$modelname “rusrec\citizens\sierra.mdl” // path/of/compiled/model.mdl
$model “sierra117” “sierra117.smd” // “Name of Model” “name_of_mesh.smd”
$cdmaterials “models\rusrec\sierrapowerarmor”
// Don’t mess with this unless you know what you’re doing
$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
// This is a list of the textures the model uses.
// A trick to find out the missing textures of a model
// is to decompile it and look for ones that are missing
// Model uses material “mouth.vmt”
// Model uses material “eyeball_r.vmt”
// Model uses material “citizen_sheet.vmt”
// Model uses material “eyeball_l.vmt”
// Model uses material “erdim_cylmap.vmt”
// Model uses material “grn_pupil_r.vmt”
// Model uses material “glint.vmt”
// Model uses material “grn_pupil_l.vmt”
// These are attachments on the models, used for various things.
// i.e. the Combine Soldiers have one called ‘zipline’ that is used in the zipline animations
$attachment “eyes” “ValveBiped.Bip01_Head1” 3.79 -3.78 0.01 rotate 0.00 -80.10 -90.00
$attachment “mouth” “ValveBiped.Bip01_Head1” 1.00 -5.70 -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
$attachment “anim_attachment_head” “ValveBiped.Bip01_Head1” -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
// this is where you add animation files
// DO NOT MIX THE CITIZEN & PLAYERS; YOU WILL HAVE CONFLICTS
// citizen set
//$includemodel “humans/male_shared.mdl”
//$includemodel “humans/male_ss.mdl”
//$includemodel “humans/male_gestures.mdl”
//$includemodel “humans/male_postures.mdl”
// combine
//$includemodel “combine_soldier_anims.mdl”
// gmod player set
$includemodel “m_anm.mdl” // Male Animations
//$includemodel “f_anm.mdl” // Female Animations
//$includemodel “z_anm.mdl” // Zombie Animations
// custom
$includemodel “jessev92/custom_anm.mdl”
// Type of base composition of the model
// Humans are flesh, snowmen are snow, etc
// https://developer.valvesoftware.com/wiki/Material_surface_properties
$surfaceprop “flesh”
$eyeposition -0.000 0.000 70.000 // don’t touch this
// This controls when the model goes into shadow.
// If this point on the model goes into shadow, the whole model goes.
// Place it inside the model where nothing will touch it.
$illumposition 0.637 0.000 36.119
// “name of sequence” “name_of_smd.smd”
// All ragdolls require one of these
$sequence ragdoll “sierra117” ACT_DIERAGDOLL 1 fps 30.00
// Don’t touch these - Advanced Only!
$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 = Ragdolls
// $collisionmodel = props
$collisionjoints “male_09_physics.smd” { // name of physics model
$mass 90.0 // Mass in KG of the model
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
// Editing the constraints below control how flexible the model is.
// The Enhanced Citizens have the best flexibility, so if you're using Valve Biped you could just copy these settings
$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" z limit -46.00 46.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" z limit -46.00 46.00 0.00
$animatedfriction 1.000 400.000 0.500 0.300 0.000
}