOSH" mesh inside the body. I'll break down the QC here and what needs changing to port it to the leak. [B]RETAIL: $sequence "fire01" { "v_shotgun_hl2002_anims\fire01.smd" "ACT_VM_PRIMARYATTACK" 1 { event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" } fadein 0.2 fadeout 0.2 snap fps 30 }[/B] [B]$sequence[/B] which tells the compiler we're inserting an sequence/animation into the model. [B]"fire01"[/B] refers to the name the animation will be given when inserted into the mdl. [B]"v_shotgun_hl2002_anims\fire01.smd"[/B] refers to the animation source we're using for this sequence. In this case, it's a simple firing animation. [B]"ACT_VM_PRIMARYATTACK"[/B] tells the compiler this is the sequence that represents the primary attack for the weapon. Coincidentally, using ACT_VM_SECONDARYATTACK denotes that it would be the alternative fire (so double blast for the shotgun, grenade launch for the Smg1 etc). [B]Event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE"[/B] This line will need replacing. This area assigns the muzzleflash effect you want to appear on the weapon, the type of muzzleflash, and the bone it should appear on. In the leak, some of this is replaced by event codes found in cl_animevent.h which can be found in the leaked Source Code. So for a shotgun, you would need to replace it with the following syntax; [B]{ event 5001 0.00 "1"}[/B] This tells the compiler that we want event 5001 (Muzzleflash on attachment 0). The 0.00 I haven't personally experimented with, but it may be a scaling option, however I'll be toying around with it tonight to see what it does. The "1" at the end represents the style of muzzleflash (Down below, we're looking at MUZZLEFLASH_SHOTGUN which is number 1. [I]//Animation event codes #define CL_EVENT_MUZZLEFLASH0 5001 // Muzzleflash on attachment 0 #define CL_EVENT_MUZZLEFLASH1 5011 // Muzzleflash on attachment 1 #define CL_EVENT_MUZZLEFLASH2 5021 // Muzzleflash on attachment 2 #define CL_EVENT_MUZZLEFLASH3 5031 // Muzzleflash on attachment 3 #define CL_EVENT_SPARK0 5002 // Spark on attachment 0 #define CL_EVENT_NPC_MUZZLEFLASH0 5003 // Muzzleflash on attachment 0 for third person views #define CL_EVENT_NPC_MUZZLEFLASH1 5013 // Muzzleflash on attachment 1 for third person views #define CL_EVENT_NPC_MUZZLEFLASH2 5023 // Muzzleflash on attachment 2 for third person views #define CL_EVENT_NPC_MUZZLEFLASH3 5033 // Muzzleflash on attachment 3 for third person views #define CL_EVENT_SOUND 5004 // Emit a sound #define CL_EVENT_EJECTBRASS1 6001 // Eject a brass shell from attachment 1 //Muzzle flash definitions #define MUZZLEFLASH_AR2 0 #define MUZZLEFLASH_SHOTGUN 1 #define MUZZLEFLASH_SMG1 2 #define MUZZLEFLASH_SMG2 3 #define MUZZLEFLASH_PISTOL 4 [/I] For the muzzleflashes; AR2 and SMG1 muzzleflashes are fairly similar and consist of multiple muzzleflash effects stacked in a row to create a long blast. The SHOTGUN and PISTOL ones use a single muzzleflash rather than a stacked set. The shotgun effect is a scaled-down version. The SMG2 effect is similar to the pistol one. Pistol/SMG2/Shotgun flash [IMG]https://i.imgur.com/D6VbEmi.png[/IMG] SMG1/AR2 flash [IMG]https://i.imgur.com/VDG5R3u.png[/IMG] This same type of line is used on other anims (such as event 6001 to eject the shotgun shell into the game world when pumping the shotgun). [B]fadein 0.2[/B] [B]fadeout 0.2[/B] These two commands are used to override the blend animation time when transitioning to and from the sequence animation. They are optional, but I don't think I've seen them used many times in the leak. It may or may not be used. [B]snap[/B] This is really important on a few animations. This tells the compiler that when this sequence plays, it must play immediately with no blending. So if you're firing a gun, you want the gun to kick back -immediately, rather than smoothly transition back towards the screen from its previous animation. I personally insert this on all firing animations, as well as the DRAW animation. If it's not inserted on the draw animation, you end up with guns 'flickering' onto the screen before they're drawn. [video=youtube;NjWQ6ZjC0j4]https://www.youtube.com/watch?v=NjWQ6ZjC0j4[/video] So we have a few weapons in this video; Immolator (No snap when drawing the weapon) Pistol (Has a draw and holster animation, with snap on the draw) Crowbar (Same as Pistol) SMG1 (Has a draw with snap, no holster) So when changing weapons, you get a few different results; Note when switching to the immolator, if snap is not applied to the draw animation, you will always see the weapon flicker on the screen when switching from weapon A to weapon Immolator. Most of the leak weapons do this. The pistol, crowbar and smg have snap, so you'll note they don't flicker on the screen when switching to them. The pistol and crowbar exclusively have holster animations in this example, so note the smoother transition to each that can be achieved if desired. By default, holster animations are only used when the player picks up a physical object in the game with their hands. [B]fps 30[/B] Frames per second for the animation to play at. This can be useful if you don't necessarily have the tools to edit the SMDs or animations yourself, but you might want to either speed up or slow down the animation slightly to match a reload sound etc. Putting a lower value like fps 25 will slow the animation down a bit, and conversely, 60 would double the speed. So in the end, here's a snippet from the shotgun QC I use for my personal 2002 shotgun setup;. [B]LEAK: $sequence "fire01" "@fire01.smd" ACT_VM_PRIMARYATTACK 1 fps 30.00 snap { { event 5001 0.00 "1" } } [/B] Very basic, and I removed some of the stuff from the retail QCs, but essentially the compiler interprets it as the following; Insert sequence named "fire01" into mdl using @fire01.smd as source animation. Upon playing, fire and assign event ACT_VM_PRIMARYATTACK 1, play back at 30fps, and snap to the animation the moment it's played with no blend transitions. Fire event 5001 "1" (shotgun muzzleflash on attachment 0). Shameless self promo, but I'm going to have this ready to go very soon, been working on it tonight; [IMG]https://i.imgur.com/SdLkYIW.png[/IMG]
[QUOTE=Cvoxalury;52778671]Did you define damage values in skill.cfg? Stuff like sk_dmg_bullsquid_whip or what it's called. Animevents should already come ready with the ported model. Easies way to check for them is add Msg(...) functions in the event cases, if the messages appear in the console, then the events work. What happens within each event is another matter.[/QUOTE] Yes those convars are already defined, with values straight out of the Beta. The problem isnt the damage - when the Bullsquid spits, no spit ball even comes out of his attachment. The spit animation plays out - the Bullsquid is definitely trying to kill his targets - but since no spit grenade comes out, no damage. Same thing with melee attacks. Tried porting the Female Assassin today - same thing is happening. She fires her pistols, but no damage is done. Not even a muzzleflash comes out. What am I missing? :( "What happens within each event is another matter" As I said, pEvent->event comes out null, so the switch structure becomes useless, because theres no event for the engine to choose out from. Is there any place where I can define events for NPC's? The Combine Soldier has the exact same code and it works just fine... Here is my Bullsquid QC incase anyone is interested: $modelname "bullsquid.mdl" $model "studio" "reference.smd" $poseparameter move_yaw -180.00 180.00 $cdmaterials "models/bullsquid/" $attachment "Mouth" "Bullsquid.Tent_Bone15" -0.00 -0.00 0.00 rotate 0 -45 90 $surfaceprop "flesh" $eyeposition -0.000 0.000 24.000 $illumposition -5.970 1.615 35.995 $sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.000000 $sequence Idle02 "Idle02" loop ACT_IDLE 1 fps 30.000000 $sequence ActiveIdle "ActiveIdle" ACT_SQUID_SMELL 1 fps 30.000000 $sequence walk_all "walk_all" loop ACT_WALK 1 fps 30.000000 $sequence walk2 "walk2" loop ACT_SQUID_WALK_EXCITED 1 fps 30.000000 $sequence Run1 "Run1" loop ACT_RUN 1 fps 30.000000 $sequence Run2 "Run2" loop ACT_SQUID_RUN_EXCITED 1 fps 30.000000 $sequence hop "hop" loop ACT_HOP 1 fps 30.000000 $sequence spit "spit" loop ACT_RANGE_ATTACK1 1 fps 30.000000 $sequence pounce "pounce" loop ACT_MELEE_ATTACK1 1 fps 30.000000 $sequence tailwhip "tailwhip" loop ACT_MELEE_ATTACK2 1 fps 30.000000 $sequence eat "eat" loop ACT_SQUID_EAT 1 fps 30.000000 $sequence eatdone "eatdone" loop ACT_SQUID_DONE_EAT 1 fps 30.000000 $sequence play "play" ACT_SQUID_DISPLAY 1 fps 30.000000 $sequence hc_spot "hc_spot" ACT_SQUID_SEE_HC 1 fps 30.000000 $sequence Die "Die" ACT_DIESIMPLE 1 fps 30.000000 $sequence swim "swim" ACT_SWIM 1 fps 30.000000 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.000000
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