Invisible Ragdoll

I was hired to make a reskin for the Half-Life 2 refugees so started to make the bodygroups while my friend made the custom citizen_sheet.
Compiling and everything went fine except for one thing, the model’s face texture is messed up (looks like wood) in HLMV and for some odd reason, it is invisible in Garry’s Mod.
I know he is there because I turned on wireframe mode and saw him on the ground and also when I undo it says “Undone Ragdoll”.

Any help will be appreciated.

Here is my .qc file:


$modelname "player\chef\male\chef_06.mdl"
$model "chef_06" "chef_06_reference.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flex "AU42" frame 5
          flexpair "AU1" 1.0 frame 6
          flexpair "AU2" 1.0 frame 7
          flexpair "AU4" 1.0 frame 8
          flexpair "AU1AU2" 1.0 frame 9
          flexpair "AU12" 1.0 frame 10
          flex "AU12AU25" frame 11
          flexpair "AU15" 1.0 frame 12
          flexpair "AU17" 1.0 frame 13
          flexpair "AU10" 1.0 frame 14
          flex "AU16" frame 15
          flexpair "AU6" 1.0 frame 16
          flexpair "AU9" 1.0 frame 17
          flexpair "AU25" 1.0 frame 18
          flexpair "AU18" 1.0 frame 19
          flexpair "AU22" 1.0 frame 20
          flexpair "AU20" 1.0 frame 21
          flex "AU32" frame 22
          flex "AU24" frame 23
          flex "AU31" frame 24
          flexpair "AU26" 1.0 frame 25
          flexpair "AU27" 1.0 frame 26
          flexpair "AU26Z" 1.0 frame 27
     }
     eyeball righteye ValveBiped.Bip01_Head1 -1.271 -4.220 67.559 eyeball_r 1.000  4.000 pupil_r 0.630
     eyeball lefteye ValveBiped.Bip01_Head1 1.357 -4.220 67.551 eyeball_l 1.000  -4.000 pupil_l 0.630
     // If you uncomment the following lines the eyes will be closed
     // I'm including it anyway in case anyone wants to experiment
     // eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 1 -0.262100 neutral 1 0.128700 raiser 1 0.246700 split 0.1 eyeball righteye
     // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 2 -0.340900 neutral 2 -0.215600 raiser 2 -0.073600  split 0.1 eyeball righteye
     // If you uncomment the following lines the eyes will be closed
     // I'm including it anyway in case anyone wants to experiment
     // eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 3 -0.262100 neutral 3 0.128700 raiser 3 0.246700 split -0.1 eyeball lefteye
     // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 4 -0.340900 neutral 4 -0.215600 raiser 4 -0.073600  split -0.1 eyeball lefteye
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller head head_rightleft "range" -30.000 30.000
     flexcontroller head head_updown "range" -15.000 15.000
     flexcontroller head head_tilt "range" -15.000 15.000
     flexcontroller eyes eyes_updown "range" -30.000 30.000
     flexcontroller eyes eyes_rightleft "range" -30.000 30.000
     flexcontroller body body_rightleft "range" -30.000 30.000
     flexcontroller chest chest_rightleft "range" -30.000 30.000
     flexcontroller head head_forwardback "range" -0.200 0.200
     flexcontroller gesture gesture_updown "range" -1.000 1.000
     flexcontroller gesture gesture_rightleft "range" -1.000 1.000
    localvar upper_right_raiser
    %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_neutral
    %upper_right_neutral = (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_raiser) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_lowerer
    %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 -  right_lid_closer)))
    localvar upper_left_raiser
    %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_neutral
    %upper_left_neutral = (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_raiser) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_lowerer
    %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 -  left_lid_closer)))
    localvar lower_right_raiser
    %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 -  right_lid_closer))))
    localvar lower_right_neutral
    %lower_right_neutral = (( 1.000 -  right_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( right_lid_tightener *  0.500)) * ( 1.000 - ( right_cheek_raiser *  0.250)))))
    localvar lower_right_lowerer
    %lower_right_lowerer =  0.000
    localvar lower_left_raiser
    %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 -  left_lid_closer))))
    localvar lower_left_neutral
    %lower_left_neutral = (( 1.000 -  left_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( left_lid_tightener *  0.500)) * ( 1.000 - ( left_cheek_raiser *  0.250)))))
    localvar lower_left_lowerer
    %lower_left_lowerer =  0.000
    %AU1R = ( right_inner_raiser * (( 1.000 -  right_outer_raiser) * ( 1.000 -  right_lowerer)))
    %AU1L = ( left_inner_raiser * (( 1.000 -  left_outer_raiser) * ( 1.000 -  left_lowerer)))
    %AU2R = ( right_outer_raiser * (( 1.000 -  right_inner_raiser) * ( 1.000 -  right_lowerer)))
    %AU2L = ( left_outer_raiser * (( 1.000 -  left_inner_raiser) * ( 1.000 -  left_lowerer)))
    %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 -  right_lowerer)))
    %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 -  left_lowerer)))
    %AU4R =  right_lowerer
    %AU4L =  left_lowerer
    %AU6R =  right_cheek_raiser
    %AU6L =  left_cheek_raiser
    %AU9R =  wrinkler
    %AU9L =  wrinkler
    localvar AU38
    %AU38 =  dilator
    localvar right_open
    %right_open = ( smile + (( right_part * ( 1.000 -  smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar left_open
    %left_open = ( smile + (( left_part * ( 1.000 -  smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar right_lip_suppressor
    %right_lip_suppressor = (( 1.000 /  %right_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_lip_suppressor
    %left_lip_suppressor = (( 1.000 /  %left_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 *  %right_lip_suppressor)))
    %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 *  %left_lip_suppressor)))
    %AU25R = ( right_part * (( right_part *  %right_lip_suppressor) * ( 1.000 -  smile)))
    %AU25L = ( left_part * (( left_part *  %left_lip_suppressor) * ( 1.000 -  smile)))
    %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor +  %left_lip_suppressor))))
    %AU18R = ( right_puckerer * ( right_puckerer *  %right_lip_suppressor))
    %AU18L = ( left_puckerer * ( left_puckerer *  %left_lip_suppressor))
    %AU22R = ( right_funneler * ( right_funneler *  %right_lip_suppressor))
    %AU22L = ( left_funneler * ( left_funneler *  %left_lip_suppressor))
    %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R +  %AU22R)))) * ( 1.000 -  smile)))))
    %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L +  %AU22L)))) * ( 1.000 -  smile)))))
    localvar right_depressor_suppressor
    %right_depressor_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    localvar left_depressor_suppressor
    %left_depressor_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    %AU15R = ( right_corner_depressor * ( right_corner_depressor *  %right_depressor_suppressor))
    %AU15L = ( left_corner_depressor * ( left_corner_depressor *  %left_depressor_suppressor))
    localvar right_corner_suppressor
    %right_corner_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    localvar left_corner_suppressor
    %left_corner_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    %AU12R = ( right_corner_puller * ( right_corner_puller *  %right_corner_suppressor))
    %AU12L = ( left_corner_puller * ( left_corner_puller *  %left_corner_suppressor))
    %AU20R = ( right_stretcher * ( right_stretcher *  %right_corner_suppressor))
    %AU20L = ( left_stretcher * ( left_stretcher *  %left_corner_suppressor))
    %AU32 =  bite
    %AU24 = ( presser + (( 1.000 -  presser) *  tightener))
    %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher +  jaw_drop)))
    localvar right_drop_suppressor
    %right_drop_suppressor = (( 1.000 / (( 0.500 *  %right_open) +  right_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_drop_suppressor
    %left_drop_suppressor = (( 1.000 / (( 0.500 *  %left_open) +  left_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar right_drop
    %right_drop = ( right_mouth_drop * ( right_mouth_drop *  %right_drop_suppressor))
    localvar left_drop
    %left_drop = ( left_mouth_drop * ( left_mouth_drop *  %left_drop_suppressor))
    %AU26R = ( jaw_drop * (( 1.000 -  %right_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU26L = ( jaw_drop * (( 1.000 -  %left_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor +  %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R +  %AU27L)))))
    localvar mouth
    %mouth = (( %AU27R *  0.500) + (( %AU27L *  0.500) + (( %AU22R *  0.350) + (( %AU22L *  0.350) + (( %AU18R *  0.250) + (( %AU18L *  0.250) + (( %AU25R *  0.350) + (( %AU25L *  0.350) + (( %AU32 *  0.500) + ( %AU12AU25 + ( %AU16 *  0.400)))))))))))
}
$lod 7
 {
  replacemodel "chef_06_reference" "lod1_chef_06_reference"
}
$lod 14
 {
  replacemodel "chef_06_reference" "lod2_chef_06_reference"
}
$lod 24
 {
  replacemodel "chef_06_reference" "lod3_chef_06_reference"
}
$lod 35
 {
  replacemodel "chef_06_reference" "lod4_chef_06_reference"
}
$lod 60
 {
  replacemodel "chef_06_reference" "lod5_chef_06_reference"
}
$shadowlod
{
  replacemodel "chef_06_reference" "lod6_chef_06_reference"
}

$bodygroup sights
{
	studio "chef_hat.smd"
	blank
}

$cdmaterials "models\Humans\Male\Group02\"
$cdmaterials "models\Humans\Male\"
$cdmaterials "models\humans\male\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
// Model uses material "chef_sheet.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "mouth.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "sandro_facemap.vmt"
// Model uses material "pupil_r.vmt"
// Model uses material "glint.vmt"
// Model uses material "pupil_l.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.78 -4.41 -0.04 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate 0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition 0.637 0.000 36.406
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}

(I know I haven’t added the custom directory for my texture, I was just testing to see if it worked.)

The ‘wood’ face can be fixed by clamping the head texture

So how do I clamp the head texture?

If you are using vtfedit just tick clampS in the vtf options

Alright, thanks. I’ll let you know if it works.

[editline]9th March 2014[/editline]

They were enabled by default; I have no clue why his face is still like that.

If you’re using default valve textures then it may be pulling them from elsewhere rather than using the one you’re editing the Clamps of.

Instead of:

$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00,

try:

$sequence ragdoll “chef_06_reference.smd”

That’s what I always do.

So the ragdoll will be derived from the reference model?

[editline]9th March 2014[/editline]

Updated .qc file:



$modelname "player\chef\male\chef_06.mdl"
$model "chef_06" "chef_06_reference.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flex "AU42" frame 5
          flexpair "AU1" 1.0 frame 6
          flexpair "AU2" 1.0 frame 7
          flexpair "AU4" 1.0 frame 8
          flexpair "AU1AU2" 1.0 frame 9
          flexpair "AU12" 1.0 frame 10
          flex "AU12AU25" frame 11
          flexpair "AU15" 1.0 frame 12
          flexpair "AU17" 1.0 frame 13
          flexpair "AU10" 1.0 frame 14
          flex "AU16" frame 15
          flexpair "AU6" 1.0 frame 16
          flexpair "AU9" 1.0 frame 17
          flexpair "AU25" 1.0 frame 18
          flexpair "AU18" 1.0 frame 19
          flexpair "AU22" 1.0 frame 20
          flexpair "AU20" 1.0 frame 21
          flex "AU32" frame 22
          flex "AU24" frame 23
          flex "AU31" frame 24
          flexpair "AU26" 1.0 frame 25
          flexpair "AU27" 1.0 frame 26
          flexpair "AU26Z" 1.0 frame 27
     }
     eyeball righteye ValveBiped.Bip01_Head1 -1.271 -4.220 67.559 eyeball_r 1.000  4.000 pupil_r 0.630
     eyeball lefteye ValveBiped.Bip01_Head1 1.357 -4.220 67.551 eyeball_l 1.000  -4.000 pupil_l 0.630
     // If you uncomment the following lines the eyes will be closed
     // I'm including it anyway in case anyone wants to experiment
     // eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 1 -0.262100 neutral 1 0.128700 raiser 1 0.246700 split 0.1 eyeball righteye
     // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 2 -0.340900 neutral 2 -0.215600 raiser 2 -0.073600  split 0.1 eyeball righteye
     // If you uncomment the following lines the eyes will be closed
     // I'm including it anyway in case anyone wants to experiment
     // eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 3 -0.262100 neutral 3 0.128700 raiser 3 0.246700 split -0.1 eyeball lefteye
     // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 4 -0.340900 neutral 4 -0.215600 raiser 4 -0.073600  split -0.1 eyeball lefteye
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller head head_rightleft "range" -30.000 30.000
     flexcontroller head head_updown "range" -15.000 15.000
     flexcontroller head head_tilt "range" -15.000 15.000
     flexcontroller eyes eyes_updown "range" -30.000 30.000
     flexcontroller eyes eyes_rightleft "range" -30.000 30.000
     flexcontroller body body_rightleft "range" -30.000 30.000
     flexcontroller chest chest_rightleft "range" -30.000 30.000
     flexcontroller head head_forwardback "range" -0.200 0.200
     flexcontroller gesture gesture_updown "range" -1.000 1.000
     flexcontroller gesture gesture_rightleft "range" -1.000 1.000
    localvar upper_right_raiser
    %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_neutral
    %upper_right_neutral = (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_raiser) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_lowerer
    %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 -  right_lid_closer)))
    localvar upper_left_raiser
    %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_neutral
    %upper_left_neutral = (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_raiser) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_lowerer
    %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 -  left_lid_closer)))
    localvar lower_right_raiser
    %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 -  right_lid_closer))))
    localvar lower_right_neutral
    %lower_right_neutral = (( 1.000 -  right_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( right_lid_tightener *  0.500)) * ( 1.000 - ( right_cheek_raiser *  0.250)))))
    localvar lower_right_lowerer
    %lower_right_lowerer =  0.000
    localvar lower_left_raiser
    %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 -  left_lid_closer))))
    localvar lower_left_neutral
    %lower_left_neutral = (( 1.000 -  left_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( left_lid_tightener *  0.500)) * ( 1.000 - ( left_cheek_raiser *  0.250)))))
    localvar lower_left_lowerer
    %lower_left_lowerer =  0.000
    %AU1R = ( right_inner_raiser * (( 1.000 -  right_outer_raiser) * ( 1.000 -  right_lowerer)))
    %AU1L = ( left_inner_raiser * (( 1.000 -  left_outer_raiser) * ( 1.000 -  left_lowerer)))
    %AU2R = ( right_outer_raiser * (( 1.000 -  right_inner_raiser) * ( 1.000 -  right_lowerer)))
    %AU2L = ( left_outer_raiser * (( 1.000 -  left_inner_raiser) * ( 1.000 -  left_lowerer)))
    %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 -  right_lowerer)))
    %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 -  left_lowerer)))
    %AU4R =  right_lowerer
    %AU4L =  left_lowerer
    %AU6R =  right_cheek_raiser
    %AU6L =  left_cheek_raiser
    %AU9R =  wrinkler
    %AU9L =  wrinkler
    localvar AU38
    %AU38 =  dilator
    localvar right_open
    %right_open = ( smile + (( right_part * ( 1.000 -  smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar left_open
    %left_open = ( smile + (( left_part * ( 1.000 -  smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar right_lip_suppressor
    %right_lip_suppressor = (( 1.000 /  %right_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_lip_suppressor
    %left_lip_suppressor = (( 1.000 /  %left_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 *  %right_lip_suppressor)))
    %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 *  %left_lip_suppressor)))
    %AU25R = ( right_part * (( right_part *  %right_lip_suppressor) * ( 1.000 -  smile)))
    %AU25L = ( left_part * (( left_part *  %left_lip_suppressor) * ( 1.000 -  smile)))
    %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor +  %left_lip_suppressor))))
    %AU18R = ( right_puckerer * ( right_puckerer *  %right_lip_suppressor))
    %AU18L = ( left_puckerer * ( left_puckerer *  %left_lip_suppressor))
    %AU22R = ( right_funneler * ( right_funneler *  %right_lip_suppressor))
    %AU22L = ( left_funneler * ( left_funneler *  %left_lip_suppressor))
    %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R +  %AU22R)))) * ( 1.000 -  smile)))))
    %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L +  %AU22L)))) * ( 1.000 -  smile)))))
    localvar right_depressor_suppressor
    %right_depressor_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    localvar left_depressor_suppressor
    %left_depressor_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    %AU15R = ( right_corner_depressor * ( right_corner_depressor *  %right_depressor_suppressor))
    %AU15L = ( left_corner_depressor * ( left_corner_depressor *  %left_depressor_suppressor))
    localvar right_corner_suppressor
    %right_corner_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    localvar left_corner_suppressor
    %left_corner_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    %AU12R = ( right_corner_puller * ( right_corner_puller *  %right_corner_suppressor))
    %AU12L = ( left_corner_puller * ( left_corner_puller *  %left_corner_suppressor))
    %AU20R = ( right_stretcher * ( right_stretcher *  %right_corner_suppressor))
    %AU20L = ( left_stretcher * ( left_stretcher *  %left_corner_suppressor))
    %AU32 =  bite
    %AU24 = ( presser + (( 1.000 -  presser) *  tightener))
    %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher +  jaw_drop)))
    localvar right_drop_suppressor
    %right_drop_suppressor = (( 1.000 / (( 0.500 *  %right_open) +  right_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_drop_suppressor
    %left_drop_suppressor = (( 1.000 / (( 0.500 *  %left_open) +  left_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar right_drop
    %right_drop = ( right_mouth_drop * ( right_mouth_drop *  %right_drop_suppressor))
    localvar left_drop
    %left_drop = ( left_mouth_drop * ( left_mouth_drop *  %left_drop_suppressor))
    %AU26R = ( jaw_drop * (( 1.000 -  %right_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU26L = ( jaw_drop * (( 1.000 -  %left_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor +  %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R +  %AU27L)))))
    localvar mouth
    %mouth = (( %AU27R *  0.500) + (( %AU27L *  0.500) + (( %AU22R *  0.350) + (( %AU22L *  0.350) + (( %AU18R *  0.250) + (( %AU18L *  0.250) + (( %AU25R *  0.350) + (( %AU25L *  0.350) + (( %AU32 *  0.500) + ( %AU12AU25 + ( %AU16 *  0.400)))))))))))
}
$lod 7
 {
  replacemodel "chef_06_reference" "lod1_chef_06_reference"
}
$lod 14
 {
  replacemodel "chef_06_reference" "lod2_chef_06_reference"
}
$lod 24
 {
  replacemodel "chef_06_reference" "lod3_chef_06_reference"
}
$lod 35
 {
  replacemodel "chef_06_reference" "lod4_chef_06_reference"
}
$lod 60
 {
  replacemodel "chef_06_reference" "lod5_chef_06_reference"
}
$shadowlod
{
  replacemodel "chef_06_reference" "lod6_chef_06_reference"
}

$bodygroup chef hat
{
	studio "chef_hat.smd"
	blank
}

$cdmaterials "models\chef\male\"
$cdmaterials "models\chef\"
$cdmaterials "models\humans\male\"

$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
// Model uses material "chef_sheet.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "mouth.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "sandro_facemap.vmt"
// Model uses material "chefhat_sheet.vmt"
// Model uses material "pupil_r.vmt"
// Model uses material "glint.vmt"
// Model uses material "pupil_l.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.78 -4.41 -0.04 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate 0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition 0.637 0.000 36.406
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}

Yay! I fixed it. For some odd reason when I unchecked the clamps and everything, the textures went back to normal! :stuck_out_tongue:

This is how he looks like in HLMV:

http://puu.sh/7pNNB

Still one problem… He is still invisible in Garry’s Mod. :confused:
At least I got the textures to work! :smiley:

Glad the clamp worked invisible in gmod really :frowning:

I don’t understand that either because the face texture and citizen_sheet texture both have clamp enabled in the original models from Half-Life 2.

A very strange thing. I’d strip it down to bare bones. Make a copy and take all the features but the model out. No lod files, no hbox stuff, no flexes, no physics. You should end up with an effect in t-pose.

Alternate, hit it with the materials tool and see if you can change the texture from nothing to something.

Okay, I’ll try that when I get home. This has never happened to me before so that’s why I thought it was odd.

[editline]10th March 2014[/editline]

If anyone wants to take a look, I can upload the files.

Sorry for bumping but I am really eager to finish this project. Thanks for the help so far! :slight_smile:

I’ll take a look if you want to PM them. You’ve got me curious now.

Since nobody else stated this yet, the clamp fix works because decompiling and importing models usually results in a misplaced UV map. If you look at the face in the UV editor, it’ll be displaced below the UV box. Normally anything outside of the box just repeats as if tile-able, but with Clamp checked, it doesn’t do this. If you’d prefer to stick to default textures rather than disabling clamps, just move the UV map up by 1. Here’s a bunch of pictures from something I wrote on it a few times before:

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step1.jpg

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step2.jpg

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step3.jpg

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step4.jpg

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step5.jpg

https://dl.dropboxusercontent.com/u/25812766/facepunch/wood-face/step6.jpg

Hey, neat. It’s good to know the reasons behind the madness.

I fixed it thanks to Pax. Thanks for the help everyone! :quagmire: