Half-Life 2 Beta: Cremator

This is the Cremator ported from Half-Life 2 Beta.
Unlike the ones which are player models, this one has all of the NPC animations from the original Cremator model. To find out what a “Cremator” is, see http://half-life.wikia.com/wiki/Cremator

Put it in:
C:\Program Files\Steam\steamapps\STEAM USERNAME\garrysmod\garrysmod\addons.


Download: http://www.garrysmod.org/downloads/?a=view&id=123331

Nice job Bitl!


That thing just screams creepy, and I wouldn’t have it any other way.

Very nice. Is it possible to do the same thing for the Combine Assassin?

A bunch of HL2 Leak models were released yeeeaaaaars ago. They may or may not be on garrysmod.org (I’m guessing not), but you could check.

The only Cremator models are players.

I think he was talking to Saber.

Yes. but they didn’t have animations; I was asking if he could supply those models with animations as well.

If I get the Beta, yes. I ported them using the TF2 alpha. I can post a guide if anyone wants.

I thought porting leak models with animations was impossible?

Nope, it’s possible. I’ve got a friend who has a whole set of leak models with anims that he ported. he gave me the cremator to fix, I never finished it though…

No, it’s not impossible. Some people even have decompilers for them like MI and Project9.

Plus, I used a v37 decompiler which acts as a v37 model viewer. Is there any decompiler for TF2 Alpha models? I want to port the alien commando.


So with this new model we could have a cremator NPC correct?

AngryPepperMushroom is working on it, but he has some problems:

The SNPC does not walk.

Does not make gas or fire with the flamethrower.

And it t-poses when it attacks.

Someone like Siverlan would try and finish this.

Oh boy, here we go…

Then fix the anims for use in the latest source like I did.

Because it doesn’t just magically shoot out particles without someone creating them first.

Then fix the anims. Add all the “ACT_X” stuff, it’s not hard.

Take a look at this: http://developer.valvesoftware.com/wiki/Locking_Npc_Animations
Follow that with the walk and run animations and it should fix that problem.

Has it been coded yet? Or is it and its just not working?

I’m not sure what could be causing that. Try changing “ACT_RANGE_ATTACK1” to “ACT_RANGE_ATTACK2” maybe?

[editline]21st July 2011[/editline]

Maybe you could of informed him on how to do that cause he obviously doesn’t know yet.

Maybe the code doesn’t work properly or he means it hasn’t even been made yet.

If you looked at the model you would of noticed that it already has the “ACT_X” stuff.

QC for the SNPC cremator so far:

$cd "C:\Documents and Settings\******\Desktop\Uncompiled Source Models and mod content\cremator"
$modelname "cremator.mdl"
$model "studio" "cremator_reference.smd"
$model "gun" "gun_reference.smd"
$cdmaterials "models/cremator/"
$surfaceprop "armorflesh"
$illumposition 16.640 -0.291 43.756
$sequence ragdoll "Idle01" loop ACT_DIERAGDOLL 1 fps 30.00
$sequence walk01 "walk1" loop ACT_WALK 1 fps 30.00
$sequence run01 "run1" loop ACT_RUN 1 fps 30.00
$sequence run2 "run2" loop ACT_RUN 1 fps 30.00
$sequence limp01 "limp1" loop ACT_RUN_HURT 1 fps 30.00
$sequence flich01 "flich1" loop ACT_SMALL_FLINCH 1 fps 30.00
$sequence fireinout "fireinout" loop fps 30.00
$sequence fireupleft "fireupleft" loop fps 30.00
$sequence fireupright "fireupright" loop fps 30.00
$sequence fireinoutsw "fireinoutsw" loop fps 30.00
$sequence idle01 "breathing" loop ACT_IDLE 1 fps 30.00
$sequence firebreathing1 "firebreathing1" loop ACT_RANGE_ATTACK 1 fps 30.00
$sequence firebreathing2 "firebreathing2" loop ACT_RANGE_ATTACK 2 fps 30.00
$collisionjoints "phymodel.smd" {

	$mass 100.0
	$inertia 2.00
	$damping 0.01
	$rotdamping 0.40
$collisiontext {
	break { "model" "cremator_head" "health" "0" "fadetime" "10"}
	break { "model" "cremator_body" "health" "0" "fadetime" "10"}

What should I add?

Did you look at that link I posted? if you follow that it should fix the walking issue.
And is that all the animations it had?