Initial model sources repo commit

This commit is contained in:
Blixibon 2021-09-20 13:07:41 -05:00
commit 4978b1335a
403 changed files with 1083092 additions and 0 deletions

37
.github/CONTRIBUTING.md vendored Normal file
View File

@ -0,0 +1,37 @@
This file details how to contribute to Mapbase's model sources.
If you wish to contribute to Mapbase in some other way, see Mapbase's original Source 2013 repo:
https://github.com/mapbase-source/source-sdk-2013
---
This repository accepts pull requests for new model/animation sources or changes to existing model/animation sources.
All changes will be reflected in future updates and will be used in mods and maps using Mapbase. As a result, this repo
holds itself to a similar standard as that of the code repository.
All contributions must follow the following rules:
* A contribution must be aligned with Mapbase's goals and priorities and should not be "subjective"
or related to a specific mod or type of mod. For example, fixing an existing issue or adding a
new tool for mappers to use is usually fine, but adding a new custom weapon with its own assets
is usually not fit for Mapbase.
* All content in a contribution must be either already legally open-source or done with the
full permission of the content's original creator(s).
* Contributions must not break existing maps/content or interfere with them in a negative or non-objective way.
Contributions which do not follow these guidelines cannot be accepted into Mapbase.
Attempting to contribute content which seriously violates the rules above can lead to being blocked from contributing,
especially if done repeatedly.
---
If your contribution is accepted, you may be listed in Mapbase's credits and the README's external content list:
https://github.com/mapbase-source/source-sdk-2013/wiki/Mapbase-Credits#Contributors
https://github.com/mapbase-source/source-sdk-2013/blob/master/README
You may also receive the "Contributor" or "Major Contributor" role on Mapbase's Discord server if you are
a member of it.

21
README.md Normal file
View File

@ -0,0 +1,21 @@
# Mapbase Model Sources
This repository contains most of Mapbase's model and animation source files, primarily `.qc`, `.qci`, `.smd`, and `.blend` files.
The main tools used to create these models and animations were Crowbar, Blender, and Notepad++. The state of these are provided as
they were used during development and there may be a few areas which are messy or otherwise difficult to read or understand.
As with the rest of Mapbase, **leaked content was NOT involved with the creation of these models or animations**.
This repository accepts pull requests for contributing models to Mapbase.
---
Most of these source files are derived from decompiled Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, or Half-Life 2: Deathmatch content.
Crowbar was used to decompile those models.
The following model sources or directories are from other external sources:
* `hl2mp_ported_anims` - All files in this directory come from samples distributed as part of the Source SDK.
* `ChoreoModels` - The `body_poses_lean` and `bodyrules_xsi` files come from samples distributed as part of the Source SDK.

View File

@ -0,0 +1,74 @@
// These animations must also be the same name as Alyx's sequences so they override them.
$definemacro MakeBlindfireEntryAnim SeqName TargetAnim IdleAnim Start Peak FrameNum \\
$sequence $SeqName$_layer $TargetAnim$ hidden \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $SeqName$_layer $Start$ $Peak$ $FrameNum$ $FrameNum$ spline \\
numframes $FrameNum$ \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
$definemacro MakeBlindfireActionAnim SeqName AnimName \\
$sequence $SeqName$ $AnimName$ { \\
loop \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
$definemacro MakeBlindfireExitAnim SeqName TargetAnim IdleAnim Start Peak Tail FrameNum \\
$sequence $SeqName$_layer $TargetAnim$ hidden \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $SeqName$_layer $Start$ $Peak$ $Tail$ $FrameNum$ spline \\
numframes $FrameNum$ \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
$MakeBlindfireEntryAnim "blindfire_left_entry" "AlyxBlindfireAnims/blindfire_left_entry.smd" $Blend_SMD_Default$ 0 12 30
$MakeBlindfireActionAnim "blindfire_left_action" "AlyxBlindfireAnims/blindfire_left_action.smd"
$append "blindfire_left_action" {
{ event AE_ACTBUSY_WEAPON_FIRE_ON 10 "" }
{ event AE_ACTBUSY_WEAPON_FIRE_OFF 67 "" }
}
$MakeBlindfireActionAnim "blindfire_left_high_action" "AlyxBlindfireAnims/blindfire_left_high_action.smd"
$append "blindfire_left_high_action" {
{ event AE_ACTBUSY_WEAPON_FIRE_ON 10 "" }
{ event AE_ACTBUSY_WEAPON_FIRE_OFF 67 "" }
}
$MakeBlindfireActionAnim "blindfire_left_low_action" "AlyxBlindfireAnims/blindfire_left_low_action.smd"
$append "blindfire_left_low_action" {
{ event AE_ACTBUSY_WEAPON_FIRE_ON 10 "" }
{ event AE_ACTBUSY_WEAPON_FIRE_OFF 67 "" }
}
$animation a_blindfire_idle_180 $Blend_SMD_Default$ rotate 180
$MakeBlindfireExitAnim "blindfire_left_exit" "AlyxBlindfireAnims/blindfire_left_exit.smd" a_blindfire_idle_180 0 0 10 20
$append "blindfire_left_exit" {
walkframe 20 LZR
}
$MakeBlindfireEntryAnim "blindfire_low_entry" "AlyxBlindfireAnims/blindfire_low_entry.smd" $Blend_SMD_Default$ 0 10 30
$MakeBlindfireActionAnim "blindfire_low_action" "AlyxBlindfireAnims/blindfire_low_action.smd"
$append "blindfire_low_action" {
{ event AE_ACTBUSY_WEAPON_FIRE_ON 15 "" }
{ event AE_ACTBUSY_WEAPON_FIRE_OFF 78 "" }
}
$MakeBlindfireActionAnim "blindfire_low_high_action" "AlyxBlindfireAnims/blindfire_low_high_action.smd"
$append "blindfire_low_high_action" {
{ event AE_ACTBUSY_WEAPON_FIRE_ON 15 "" }
{ event AE_ACTBUSY_WEAPON_FIRE_OFF 78 "" }
}
$animation a_blindfire_idle_270 $Blend_SMD_Default$ rotate 270
$MakeBlindfireExitAnim "blindfire_low_exit" "AlyxBlindfireAnims/blindfire_low_exit.smd" a_blindfire_idle_270 0 0 14 36
$append "blindfire_low_exit" {
walkframe 36 LZR
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

161
modelsrc/AlyxDI.qci Normal file
View File

@ -0,0 +1,161 @@
//$include "hl2mp_ported_anims/standardikchains.qci"
//
// Make sure to include BaseDI.qci before using!
//
//$pushd "AlyxDIAnimations"
$MakeDynamicInteraction alyx_zombie_fight1 "AlyxDIAnimations/alyx_zombie_fight1" $Blend_SMD_Default$ 12 45 75
$append alyx_zombie_fight1 {
activity "ACT_DI_ALYX_ZOMBIE_MELEE" 1
node $Blend_Node_Default$
{ event AE_NPC_RESPONSE 8 "DI_Alyx01_Struggle" }
//{ event AE_NPC_RESPONSE 38 "DI_Alyx01_Struggle" }
}
$MakeDynamicInteraction alyx_zombie_fight2 "AlyxDIAnimations/alyx_zombie_fight2" $Blend_SMD_Pistol$ 12 60 86
$append alyx_zombie_fight2 {
activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN26" 1
node $Blend_Node_Pistol$
{ event AE_CL_PLAYSOUND 38 "Flesh.Break" }
{ event AE_NPC_RESPONSE 32 "DI_Alyx01_KarateQuiet" }
{ event AE_NPC_WEAPON_FIRE 73 "0" }
{ event AE_NPC_WEAPON_SET_ACTIVITY 73 "ACT_RANGE_ATTACK1" }
{ event AE_NPC_WEAPON_SET_ACTIVITY 74 "ACT_RANGE_ATTACK1" }
ikrule rhand touch "valvebiped.Bip01_R_Hand" usesource
ikrule lhand touch "valvebiped.Bip01_L_Hand" usesource
}
$MakeDynamicInteraction alyx_zombie_kick1 "AlyxDIAnimations/alyx_zombie_kick1" $Blend_SMD_Default$ 12 21 50
$append alyx_zombie_kick1 {
activity "ACT_DI_ALYX_ZOMBIE_MELEE" 1
node $Blend_Node_Default$
{ event AE_NPC_RESPONSE 15 "DI_Alyx01_Karate" }
{ event AE_CL_PLAYSOUND 18 "BaseCombatCharacter.FleshBreak" }
{ event AE_CL_PLAYSOUND 20 "BaseCombatCharacter.CorpseGib" }
ikrule rhand touch "valvebiped.Bip01_R_Hand" usesource
ikrule lhand touch "valvebiped.Bip01_L_Hand" usesource
}
$MakeDynamicInteraction alyx_zombie_shotgun_fight1 "AlyxDIAnimations/alyx_zombie_shotgun_fight1" $Blend_SMD_Rifle$ 12 45 64
$append alyx_zombie_shotgun_fight1 {
activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 1
node $Blend_Node_Rifle$
{ event AE_NPC_RESPONSE 16 "DI_Alyx01_KarateQuiet" }
{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.FleshBreak" }
{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.CorpseGib" }
{ event AE_NPC_HURT_INTERACTION_PARTNER 48 "THEM 200" }
}
$MakeDynamicInteraction alyx_zombie_shotgun_fight2 "AlyxDIAnimations/alyx_zombie_shotgun_fight2" $Blend_SMD_Rifle$ 12 45 64
$append alyx_zombie_shotgun_fight2 {
activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 2
node $Blend_Node_Rifle$
{ event AE_NPC_RESPONSE 16 "DI_Alyx01_KarateQuiet" }
{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.FleshBreak" }
{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.CorpseGib" }
{ event AE_NPC_HURT_INTERACTION_PARTNER 48 "THEM 200" }
}
$MakeDynamicInteraction alyx_zombie_shotgun_fight3 "AlyxDIAnimations/alyx_zombie_shotgun_fight3" $Blend_SMD_Rifle$ 12 25 48
$append alyx_zombie_shotgun_fight3 {
activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 1
node $Blend_Node_Rifle$
{ event AE_NPC_RESPONSE 10 "DI_Alyx01_Karate" }
{ event AE_CL_PLAYSOUND 17 "BaseCombatCharacter.FleshBreak" }
{ event AE_CL_PLAYSOUND 17 "BaseCombatCharacter.CorpseGib" }
}
$definemacro DIKV_Alyx \\
"alyx_v_zombie_pistol_180deg_64" \\
{ \\
"mapbase" "1" \\
"trigger" "auto_in_combat" \\
"origin_relative" "64 0 0" \\
"angles_relative" "0 180 0" \\
"sequence" "alyx_zombie_fight2" \\
"delay" "20.0" \\
"needs_weapon" "ME" \\
"weapon_mine" "WEPCLASS_HANDGUN" \\
} \\
"alyx_v_zombie_rifle_180deg_64" \\
{ \\
"mapbase" "1" \\
"trigger" "auto_in_combat" \\
"origin_relative" "64 0 0" \\
"angles_relative" "0 180 0" \\
"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" \\
"delay" "20.0" \\
"needs_weapon" "ME" \\
"weapon_mine" "!=WEPCLASS_HANDGUN" \\
} \\
"alyx_v_zombie_180deg_64" \\
{ \\
"mapbase" "1" \\
"trigger" "auto_in_combat" \\
"origin_relative" "64 0 0" \\
"angles_relative" "0 180 0" \\
"activity" "ACT_DI_ALYX_ZOMBIE_MELEE" \\
"delay" "10.0" \\
} \\
//$KeyValues
//{
// dynamic_interactions
// {
// // Hijacking Alyx's DI activities...
// //
// // There are some new features related to Mapbase for dynamic interactions, believe it or not.
// // For example, they now use response criteria. This is currently only used to detect the NPC's classname.
// // See source code for more information.
// //
// // These must be the same name as Alyx's DI so Alyx knows not to perform her interactions on citizens.
// // (they're overwritten by Alyx's model)
// "alyx_v_zombie_pistol_180deg_64"
// {
// //"classname" "!=npc_alyx"
// "mapbase" "1"
// "trigger" "auto_in_combat"
// "origin_relative" "64 0 0"
// "angles_relative" "0 180 0"
// "sequence" "alyx_zombie_fight2" //"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN26"
// "delay" "20.0"
// "needs_weapon" "ME"
// "weapon_mine" "WEPCLASS_HANDGUN" // "WEPCLASS" is also unique to Mapbase. Replace with weapon_pistol or weapon_alyxgun in other mods
// }
// "alyx_v_zombie_rifle_180deg_64"
// {
// //"classname" "!=npc_alyx"
// "mapbase" "1"
// "trigger" "auto_in_combat"
// "origin_relative" "64 0 0"
// "angles_relative" "0 180 0"
// "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64"
// "delay" "20.0"
// "needs_weapon" "ME"
// "weapon_mine" "!=WEPCLASS_HANDGUN"
// }
// "alyx_v_zombie_180deg_64"
// {
// //"classname" "!=npc_alyx"
// "mapbase" "1"
// "trigger" "auto_in_combat"
// "origin_relative" "64 0 0"
// "angles_relative" "0 180 0"
// "activity" "ACT_DI_ALYX_ZOMBIE_MELEE"
// "delay" "10.0"
// //"needs_weapon" "ME"
//
// // I didn't think Grigori would be the kind of person who would struggle like this, or kick zombies in the face,
// // but he would definitely aim for the head, and I also realized I could make him preach while he's doing it...
// //"weapon_mine" "!=weapon_annabelle"
// }
// }
//}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,51 @@
// Receiving end of the antlions' dynamic interactions.
//
// Make sure to include BaseDI.qci before using!
//
$MakeDynamicInteraction antlion_soldier_DI_01 "combine_soldier_anims_anims/antlion_soldier_DI_01" $Blend_SMD_Rifle$ 17 99 99
$append antlion_soldier_DI_01_layer {
// I don't know why I have to do this, but I do
rotateto 180
}
$append antlion_soldier_DI_01 {
{ event AE_NPC_WEAPON_DROP 17 "" }
{ event AE_NPC_HURT_INTERACTION_PARTNER 55 "ME 100" }
}
$MakeDynamicInteraction antlion_soldier_DI_02 "combine_soldier_anims_anims/antlion_soldier_DI_02" $Blend_SMD_Rifle$ 24 80 80
$append antlion_soldier_DI_02_layer {
// I don't know why I have to do this, but I do
rotateto 0
}
$append antlion_soldier_DI_02 {
{ event AE_NPC_WEAPON_DROP 24 "" }
{ event AE_NPC_HURT_INTERACTION_PARTNER 44 "ME 100" }
//{ event AE_CL_PLAYSOUND 40 "NPC_CombineS.DissolveScream" }
}
//$pushd "combine_soldier_anims_anims"
//
//$Sequence "antlion_soldier_DI_01" {
// "antlion_soldier_DI_01.smd"
// { event AE_NPC_WEAPON_DROP 17 "" }
// { event AE_NPC_HURT_INTERACTION_PARTNER 55 "ME 100" }
// rotateto 90
// fadein 0.25
// fadeout 0.25
//}
//
//$Sequence "antlion_soldier_DI_02" {
// "antlion_soldier_DI_02.smd"
// { event AE_NPC_WEAPON_DROP 24 "" }
// { event AE_NPC_HURT_INTERACTION_PARTNER 44 "ME 100" }
// //{ event AE_CL_PLAYSOUND 40 "NPC_CombineS.DissolveScream" }
// rotateto 90
// fadein 0.25
// fadeout 0.25
//}
//
//$popd

77
modelsrc/ArrestAnims.qci Normal file
View File

@ -0,0 +1,77 @@
//
// Arrest animations experiment
//
$sequence "arrest_act_floor" {
"arrestidle.smd"
activity "ACT_ARREST_FLOOR" 1
}
$sequence "arrest_act_floor_curious" {
"arrestcurious.smd"
activity "ACT_ARREST_FLOOR_CURIOUS" 1
}
$weightlist "ArmsOnly" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 }
$sequence "arrest_act_standing_gesture" {
"apcarrestidle.smd"
activity "ACT_ARREST_STANDING_GESTURE" 1
fadein 0.2
fadeout 0.2
fps 20
weightlist "ArmsOnly"
loop
}
//$sequence "arrest_act_standing" {
// "idle_subtle.smd"
// activity "ACT_ARREST_STANDING" 1
// addlayer "arrest_act_standing_layer"
// loop
//}
$weightlist "NoHands" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_L_Hand" 0 }
$sequence "arrest_act_floor_enter" {
"slumpenter_b.smd"
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER" 1
weightlist "NoHands"
blendlayer "idle_subtle" 0 0 1 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 3 usesequence
walkframe 68 LX LY
}
$sequence "arrest_act_floor_enter_panicked" {
"slumpenter_b.smd"
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER_PANICKED" 1
weightlist "NoHands"
blendlayer $PanickedIdle$ 0 0 5 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 3 usesequence
walkframe 68 LX LY
}
$sequence "arrest_act_floor_exit" {
"slumprise_b.smd"
frame 10 100
activity "ACT_ARREST_FLOOR_EXIT" 1
weightlist "NoHands"
blendlayer "arrest_act_floor" 0 0 9 28
blendlayer "idle_subtle" 69 88 102 102 xfade
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 3 usesequence
walkframe 68 LX LY
}

46
modelsrc/BaseDI.qci Normal file
View File

@ -0,0 +1,46 @@
//
// Dynamic interactions base, including macros.
//
// To put existing interactions on other NPCs, most recompiled animations use special blending techniques
// so interactions meant for one NPC (like Alyx) could transition into a more appropriate animation for another NPC.
// Unfortunately, there does not appear to be a way to transition dynamically to a NPC's current weapon's aiming animation
// without rewriting a great portion of the dynamic interaction code.
// So, in order to determine which animation to blend from/into, global variables are declared before $including these QCIs:
//
// Blend_SMD_Default - Their most common aiming anim. For example, citizens use the SMG aim while metrocops use the Pistol aim.
// Blend_SMD_Pistol - Pistol aiming animation.
// Blend_SMD_Rifle - SMG/AR2 aiming animation.
//
// These are then called by each interaction based on which one they used to begin with.
// For example, DI_Idle_Pistol is used for Alyx's pistol interactions while DI_Idle_Rifle is used for Alyx's shotgun interactions.
//
// This technique is now used with other animation ports as well.
//
// This is the macro that makes the blended animation.
// Activity and stuff should be added with $append.
// This can be used with both dealing and receiving ends of the interaction.
$definemacro MakeDynamicInteraction SeqName InteractionAnim IdleAnim InFrame OutFrame FrameNum \\
$sequence $SeqName$_layer $InteractionAnim$ hidden \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $SeqName$_layer 0 $InFrame$ $OutFrame$ $FrameNum$ spline \\
numframes $FrameNum$ \\
fps 30 \\
fadein 0.25 \\
fadeout 0.25 \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
// This makes a dynamic interaction from an existing layer.
$definemacro MakeDynamicInteractionFromExistingSeq SeqName ExistingAnim IdleAnim InFrame OutFrame FrameNum \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $ExistingAnim$ 0 $InFrame$ $OutFrame$ $FrameNum$ spline \\
numframes $FrameNum$ \\
fps 30 \\
fadein 0.25 \\
fadeout 0.25 \\
cmdlist lockfeet \\
} \\
$continue $SeqName$

6
modelsrc/BaseModel.qci Normal file
View File

@ -0,0 +1,6 @@
//
// All animation models should $include this before doing any animation stuff!
//
$include "hl2mp_ported_anims/standardikchains.qci"

View File

@ -0,0 +1,7 @@
//
// All choreo models should $include this!
//
$include "../hl2mp_ported_anims/standardikchains.qci"
$include "../hl2mp_ported_anims/commonbones.qci"

View File

@ -0,0 +1,56 @@
//
// All Combine soldier choreo models should $include this!
//
$include "BaseChoreoModel.qci"
$attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90
$include "body_poses_lean.qci"
// A solid pack of gestures to use for soldier choreography.
// You could probably add others if necessary...
$includemodel "barney_gestures.mdl"
$includemodel "barney_postures.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$definemacro DefineSoldierModel Reference \\
$model Soldier $Reference$ { \\
$include "bodyrules_xsi.qci" \\
} \\
$sequence "ragdoll" "ragdoll.smd" {
activity "ACT_DIERAGDOLL" 1
cmdlist lockfeet
}
$collisiontext
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "1000.000000"
"animfrictiontimein" "0.800000"
"animfrictiontimeout" "0.500000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "100.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
}
$KeyValues
{
physgun_interactions
{
"onpickup" "boogie"
"onlaunch" "spin_zaxis"
"onfirstimpact" "bloodsplat"
}
}

View File

@ -0,0 +1,83 @@
//---------------------------------------
// Head/chest/body posture animations
$weightlist fullbody "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Clavicle" 0.0 "ValveBiped.Bip01_R_Clavicle" 0.0
$weightlist fullspine "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Clavicle" 0.0 "ValveBiped.Bip01_R_Clavicle" 0.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0
$weightlist fullspinenohead "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Clavicle" 0.0 "ValveBiped.Bip01_R_Clavicle" 0.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_Head1" 0.0
$weightlist upperspine "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_L_Clavicle" 0.0 "ValveBiped.Bip01_R_Clavicle" 0.0
$weightlist upperspinenohead "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_L_Clavicle" 0.0 "ValveBiped.Bip01_R_Clavicle" 0.0 "ValveBiped.Bip01_Head1" 0.0
// $sequence pose_neutral "body_poses_lean"
$ikautoplaylock rhand 0.5 0.8
$ikautoplaylock lhand 0.5 0.8
$ikautoplaylock rfoot 1.0 0.1
$ikautoplaylock lfoot 1.0 0.1
$animation a_pose_neutral "body_poses_lean" frames 0 0
//$sequence body_poses_lean "body_poses_lean"
//$sequence spine_rot_fwd "body_poses_lean" frame 68 68
//$sequence spine_rot_back "body_poses_lean" frame 77 77
//$sequence body_rot_back "body_poses_lean" frame 38 38
//$sequence body_rot_fwd "body_poses_lean" frame 47 47
//$animation a_body_trans "body_poses_lean" frame 0 0 subtract a_pose_neutral 0 weightlist fullspine
//$animation a_body_trans_rt "body_poses_lean" frame 8 8 subtract a_pose_neutral 0 weightlist fullspine
//$animation a_body_trans_lt "body_poses_lean" frame 17 17 subtract a_pose_neutral 0 weightlist fullspine
//$animation a_body_trans_fwd "body_poses_lean" frame 18 18 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_trans_bwd "body_poses_lean" frame 27 27 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_trans_dwn "body_poses_lean" frame 28 28 subtract a_pose_neutral 0 weightlist fullspine
//$animation a_body_trans_up "body_poses_lean" frame 37 37 subtract a_pose_neutral 0 weightlist fullspine
$animation a_body_rot "body_poses_lean" frame 0 0 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_rot_back "body_poses_lean" frame 38 38 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_rot_fwd "body_poses_lean" frame 47 47 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_rot_rt "body_poses_lean" frame 48 48 subtract a_pose_neutral 0 weightlist fullspinenohead
//$animation a_body_rot_lt "body_poses_lean" frame 57 57 subtract a_pose_neutral 0 weightlist fullspinenohead
$animation a_body_rot_z_rt "body_poses_lean" frame 58 58 subtract a_pose_neutral 0 weightlist fullspinenohead
$animation a_body_rot_z_lt "body_poses_lean" frame 67 67 subtract a_pose_neutral 0 weightlist fullspinenohead
$animation a_spine_rot "body_poses_lean" frame 0 0 subtract a_pose_neutral 0 weightlist upperspinenohead
//$animation a_spine_rot_fwd "body_poses_lean" frame 68 68 subtract a_pose_neutral 0 weightlist upperspinenohead
//$animation a_spine_rot_back "body_poses_lean" frame 77 77 subtract a_pose_neutral 0 weightlist upperspinenohead
//$animation a_spine_rot_lt "body_poses_lean" frame 78 78 subtract a_pose_neutral 0 weightlist upperspinenohead
//$animation a_spine_rot_rt "body_poses_lean" frame 87 87 subtract a_pose_neutral 0 weightlist upperspinenohead
$animation a_spine_rot_z_rt "body_poses_lean" frame 88 88 subtract a_pose_neutral 0 weightlist upperspinenohead
$animation a_spine_rot_z_lt "body_poses_lean" frame 96 96 subtract a_pose_neutral 0 weightlist upperspinenohead
$animation a_head_rot "body_poses_lean" frame 0 0 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_lt "body_poses_lean" frame 97 97 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_rt "body_poses_lean" frame 98 98 subtract a_pose_neutral 0 weightlist upperspine
$animation a_neck_trans "body_poses_lean" frame 0 0 subtract a_pose_neutral 0 weightlist upperspine
$animation a_neck_trans_fwd "body_poses_lean" frame 99 99 subtract a_pose_neutral 0 weightlist upperspine
$animation a_neck_trans_back "body_poses_lean" frame 100 100 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_dwn "body_poses_lean" frame 101 101 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_up "body_poses_lean" frame 102 102 subtract a_pose_neutral 0 weightlist upperspine
//$animation a_shoulder_shrug "body_poses_lean" frame 103 103 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_z_rt "body_poses_lean" frame 104 104 subtract a_pose_neutral 0 weightlist upperspine
$animation a_head_rot_z_lt "body_poses_lean" frame 106 106 subtract a_pose_neutral 0 weightlist upperspine
//$sequence body_trans_y { a_body_trans_lt a_body_trans a_body_trans_rt calcblend body_trans_Y "eyes" Y } delta autoplay hidden
//$sequence body_trans_x { a_body_trans_fwd a_body_trans a_body_trans_bwd calcblend body_trans_X "eyes" X } delta autoplay hidden
//$sequence body_trans_z { a_body_trans_dwn a_body_trans a_body_trans_up calcblend body_lift "eyes" Z } delta autoplay hidden
$sequence body_rot_z { a_body_rot_z_lt a_body_rot a_body_rot_z_rt calcblend body_yaw "eyes" ZR } delta autoplay hidden
//$sequence body_rot_y { a_body_rot_back a_body_rot a_body_rot_fwd blendwidth 3 calcblend body_pitch "eyes" YR } delta autoplay hidden
//$sequence body_rot_x { a_body_rot_lt a_body_rot a_body_rot_rt calcblend body_roll "eyes" XR } delta autoplay hidden
$sequence spine_rot_z { a_spine_rot_z_lt a_spine_rot a_spine_rot_z_rt calcblend spine_yaw "eyes" ZR } delta autoplay hidden
//$sequence spine_rot_y { a_spine_rot_back a_spine_rot a_spine_rot_fwd calcblend spine_pitch "eyes" YR } delta autoplay hidden
//$sequence spine_rot_x { a_spine_rot_lt a_spine_rot a_spine_rot_rt calcblend spine_roll "eyes" XR } delta autoplay hidden
$sequence neck_trans_x { a_neck_trans_back a_neck_trans a_neck_trans_fwd calcblend neck_trans "eyes" X } delta autoplay hidden
$sequence head_rot_z { a_head_rot_z_lt a_head_rot a_head_rot_z_rt calcblend head_yaw "eyes" ZR } delta autoplay hidden
$sequence head_rot_y { a_head_rot_dwn a_head_rot a_head_rot_up calcblend head_pitch "eyes" YR } delta autoplay hidden
$sequence head_rot_x { a_head_rot_lt a_head_rot a_head_rot_rt calcblend head_roll "eyes" XR } delta autoplay hidden
//$sequence head_look_yaw { a_head_L a_head_M a_head_R blend head_yaw 55 -55 } delta autoplay hidden
//$sequence body_look_yaw { a_body_LL a_body_L a_body_M a_body_R a_body_RR blendwidth 5 blend body_yaw 90 -90 } delta autoplay hidden
//$sequence head_look_pitch { a_head_U a_head_D blend head_pitch -45 22 } delta autoplay hidden
//$sequence body_look_pitch { a_body_U a_body_M a_body_D blend body_pitch -90 90 } delta autoplay hidden
//$sequence head_look_roll { a_head_TL a_head_M a_head_TR blend head_roll -40 40 } delta autoplay hidden
//$sequence head_look_shift { a_head_B a_head_M a_head_F blend head_shift -1 1 } delta autoplay hidden

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,40 @@
// body flex controllers
flexcontroller head range -30 30 head_rightleft
flexcontroller head range -15 15 head_updown
flexcontroller head range -15 15 head_tilt
flexcontroller eyes range -30 30 eyes_updown
flexcontroller eyes range -30 30 eyes_rightleft
//flexcontroller body range -6 6 move_rightleft
//flexcontroller body range -10 6 move_forwardback
//flexcontroller body range -10 2 move_updown
flexcontroller body range -30 30 body_rightleft
//flexcontroller body range -20 40 body_updown
//flexcontroller body range -15 15 body_tilt
flexcontroller chest range -30 30 chest_rightleft
//flexcontroller chest range -25 50 chest_updown
//flexcontroller chest range -20 20 chest_tilt
flexcontroller head range -0.2 0.2 head_forwardback
flexcontroller gesture range -1 1 gesture_updown
flexcontroller gesture range -1 1 gesture_rightleft
/*
body_trans_y : 5.99 -6.04
body_trans_x : 5.17 -10.07
body_trans_z : -10.27 2.09
body_rot_z : 56.18 -56.93
body_rot_y : -20.51 43.03
body_rot_x : -17.90 15.77
spine_rot_z : 40.62 -40.63
spine_rot_y : -28.06 52.54
spine_rot_x : -21.84 21.84
neck_trans_x : -0.44 0.63
head_rot_z : -59.74 59.74
head_rot_y : 36.13 -30.00
head_rot_x : -18.29 18.32
*/

View File

@ -0,0 +1,78 @@
// Created by Crowbar 0.56
$modelname "combine_soldier_choreo.mdl"
$include "SoldierChoreoModel.qci"
$DefineSoldierModel "combine_soldier_Soldier_reference.smd"
$lod 10
{
replacemodel "combine_soldier_Soldier_reference.smd" "combine_soldier_Soldier_reference_lod1.smd"
}
$lod 25
{
replacemodel "combine_soldier_Soldier_reference.smd" "combine_soldier_Soldier_reference_lod2.smd"
}
$lod 40
{
replacemodel "combine_soldier_Soldier_reference.smd" "combine_soldier_Soldier_reference_lod3.smd"
}
$lod 60
{
replacemodel "combine_soldier_Soldier_reference.smd" "combine_soldier_Soldier_reference_lod4.smd"
}
$shadowlod
{
replacemodel "combine_soldier_Soldier_reference.smd" "combine_soldier_Soldier_reference_lod5.smd"
}
$surfaceprop "flesh"
$contents "solid"
$illumposition 0.067 2.255 35.51
$eyeposition 0 0 73
$maxeyedeflection 90
$opaque
$cdmaterials "models\Combine_Soldier\"
$texturegroup "skinfamilies"
{
{ "combinesoldiersheet" }
{ "combinesoldiersheet_shotgun" }
}
$attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90
$cbox 0 0 0 0 0 0
$bbox -13 -13 0 13 13 72
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine" -1 -4.74 -7.22 7 8.27 6.78 ""
$hbox 1 "ValveBiped.Bip01_Head1" -1.75 -8 -3.5 7.25 4 3.5 ""
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.44 -2.15 10 2.06 2.35 ""
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.25 -1 -2 5.75 1 2 ""
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0 -2.25 -2.25 10 2.25 2.25 ""
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.5 -0.96 -2.33 5.5 1.04 2.61 ""
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.07 -3 -3 18.92 5 4 ""
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.5 -3.5 -2.8 15.5 3.5 3.2 ""
$hbox 6 "ValveBiped.Bip01_L_Foot" -0.5 -1.5 -2 5.5 4.5 2.5 ""
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.25 -1.75 -2.19 3.25 0.75 2.46 ""
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1 -5.5 -3.5 19 3.5 3.5 ""
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.5 -4.01 -2.57 15.5 3.99 2.93 ""
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.25 -4 -2.25 5.25 2 2.25 ""
$hbox 7 "ValveBiped.Bip01_R_Toe0" -1 -0.75 -2.6 3 1.75 2.1 ""
$hbox 0 "ValveBiped.Bip01_Pelvis" -7 -4.5 -8 7 4.5 5 ""
$hbox 0 "ValveBiped.Bip01_Spine2" -1 -4.25 -7.25 13 8.25 7.25 ""
$skipboneinbbox
// Include the original model instead
$includemodel "combine_soldier.mdl"

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

Binary file not shown.

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,185 @@
// Created by Crowbar 0.56
$modelname "combine_soldier_prisonguard_choreo.mdl"
$include "SoldierChoreoModel.qci"
$DefineSoldierModel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd"
$lod 10
{
replacemodel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd" "combine_soldier_prisonguard_Soldier_reference_prisonguard_lod1.smd"
replacebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand"
nofacial
}
$lod 25
{
replacemodel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd" "combine_soldier_prisonguard_Soldier_reference_prisonguard_lod2.smd"
replacebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2"
replacebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21"
replacebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1"
replacebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11"
replacebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0"
replacebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01"
replacebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2"
replacebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21"
replacebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1"
replacebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11"
replacebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0"
replacebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01"
replacebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis"
replacebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand"
nofacial
}
$lod 40
{
replacemodel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd" "combine_soldier_prisonguard_Soldier_reference_prisonguard_lod3.smd"
replacebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf"
replacebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot"
replacebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf"
replacebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot"
replacebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm"
replacebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2"
replacebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21"
replacebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1"
replacebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11"
replacebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0"
replacebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01"
replacebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm"
replacebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2"
replacebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21"
replacebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1"
replacebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11"
replacebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0"
replacebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01"
replacebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis"
replacebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand"
nofacial
}
$lod 60
{
replacemodel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd" "combine_soldier_prisonguard_Soldier_reference_prisonguard_lod4.smd"
replacebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf"
replacebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot"
replacebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf"
replacebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot"
replacebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm"
replacebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2"
replacebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21"
replacebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1"
replacebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11"
replacebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0"
replacebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01"
replacebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm"
replacebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2"
replacebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21"
replacebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1"
replacebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11"
replacebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0"
replacebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01"
replacebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis"
replacebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand"
nofacial
}
$shadowlod
{
replacemodel "combine_soldier_prisonguard_Soldier_reference_prisonguard.smd" "combine_soldier_prisonguard_Soldier_reference_prisonguard_lod5.smd"
replacebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf"
replacebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot"
replacebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf"
replacebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot"
replacebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm"
replacebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2"
replacebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21"
replacebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1"
replacebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11"
replacebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0"
replacebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01"
replacebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm"
replacebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2"
replacebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21"
replacebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1"
replacebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11"
replacebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand"
replacebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0"
replacebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01"
replacebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis"
replacebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand"
replacebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand"
nofacial
}
$surfaceprop "flesh"
$contents "solid"
$illumposition 0.067 2.255 35.51
$eyeposition 0 0 73
$opaque
$cdmaterials "models\Combine_Soldier\"
$texturegroup "skinfamilies"
{
{ "combinesoldiersheet_prisonguard" }
{ "combinesoldiersheet_prisonguard_shotgun" }
}
$definebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis" -0.044717 2.313936 4.661499 0 0 -2.250005 0 0 0 0 0 0
$cbox 0 0 0 0 0 0
$bbox -13 -13 0 13 13 72
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine" -1 -4.74 -7.22 7 8.27 6.78 ""
$hbox 1 "ValveBiped.Bip01_Head1" -1.75 -8 -3.5 7.25 4 3.5 ""
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.44 -2.15 10 2.06 2.35 ""
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.25 -1 -2 5.75 1 2 ""
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0 -2.25 -2.25 10 2.25 2.25 ""
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.5 -0.96 -2.33 5.5 1.04 2.61 ""
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.07 -3 -3 18.92 5 4 ""
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.5 -3.5 -2.8 15.5 3.5 3.2 ""
$hbox 6 "ValveBiped.Bip01_L_Foot" -0.5 -1.5 -2 5.5 4.5 2.5 ""
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.25 -1.75 -2.19 3.25 0.75 2.46 ""
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1 -5.5 -3.5 19 3.5 3.5 ""
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.5 -4.01 -2.57 15.5 3.99 2.93 ""
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.25 -4 -2.25 5.25 2 2.25 ""
$hbox 7 "ValveBiped.Bip01_R_Toe0" -1 -0.75 -2.6 3 1.75 2.1 ""
$hbox 0 "ValveBiped.Bip01_Pelvis" -7 -4.5 -8 7 4.5 5 ""
$hbox 0 "ValveBiped.Bip01_Spine2" -1 -4.25 -7.25 13 8.25 7.25 ""
$skipboneinbbox
// Include the original model instead
$includemodel "combine_soldier_prisonguard.mdl"

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,70 @@
// Created by Crowbar 0.56
$modelname "combine_super_soldier_choreo.mdl"
$include "SoldierChoreoModel.qci"
$DefineSoldierModel "combine_super_soldier_Super_Soldier_reference.smd"
$lod 10
{
replacemodel "combine_super_soldier_Super_Soldier_reference.smd" "combine_super_soldier_Super_Soldier_reference_lod1.smd"
}
$lod 25
{
replacemodel "combine_super_soldier_Super_Soldier_reference.smd" "combine_super_soldier_Super_Soldier_reference_lod2.smd"
}
$lod 40
{
replacemodel "combine_super_soldier_Super_Soldier_reference.smd" "combine_super_soldier_Super_Soldier_reference_lod3.smd"
}
$lod 60
{
replacemodel "combine_super_soldier_Super_Soldier_reference.smd" "combine_super_soldier_Super_Soldier_reference_lod4.smd"
}
$shadowlod
{
replacemodel "combine_super_soldier_Super_Soldier_reference.smd" "combine_super_soldier_Super_Soldier_reference_lod5.smd"
}
$surfaceprop "flesh"
$contents "solid"
$illumposition 0.067 0.404 35.82
$eyeposition 0 0 73
$maxeyedeflection 90
$opaque
$cdmaterials "models\Combine_Soldier\"
$cbox 0 0 0 0 0 0
$bbox -13 -13 0 13 13 72
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine" -1 -4.74 -7.22 7 8.27 6.78 ""
$hbox 1 "ValveBiped.Bip01_Head1" -1.75 -8 -3.5 7.25 4 3.5 ""
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.44 -2.15 10 2.06 2.35 ""
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.25 -1 -2 5.75 1 2 ""
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2 -2.75 -2.75 12 2.75 2.75 ""
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0 -2.25 -2.25 10 2.25 2.25 ""
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.5 -0.96 -2.33 5.5 1.04 2.61 ""
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.07 -3 -3 18.92 5 4 ""
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.5 -3.5 -2.8 15.5 3.5 3.2 ""
$hbox 6 "ValveBiped.Bip01_L_Foot" -0.5 -1.5 -2 5.5 4.5 2.5 ""
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.25 -1.75 -2.19 3.25 0.75 2.46 ""
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1 -5.5 -3.5 19 3.5 3.5 ""
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.5 -4.01 -2.57 15.5 3.99 2.93 ""
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.25 -4 -2.25 5.25 2 2.25 ""
$hbox 7 "ValveBiped.Bip01_R_Toe0" -1 -0.75 -2.6 3 1.75 2.1 ""
$hbox 0 "ValveBiped.Bip01_Pelvis" -7 -4.5 -8 7 4.5 5 ""
$hbox 0 "ValveBiped.Bip01_Spine2" -1 -4.25 -7.25 13 8.25 7.25 ""
$skipboneinbbox
// Include the original model instead
$includemodel "combine_super_soldier.mdl"

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

Binary file not shown.

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,124 @@
//
// Generic macros for overlaying animations.
//
// =============================================================================================
//
// Creates a sequence using special blending techniques to make an animation fit in with the NPC's actual idle
//
// =============================================================================================
$definemacro MakeAdjustedAnimation SeqName TargetAnim IdleAnim InFrame OutFrame FrameNum \\
$sequence $SeqName$_layer $TargetAnim$ hidden \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $SeqName$_layer 0 $InFrame$ $OutFrame$ $FrameNum$ spline \\
numframes $FrameNum$ \\
fps 30 \\
fadein 0.25 \\
fadeout 0.25 \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
// =============================================================================================
//
// Creates a new sequence from an idle out of a subtracted delta from an existing sequence.
// Useful for porting simple animations to other NPCs.
//
// =============================================================================================
$definemacro MakeAdjustedDelta SeqName FileName IdleAnim NumFrames FPS \\
$sequence $SeqName$_layer $FileName$ fps $FPS$ subtract $SeqName$_layer 0 delta hidden \\
$sequence $SeqName$ $IdleAnim$ { \\
numframes $NumFrames$ fps $FPS$ \\
addlayer $SeqName$_layer \\
cmdlist lockfeet \\
} \\
// Grenade throw animation.
// MakeGrenadeAnimation (aim anim) "combine_soldier_anims_anims/grenThrow" 45
// MakeGrenadeAnimation (aim anim) "police_animations_anims/grenadethrow" ?
$definemacro SoldierGrenadeAnimation IdleAnim \\
$MakeAdjustedDelta "grenThrow" "combine_soldier_anims_anims\grenThrow.smd" $IdleAnim$ 50 45 \\
$append grenThrow { \\
activity ACT_COMBINE_THROW_GRENADE 1 \\
{ event 7 30 "" } \\
} \\
// Grenade underthrow animation.
$definemacro SoldierGrenadeDropAnimation IdleAnim \\
$MakeAdjustedDelta "grenDrop" "combine_soldier_anims_anims\grenDrop.smd" $IdleAnim$ 43 35 \\
$append grenDrop { \\
activity ACT_SPECIAL_ATTACK1 1 \\
{ event 7 26 "" } \\
} \\
// Grenade place animation.
$definemacro SoldierGrenadePlaceAnimation IdleAnim \\
$MakeAdjustedDelta "grenPlace" "combine_soldier_anims_anims\grenPlace.smd" $IdleAnim$ 45 35 \\
$append grenPlace { \\
activity ACT_SPECIAL_ATTACK2 1 \\
{ event 9 25 "" } \\
} \\
// AR2 alt-fire animation.
//
// MakeAltFireAnimation (aim anim) "combine_soldier_anims_anims/shootAR2alt" 36
// $append shootAR2alt
// {
// { event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
// { event COMBINE_AE_ALTFIRE 16 "" }
// }
//
$definemacro MakeAltFireAnimation Name IdleAnim ActualAnim \\
$animation a_$Name$ $IdleAnim$ frame 0 0 \\
$sequence $Name$ $ActualAnim$ { \\
match a_$Name$ \\
ikrule rhand touch "ValveBiped.Bip01_R_Hand" usesource \\
} \\
$continue $Name
//
// Manhack deploy animation.
//
$definemacro MakeManhackDeployLayer FileName FPS \\
$sequence deploy_layer $FileName$ fps $FPS$ subtract deploy_layer 0 delta hidden \\
$definemacro MakeManhackDeployAnimation IdleAnim NumFrames FPS \\
$sequence deploy $IdleAnim$ { \\
numframes $NumFrames$ fps $FPS$ \\
activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1 \\
{ event AE_METROPOLICE_START_DEPLOY 10 "" } \\
{ event AE_METROPOLICE_DEPLOY_MANHACK 33 "" } \\
addlayer deploy_layer \\
cmdlist lockfeet \\
} \\
$definemacro MakeManhackDeployGesture IdleAnim \\
$sequence deploy_gesture { \\
$IdleAnim$ \\
numframes 50 \\
subtract "deploy_gesture" 0 \\
delta \\
blendlayer "deploy_layer" 0 5 38 50 \\
activity "ACT_GESTURE_DEPLOY_MANHACK" 1 \\
{ event AE_METROPOLICE_START_DEPLOY 10 "" } \\
{ event AE_METROPOLICE_DEPLOY_MANHACK 33 "" } \\
keyvalues \\
{ \\
faceposer \\
{ \\
"type" "gesture" \\
"tags" \\
{ \\
"start_deploy" "10" \\
"apex" "26" \\
"end_deploy" "33" \\
"end" "40" \\
} \\
"start_deploy" "apex" \\
"thumbnail_frame" "39" \\
} \\
} \\
} \\

92
modelsrc/HunterRecvDI.qci Normal file
View File

@ -0,0 +1,92 @@
// Receiving end of the hunters' dynamic interactions.
//
// Make sure to include BaseDI.qci before using!
//
//
// { event 1004 5 "npc_citizen.whoops01" }
// { event 1004 19 "npc_citizen.pain03" }
// { event 1004 45 "npc_citizen.pain08" }
//
$MakeDynamicInteraction "hunter_cit_throw_ground" "male_shared_anims\hunter_cit_throw_ground.smd" $Blend_SMD_Rifle$ 9 78 78
$append "hunter_cit_throw_ground" {
activity "ACT_DI_HUNTER_MELEE" 1
{ event 1004 46 "flesh.break" }
{ event AE_NPC_RESPONSE 5 "DI_Hunter01_Panic" }
{ event AE_NPC_RESPONSE 19 "DI_Hunter01_Pain1" }
{ event AE_NPC_RESPONSE 45 "DI_Hunter01_Pain2" }
}
//
// { event 1004 2 "npc_citizen.uhoh" }
// { event 1004 16 "npc_citizen.pain03" }
// { event 1004 41 "npc_citizen.pain08" }
//
$MakeDynamicInteraction "hunter_cit_tackle_di" "male_shared_anims\hunter_cit_tackle_di.smd" $Blend_SMD_Rifle$ 9 115 115
$append "hunter_cit_tackle_di" {
activity "ACT_DI_HUNTER_TACKLE" 1
{ event 1004 73 "flesh.break" }
{ event AE_NPC_RAGDOLL 74 "" }
{ event AE_NPC_RESPONSE 2 "DI_Hunter01_Panic" }
{ event AE_NPC_RESPONSE 16 "DI_Hunter01_Pain1" }
{ event AE_NPC_RESPONSE 41 "DI_Hunter01_Pain2" }
}
//
// { event 1004 21 "npc_citizen.pain03" }
// { event 1004 57 "npc_citizen.pain08" }
//
$MakeDynamicInteraction "hunter_cit_stomp" "female_shared_anims\hunter_cit_stomp.smd" $Blend_SMD_Rifle$ 22 91 91
$append "hunter_cit_stomp" {
activity "ACT_DI_HUNTER_MELEE" 1
{ event 1004 59 "flesh.break" }
{ event AE_NPC_RESPONSE 21 "DI_Hunter01_Pain1" }
{ event AE_NPC_RESPONSE 57 "DI_Hunter01_Pain2" }
}
//
// { event 1004 2 "npc_citizen.uhoh" }
// { event 1004 16 "npc_citizen.pain03" }
// { event 1004 41 "npc_citizen.pain08" }
//
$MakeDynamicInteraction "hunter_cit_tackle" "male_shared_anims\hunter_cit_tackle.smd" $Blend_SMD_Rifle$ 9 115 115
$append "hunter_cit_tackle" {
{ event 1004 73 "flesh.break" }
{ event AE_NPC_RAGDOLL 87 "" }
{ event AE_NPC_RESPONSE 2 "DI_Hunter01_Panic" }
{ event AE_NPC_RESPONSE 16 "DI_Hunter01_Pain1" }
{ event AE_NPC_RESPONSE 41 "DI_Hunter01_Pain2" }
}
$sequence "hunter_cit_tackle_postI" {
"male_shared_anims\hunter_cit_tackle_postI.smd"
loop
cmdlist lockfeet
}
$definemacro HunterRecvDI_AppendCitizenPain \\
$append "hunter_cit_throw_ground" { \\
{ event 1004 5 "npc_citizen.whoops01" } \\
{ event 1004 19 "npc_citizen.pain03" } \\
{ event 1004 45 "npc_citizen.pain08" } \\
} \\
$append "hunter_cit_tackle_di" { \\
{ event 1004 2 "npc_citizen.uhoh" } \\
{ event 1004 16 "npc_citizen.pain03" } \\
{ event 1004 41 "npc_citizen.pain08" } \\
} \\
$append "hunter_cit_stomp" { \\
{ event 1004 21 "npc_citizen.pain03" } \\
{ event 1004 57 "npc_citizen.pain08" } \\
} \\
$append "hunter_cit_tackle" { \\
{ event 1004 2 "npc_citizen.uhoh" } \\
{ event 1004 16 "npc_citizen.pain03" } \\
{ event 1004 41 "npc_citizen.pain08" } \\
} \\

View File

@ -0,0 +1,137 @@
// ================================================================
//
// Harass Gestures
//
// Adds gesture versions of the CP harass animations.
//
// ================================================================
$weightlist "HarassWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_R_Clavicle" 0.2
"ValveBiped.Bip01_Neck1" 0
}
$sequence "harassfront1_layer" hidden {
"police_animations_anims\harassfront1.smd"
weightlist "HarassWeightlist"
}
$sequence "harassfront1_gesture" {
"police_animations_anims\harassfront1.smd"
//activity "ACT_POLICE_HARASS1" 1
noanimation numframes 50 // 60
blendlayer harassfront1_layer 0 10 25 50 spline
//cmdlist lockfeet
keyvalues
{
faceposer
{
"type" "gesture"
"tags"
{
"apex" "9"
"accent" "16"
"loop" "18"
"end" "20"
}
"entrytag" "apex"
"thumbnail_frame" "16"
}
}
}
$sequence "harassfront2_layer" hidden {
"police_animations_anims\harassfront2.smd"
weightlist "HarassWeightlist"
}
$sequence "harassfront2_gesture" {
"police_animations_anims\harassfront2.smd"
//activity "ACT_POLICE_HARASS2" 1
noanimation numframes 50 // 49
blendlayer harassfront2_layer 0 10 40 50 spline
//cmdlist lockfeet
keyvalues
{
faceposer
{
"type" "gesture"
"tags"
{
"apex" "9"
"accent" "18"
"loop" "30"
"end" "38"
}
"entrytag" "apex"
"thumbnail_frame" "16"
}
}
}
// ================================================================
// ================================================================
$weightlist "HarassWeightlist2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_Neck1" 0
}
$sequence "plazathreat1_layer" hidden {
"police_animations_anims\plazathreat1.smd"
weightlist "HarassWeightlist2"
}
$sequence "plazathreat1_gesture" {
"police_animations_anims\plazathreat1.smd"
noanimation numframes 160
blendlayer plazathreat1_layer 0 20 130 160 spline
//cmdlist lockfeet
keyvalues
{
faceposer
{
"type" "gesture"
"tags"
{
"apex" "20"
"accent" "60"
"loop" "113"
"end" "130"
}
"entrytag" "apex"
"thumbnail_frame" "26"
}
}
}
$sequence "plazathreat2_layer" hidden {
"police_animations_anims\plazathreat2.smd"
weightlist "HarassWeightlist2"
}
$sequence "plazathreat2_gesture" {
"police_animations_anims\plazathreat2.smd"
noanimation numframes 200
blendlayer plazathreat2_layer 0 20 185 200 spline
//cmdlist lockfeet
keyvalues
{
faceposer
{
"type" "gesture"
"tags"
{
"apex" "20"
"accent" "60"
"loop" "113"
"end" "129"
}
"entrytag" "apex"
"thumbnail_frame" "26"
}
}
}

15
modelsrc/Rappel.qci Normal file
View File

@ -0,0 +1,15 @@
// Rappel animations.
$sequence "rappelloop" {
"police_animations_anims\rappelloop.smd"
activity "ACT_RAPPEL_LOOP" 1
cmdlist lockfeet
}
$sequence "rappelland" {
"police_animations_anims\rappelland.smd"
activity "ACT_RAPPEL_LAND" 1
cmdlist lockfeet
}

View File

@ -0,0 +1,232 @@
// EP1 soldier rappel animations.
// (Requires GenericAnimationMacros.qci)
$sequence "rappel_a_preIdle" {
"combine_soldier_anims_anims\rappel_a_preIdle.smd"
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3
}
$MakeAdjustedAnimation Rappel_a "combine_soldier_anims_anims\Rappel_a.smd" $Blend_SMD_Rifle$ 0 130 140
$append Rappel_a_layer {
walkframe 30 LX LY LZ
walkframe 54 LX LY LZ
walkframe 71 LX LY LZ
walkframe 90 LX LY LZ
walkframe 110 LX LY LZ
walkframe 136 LX LY LZ LZR
walkframe 140 LX LY LZ
}
$append Rappel_a {
align Rappel_a_layer LX LY LZ 139 0
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence
walkframe 30 LX LY LZ
walkframe 54 LX LY LZ
walkframe 71 LX LY LZ
walkframe 90 LX LY LZ
walkframe 110 LX LY LZ
walkframe 136 LX LY LZ LZR
walkframe 140 LX LY LZ
}
$MakeAdjustedAnimation Rappel_a_noturn "combine_soldier_anims_anims\Rappel_a_noturn.smd" $Blend_SMD_Rifle$ 0 135 140
$append Rappel_a_noturn_layer {
walkframe 30 LX LY LZ
walkframe 54 LX LY LZ
walkframe 71 LX LY LZ
walkframe 90 LX LY LZ
walkframe 110 LX LY LZ
walkframe 136 LX LY LZ LZR
walkframe 140 LX LY LZ
}
$append Rappel_a_noturn {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence
walkframe 30 LX LY LZ
walkframe 54 LX LY LZ
walkframe 71 LX LY LZ
walkframe 90 LX LY LZ
walkframe 110 LX LY LZ
walkframe 136 LX LY LZ LZR
walkframe 140 LX LY LZ
}
$MakeAdjustedAnimation Rappel_b "combine_soldier_anims_anims\Rappel_b.smd" $Blend_SMD_Rifle$ 0 75 90
$append Rappel_b_layer {
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 60 LX LY LZ
walkframe 73 LX LY LZ
walkframe 86 LX LY LZ LZR
walkframe 90 LX LY LZ
}
$append Rappel_b {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 60 LX LY LZ
walkframe 73 LX LY LZ
walkframe 86 LX LY LZ LZR
walkframe 90 LX LY LZ
}
$MakeAdjustedAnimation Rappel_c "combine_soldier_anims_anims\Rappel_c.smd" $Blend_SMD_Rifle$ 0 75 90
$append Rappel_c_layer {
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 50 LX LY LZ
walkframe 73 LX LY LZ
walkframe 86 LX LY LZ LZR
walkframe 90 LX LY LZ
}
$append Rappel_c {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 50 LX LY LZ
walkframe 73 LX LY LZ
walkframe 86 LX LY LZ LZR
walkframe 90 LX LY LZ
}
$MakeAdjustedAnimation Rappel_d "combine_soldier_anims_anims\Rappel_d.smd" $Blend_SMD_Rifle$ 0 91 103
$append Rappel_d_layer {
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 57 LX LY LZ
walkframe 67 LX LY LZ
walkframe 75 LX LY LZ
walkframe 87 LX LY LZ
walkframe 101 LX LY LZ LZR
walkframe 103 LX LY LZ
}
$append Rappel_d {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 84 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 3 usesequence
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 57 LX LY LZ
walkframe 67 LX LY LZ
walkframe 75 LX LY LZ
walkframe 87 LX LY LZ
walkframe 101 LX LY LZ LZR
walkframe 103 LX LY LZ
}
$MakeAdjustedAnimation Rappel_e "combine_soldier_anims_anims\Rappel_e.smd" $Blend_SMD_Rifle$ 0 73 85
$append Rappel_e_layer {
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 57 LX LY LZ
walkframe 69 LX LY LZ
walkframe 82 LX LY LZ LZR
walkframe 85 LX LY LZ
}
$append Rappel_e {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 65 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 3 usesequence
walkframe 15 LX LY LZ
walkframe 30 LX LY LZ
walkframe 44 LX LY LZ
walkframe 57 LX LY LZ
walkframe 69 LX LY LZ
walkframe 82 LX LY LZ LZR
walkframe 85 LX LY LZ
}
$MakeAdjustedAnimation Rappel_f "combine_soldier_anims_anims\Rappel_f.smd" $Blend_SMD_Rifle$ 0 76 90
$append Rappel_f_layer {
walkframe 20 LX LY LZ
walkframe 40 LX LY LZ
walkframe 60 LX LY LZ
walkframe 70 LX LY LZ
walkframe 88 LX LY LZ LZR
}
$append Rappel_f {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
walkframe 20 LX LY LZ
walkframe 40 LX LY LZ
walkframe 60 LX LY LZ
walkframe 70 LX LY LZ
walkframe 88 LX LY LZ LZR
}
$MakeAdjustedAnimation Rappel_f_noturn "combine_soldier_anims_anims\Rappel_f_noturn.smd" $Blend_SMD_Rifle$ 0 76 90
$append Rappel_f_noturn_layer {
walkframe 20 LX LY LZ
walkframe 40 LX LY LZ
walkframe 60 LX LY LZ
walkframe 70 LX LY LZ
walkframe 88 LX LY LZ LZR
}
$append Rappel_f_noturn {
{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
walkframe 20 LX LY LZ
walkframe 40 LX LY LZ
walkframe 60 LX LY LZ
walkframe 70 LX LY LZ
walkframe 88 LX LY LZ LZR
}

View File

@ -0,0 +1,83 @@
//
// Macros for using Combine soldier signals as gestures or matched sequences.
//
$weightlist "SignalWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_R_Clavicle" 0.5
"ValveBiped.Bip01_Neck1" 0
"ValveBiped.Bip01_R_Hand" 0
}
$definemacro MakeSignalGesture Name Anim Activity StartFrame EndFrame NumFrames SignalFPS \\
$sequence $Name$_layer hidden { \\
$Anim$ \\
fps $SignalFPS$ \\
weightlist SignalWeightlist \\
} \\
$sequence $Name$ $Anim$ { \\
noanimation numframes $NumFrames$ \\
blendlayer $Name$_layer 0 $StartFrame$ $EndFrame$ $NumFrames$ spline \\
fps $SignalFPS$ \\
activity $Activity$ 1 \\
} \\
$continue $Name$
// This is what lets the gesture signals be usede in Faceposer.
$definemacro DefaultSignalGestures_FaceposerKV Apex Accent Loop End Thumbnail \\
keyvalues \\
{ \\
faceposer \\
{ \\
"type" "gesture" \\
"tags" \\
{ \\
"apex" $Apex$ \\
"accent" $Accent$ \\
"loop" $Loop$ \\
"end" $End$ \\
} \\
"entrytag" "apex" \\
"thumbnail_frame" $Thumbnail$ \\
} \\
} \\
$definemacro DefaultSignalGestures FPS \\
$MakeSignalGesture gesture_signal_advance "combine_soldier_anims_anims\signal_advance" "ACT_GESTURE_SIGNAL_ADVANCE" 7 28 38 $FPS$ \\
$append gesture_signal_advance { $DefaultSignalGestures_FaceposerKV 9 14 24 27 24 } \\
$MakeSignalGesture gesture_signal_forward "combine_soldier_anims_anims\signal_forward" "ACT_GESTURE_SIGNAL_FORWARD" 7 28 38 $FPS$ \\
$append gesture_signal_forward { $DefaultSignalGestures_FaceposerKV 8 12 17 21 19 } \\
$MakeSignalGesture gesture_signal_group "combine_soldier_anims_anims\signal_group" "ACT_GESTURE_SIGNAL_GROUP" 10 32 45 $FPS$ \\
$append gesture_signal_group { $DefaultSignalGestures_FaceposerKV 8 12 14 32 23 } \\
$MakeSignalGesture gesture_signal_halt "combine_soldier_anims_anims\signal_halt" "ACT_GESTURE_SIGNAL_HALT" 10 32 48 $FPS$ \\
$append gesture_signal_halt { $DefaultSignalGestures_FaceposerKV 9 12 17 28 21 } \\
$MakeSignalGesture gesture_signal_left "combine_soldier_anims_anims\signal_left" "ACT_GESTURE_SIGNAL_LEFT" 10 26 39 $FPS$ \\
$append gesture_signal_left { $DefaultSignalGestures_FaceposerKV 9 15 16 26 16 } \\
$MakeSignalGesture gesture_signal_right "combine_soldier_anims_anims\signal_right" "ACT_GESTURE_SIGNAL_RIGHT" 6 26 40 $FPS$ \\
$append gesture_signal_right { $DefaultSignalGestures_FaceposerKV 6 12 14 24 19 } \\
$MakeSignalGesture gesture_signal_takecover "combine_soldier_anims_anims\signal_takecover" "ACT_GESTURE_SIGNAL_TAKECOVER" 10 30 41 $FPS$ \\
$append gesture_signal_takecover { $DefaultSignalGestures_FaceposerKV 8 12 14 30 24 } \\
$definemacro MakeSignalFromGesture Name IdleAnim GestureName Activity NumFrames SignalFPS \\
$sequence $Name$ { \\
$IdleAnim$ \\
numframes $NumFrames$ \\
addlayer $GestureName$ \\
activity $Activity$ 1 \\
fps $SignalFPS$ \\
} \\
$continue $Name$
$definemacro DefaultSignalSequences BaseAnim FPS \\
$MakeSignalFromGesture signal_advance $BaseAnim$ gesture_signal_advance "ACT_SIGNAL_ADVANCE" 38 $FPS$ \\
$MakeSignalFromGesture signal_forward $BaseAnim$ gesture_signal_forward "ACT_SIGNAL_FORWARD" 38 $FPS$ \\
$MakeSignalFromGesture signal_group $BaseAnim$ gesture_signal_group "ACT_SIGNAL_GROUP" 45 $FPS$ \\
$MakeSignalFromGesture signal_halt $BaseAnim$ gesture_signal_halt "ACT_SIGNAL_HALT" 48 $FPS$ \\
$MakeSignalFromGesture signal_left $BaseAnim$ gesture_signal_left "ACT_SIGNAL_LEFT" 39 $FPS$ \\
$MakeSignalFromGesture signal_right $BaseAnim$ gesture_signal_right "ACT_SIGNAL_RIGHT" 40 $FPS$ \\
$MakeSignalFromGesture signal_takecover $BaseAnim$ gesture_signal_takecover "ACT_SIGNAL_TAKECOVER" 41 $FPS$ \\

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,209 @@
// Created by Crowbar 0.36.0.0
$ModelName "combine_soldier_anims.mdl"
//$includemodel "player/male_anims.mdl"
$includemodel "combine_soldier_anims_original.mdl"
$include "combine_soldier_anims_DeclareSequence.qci"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
//$pushd "male_shared_anims"
//$include "DefaultHolster.qci"
//$popd
$definevariable Blend_Idle_Default "CombatIdle1_SMG1"
$definevariable Blend_Idle_Pistol "CombatIdle1_SMG1"
$definevariable Blend_Idle_Rifle "CombatIdle1_SMG1"
$definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
// Soldiers don't use nodes...
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
$animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0
$definevariable AnimMatch_Idle a_AnimMatch_Idle
$include "BaseDI.qci"
// DO NOT uncomment unless you have the interaction keyvalues ready for each model!
// Having the interaction sequences without the keyvalues bypasses our fix for the "interaction twinning" bug
// and makes soldiers susceptible to it.
//$include "AlyxDI.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
$include "HunterRecvDI.qci"
$include "AlyxBlindfire.qci"
$weightlist "FeetOnly" {
"ValveBiped.Bip01_L_Foot" 1
"ValveBiped.Bip01_R_Foot" 1
"ValveBiped.Bip01_L_Calf" 0
"ValveBiped.Bip01_R_Calf" 0
}
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
$MakeManhackDeployGesture $Blend_SMD_Default$
// ================================================================
//
// Harass Animations
//
// Harass animations on soldiers.
//
// ================================================================
$include "PoliceHarassGestures.qci"
//$sequence "harassfront1" {
// "police_animations_anims\harassfront2.smd"
// activity "ACT_POLICE_HARASS1" 1
// match $AnimMatch_Idle$
// addlayer harassfront1_layer
// cmdlist lockfeet
//}
//
//$sequence "harassfront2" {
// "police_animations_anims\harassfront2.smd"
// activity "ACT_POLICE_HARASS2" 1
// match $AnimMatch_Idle$
// addlayer harassfront2_layer
// cmdlist lockfeet
//}
$sequence "harassfront1" {
"combine_soldier_anims_anims\Idle1.smd"
numframes 50
activity "ACT_POLICE_HARASS1" 1
blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
$sequence "harassfront2" {
"combine_soldier_anims_anims\Idle1.smd"
numframes 50
activity "ACT_POLICE_HARASS2" 1
blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
// ================================================================
//$sequence deploy_layer $AnimMatch_Default$ weightlist "FeetOnly" hidden
//$sequence "deploy" {
// "police_animations_anims\deploy.smd"
// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
// { event AE_METROPOLICE_START_DEPLOY 10 "" }
// { event AE_METROPOLICE_DEPLOY_MANHACK 33 "" }
// match $AnimMatch_Default$
// addlayer deploy_layer
// cmdlist lockfeet
//}
//$sequence "pickup_weird" {
// "male_shared_anims\pickup.smd"
// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
// { event 2040 13 "" }
// match $AnimMatch_Default$
// cmdlist lockfeet
//}
// Use our DI blending techniques
$sequence pickup_unarmed_layer "combine_soldier_anims_anims\Idle_Unarmed.smd" numframes 2 hidden
$MakeAdjustedAnimation pickup "male_shared_anims\pickup.smd" $Blend_SMD_Default$ 8 24 43
$append pickup {
activity "ACT_PICKUP_GROUND" 1
{ event 2040 13 "" }
blendlayer pickup_unarmed_layer 0 0 0 13
}
$MakeAdjustedAnimation gunrack "male_shared_anims\gunrack.smd" $Blend_SMD_Default$ 12 16 40
$append gunrack {
activity "ACT_PICKUP_RACK" 1
{ event 2040 15 "" }
blendlayer pickup_unarmed_layer 0 0 0 13
}
//
// AR2 Alt-Fire Gesture Experiment
//
// Programming not included
//
$weightlist "AR2AltFireWeightlistDelta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_Neck1" 0
}
$weightlist "AR2AltFireWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Neck1" 1
}
$sequence "shootAR2alt_gesture_delta" {
"combine_soldier_anims_anims\shootAR2alt.smd"
subtract "shootAR2alt_gesture_delta" 0
delta
hidden
weightlist "AR2AltFireWeightlistDelta"
}
$sequence "shootAR2alt_gesture" {
"combine_soldier_anims_anims\shootAR2alt.smd"
weightlist "AR2AltFireWeightlist"
addlayer "shootAR2alt_gesture_delta"
addlayer "Aim_stand_delta_all"
activity "ACT_GESTURE_AR2_ALTFIRE" 1
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
$DefaultSignalGestures 36
//$Attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90
//$include "body_poses_lean.qci"
// ================================================================
//
// Misc.
//
// ================================================================
// Use our DI blending techniques to add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50
//$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30
$append Heal {
activity "ACT_CIT_HEAL" 1
{ event AE_CITIZEN_HEAL 31 "" }
}

View File

@ -0,0 +1,161 @@
// Created by Crowbar 0.56
$declaresequence "LH_attachment_Init"
$declaresequence "Idle1"
$declaresequence "Idle1_SMG1"
$declaresequence "CombatIdle1"
$declaresequence "CombatIdle1_SG"
$declaresequence "CombatIdle1_SMG1"
$declaresequence "cower"
$declaresequence "CrouchIdle"
$declaresequence "crouch_aim_ar2"
$declaresequence "crouch_aim_sm1"
$declaresequence "flinchhead"
$declaresequence "flinchchest"
$declaresequence "flinchgut"
$declaresequence "flinchleft"
$declaresequence "flinchright"
$declaresequence "flinchbig"
$declaresequence "flinchsmall"
$declaresequence "flinch_gesture"
$declaresequence "flinchheadgest"
$declaresequence "flinchgutgest"
$declaresequence "flinchlarmgest"
$declaresequence "flinchrarmgest"
$declaresequence "deathpose_front"
$declaresequence "deathpose_back"
$declaresequence "deathpose_right"
$declaresequence "deathpose_left"
$declaresequence "bugbait_hit"
$declaresequence "cover_crouch"
$declaresequence "cover_crouch_low"
$declaresequence "cover_crouch_med"
$declaresequence "grenThrow"
$declaresequence "grenDrop"
$declaresequence "grenPlace"
$declaresequence "reload_low"
$declaresequence "reload"
$declaresequence "gesture_reloadspine"
$declaresequence "gesture_reloadarms"
$declaresequence "gesture_reload"
$declaresequence "gesture_reload_SMG1spine"
$declaresequence "gesture_reload_SMG1arms"
$declaresequence "gesture_reload_SMG1"
$declaresequence "melee_gunhit"
$declaresequence "rappelloop"
$declaresequence "shootSMG1s"
$declaresequence "shootSMG1c"
$declaresequence "shootAR2s"
$declaresequence "shootAR2c"
$declaresequence "shootAR2g"
$declaresequence "shootAR2alt"
$declaresequence "shootSGs"
$declaresequence "shootSGc"
$declaresequence "signal_advance"
$declaresequence "signal_forward"
$declaresequence "signal_group"
$declaresequence "signal_halt"
$declaresequence "signal_left"
$declaresequence "signal_right"
$declaresequence "signal_takecover"
$declaresequence "Combat_stand_to_crouch"
$declaresequence "Crouch_to_combat_stand"
$declaresequence "Aim_stand_delta_all"
$declaresequence "Aim_stand_delta_all_SG"
$declaresequence "Aim_crouch_delta_all"
$declaresequence "Crouch_RunALL"
$declaresequence "Crouch_WalkALL"
$declaresequence "Aim_all"
$declaresequence "Aim_all_SG"
$declaresequence "RunALL"
$declaresequence "layer_run_aiming"
$declaresequence "RunAIMALL1"
$declaresequence "layer_run_aiming_SG"
$declaresequence "RunAIMALL1_SG"
$declaresequence "Run_turretCarry_Upperbody"
$declaresequence "Run_turretCarry_ALL"
$declaresequence "Turret_Drop"
$declaresequence "Walk_all"
$declaresequence "layer_walk_aiming"
$declaresequence "Walk_aiming_all"
$declaresequence "layer_walk_aiming_SG"
$declaresequence "Walk_aiming_all_SG"
$declaresequence "gesture_shoot_ar1"
$declaresequence "gesture_shoot_ar2"
$declaresequence "gesture_shoot_hmg1"
$declaresequence "gesture_shoot_smg1"
$declaresequence "gesture_shoot_smg2"
$declaresequence "gesture_shoot_shotgun"
$declaresequence "physflinch1"
$declaresequence "physflinch2"
$declaresequence "turnleft"
$declaresequence "turnright"
$declaresequence "gesture_turn_left_45default"
$declaresequence "gesture_turn_left_45inDelta"
$declaresequence "gesture_turn_left_45outDelta"
$declaresequence "gesture_turn_left_45"
$declaresequence "gesture_turn_left_90default"
$declaresequence "gesture_turn_left_90inDelta"
$declaresequence "gesture_turn_left_90outDelta"
$declaresequence "gesture_turn_left_90"
$declaresequence "gesture_turn_right_45default"
$declaresequence "gesture_turn_right_45inDelta"
$declaresequence "gesture_turn_right_45outDelta"
$declaresequence "gesture_turn_right_45"
$declaresequence "gesture_turn_right_90default"
$declaresequence "gesture_turn_right_90inDelta"
$declaresequence "gesture_turn_right_90outDelta"
$declaresequence "gesture_turn_right_90"
$declaresequence "jump_holding_jump"
$declaresequence "jump_holding_glide"
$declaresequence "jump_holding_land"
$declaresequence "binoculars_idle"
$declaresequence "Dropship_Deploy"
$declaresequence "leanwall_right_idle"
$declaresequence "leanwall_right_exit"
$declaresequence "leanwall_corner_right_idle"
$declaresequence "leanwall_corner_right_exit"
$declaresequence "leanwall_Left_idle"
$declaresequence "leanwall_Left_exit"
$declaresequence "leanwall_Left_B_idle"
$declaresequence "leanwall_Left_B_exit"
$declaresequence "leanwall_CrouchLeft_A_idle"
$declaresequence "leanwall_CrouchLeft_A_exit"
$declaresequence "leanwall_CrouchLeft_B_idle"
$declaresequence "leanwall_CrouchLeft_B_exit"
$declaresequence "crouchidle_AB"
$declaresequence "crouchidle_ABexit"
$declaresequence "leanwall_CrouchLeft_C_idle"
$declaresequence "leanwall_CrouchLeft_C_exit"
$declaresequence "leanwall_CrouchLeft_D_idle"
$declaresequence "leanwall_CrouchLeft_D_exit"
$declaresequence "breen_grav_grab"
$declaresequence "breen_gravCarry_Idle"
$declaresequence "breen_grav_placeDesk"
$declaresequence "WalkEasy_all"
$declaresequence "Idle_Unarmed"
$declaresequence "layer_walk_unarmed"
$declaresequence "WalkUnarmed_all"
$declaresequence "WalkMarch_all"
$declaresequence "layer_walk_GravCarry"
$declaresequence "WalkGravCarry_all"
$declaresequence "Man_Gun_Aim_all"
$declaresequence "Man_Gun"
$declaresequence "d3_c17_07_Kidnap"
$declaresequence "CS_Jump"
$declaresequence "rappel_a_preIdle"
$declaresequence "Rappel_a"
$declaresequence "Rappel_a_noturn"
$declaresequence "Rappel_b"
$declaresequence "Rappel_c"
$declaresequence "Rappel_d"
$declaresequence "Rappel_e"
$declaresequence "Rappel_f"
$declaresequence "Rappel_f_noturn"
$declaresequence "antlion_soldier_DI_01"
$declaresequence "antlion_soldier_DI_02"
$declaresequence "console_type"
$declaresequence "console_type_entry"
$declaresequence "console_type_loop"
$declaresequence "console_type_exit"
$declaresequence "gman_freeze_pose"

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,95 @@
// Created by Crowbar 0.68
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Bip01_R_Clavicle" 12
29 "ValveBiped.Bip01_R_UpperArm" 28
30 "ValveBiped.Bip01_R_Forearm" 29
31 "ValveBiped.Bip01_R_Hand" 30
32 "ValveBiped.Bip01_R_Finger2" 31
33 "ValveBiped.Bip01_R_Finger21" 32
34 "ValveBiped.Bip01_R_Finger22" 33
35 "ValveBiped.Bip01_R_Finger1" 31
36 "ValveBiped.Bip01_R_Finger11" 35
37 "ValveBiped.Bip01_R_Finger12" 36
38 "ValveBiped.Bip01_R_Finger0" 31
39 "ValveBiped.Bip01_R_Finger01" 38
40 "ValveBiped.Bip01_R_Finger02" 39
41 "ValveBiped.Cod" 0
42 "ValveBiped.Anim_Attachment_LH" 18
43 "ValveBiped.Anim_Attachment_RH" 31
end
skeleton
time 0
0 4.527344 5.265625 20.765625 1.840829 0.086232 -0.552325
1 3.890452 -0.000004 -0.000003 2.544859 -1.218892 0.880068
2 17.848175 0.000000 0.000000 0.000000 0.000000 1.729663
3 16.525249 0.000000 0.000000 -0.169101 0.262248 -1.101521
4 6.879453 0.000000 0.000000 -0.006303 -0.003008 -0.678622
5 -3.890452 0.000004 0.000007 -1.397477 -0.858496 -1.924589
6 17.848171 0.000000 0.000000 0.000000 0.000000 2.137941
7 16.525257 0.000000 0.000000 0.036975 0.134142 -1.951177
8 6.879454 0.000000 0.000000 -0.081333 -0.002951 -0.584373
9 0.000005 3.345128 -2.981901 1.518775 -0.175555 1.400522
10 4.018331 0.000000 0.000000 0.087092 0.052697 0.289085
11 3.518561 0.000000 0.000000 0.022239 0.090379 0.338083
12 8.942642 0.000000 0.000000 0.003478 0.008911 0.140032
13 3.307271 0.000000 0.000000 3.141590 0.000000 0.400478
14 3.593710 -0.000003 0.000000 0.219948 0.020563 0.570845
15 2.033346 1.000767 1.937660 -0.515231 -1.467564 -1.225382
16 6.028142 0.000002 0.000000 -1.900636 -0.629039 -1.055233
17 11.692556 0.000000 -0.000001 0.000000 0.000000 -1.254149
18 11.481671 0.000000 -0.000029 1.271937 -0.044300 -0.073585
19 3.883691 -0.046771 0.431443 0.096615 -0.011011 -0.677044
20 1.719575 0.000000 0.000000 0.055915 -0.087978 -1.150781
21 1.209183 -0.000001 0.000000 0.009316 -0.033629 -0.339470
22 3.859861 -0.137948 1.332466 0.537935 -0.132420 -0.946691
23 1.719428 0.000001 0.000000 0.023476 -0.208311 -0.755744
24 1.099667 0.000000 0.000000 0.026046 -0.124621 -0.538681
25 0.806048 -0.348922 1.321258 -1.058945 -0.348252 -0.736733
26 1.789783 0.000001 0.000001 -0.071912 0.179906 -0.057973
27 1.207000 0.000000 0.000001 -0.000100 -0.003215 -0.064874
28 2.033354 1.000771 -1.937610 2.566870 1.060628 0.927272
29 6.028142 0.000004 0.000000 1.972988 0.298690 -0.875451
30 11.692552 0.000000 0.000002 0.000000 0.000000 -2.205460
31 11.481699 0.000000 0.000004 -0.920676 0.314009 -0.104100
32 3.883657 -0.050329 -0.431043 0.001736 -0.184497 -0.095830
33 1.719576 0.000003 0.000000 -0.053884 0.078890 -1.553283
34 1.209180 -0.000001 0.000000 -0.265051 0.026187 -1.223287
35 3.859830 -0.148938 -1.331282 -0.221817 0.148312 -0.202877
36 1.719426 0.000000 0.000000 0.000000 0.000000 -1.095221
37 1.099666 0.000000 0.000000 0.000000 0.000000 -1.286070
38 0.806017 -0.359836 -1.318334 0.415058 0.423434 -0.720789
39 1.789784 0.000000 -0.000001 0.015104 0.038912 0.452997
40 1.206998 0.000000 0.000000 0.004784 0.022539 0.418309
41 -0.044717 2.313936 4.661499 -0.186195 -0.229690 -0.040031
42 2.676088 -1.712442 0.000000 1.570797 0.000000 1.570797
43 2.676088 -1.712443 0.000000 -1.570796 0.000000 -1.570796
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

Binary file not shown.

View File

@ -0,0 +1,54 @@
// Created by Crowbar 0.68
$modelname "extras/info_image.mdl"
$scale 1.0
$bodygroup "Body"
{
studio "info_image_reference.smd"
}
$surfaceprop "combine_metal"
$contents "solid"
$illumposition 0 0 0
$cdmaterials "models\extras\"
$texturegroup "skinfamilies"
{
{ "image_info" }
{ "image_info_used" }
}
$cbox 0 0 0 0 0 0
$bbox -16 -16 -16 16 16 16
$hboxset "default"
$hbox 0 "cube" -16 -16 -16 16 16 16
$definebone "cube" "" 0 0 0 0 0 89.999982 0 0 0 0 0 0
$definebone "circle" "cube" 0 0 0 0 0 0 0 0 0 0 0 0
$sequence "idle" {
"info_speech_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 12
loop
}
$collisionmodel "info_text_physics.smd" //"info_speech_physics.smd"
{
$mass 1000
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,54 @@
// Created by Crowbar 0.68
$modelname "extras/info_scene.mdl"
$scale 1.25
$bodygroup "Body"
{
studio "info_scene_reference.smd"
}
$surfaceprop "combine_metal"
$contents "solid"
$illumposition 0 0 0
$cdmaterials "models\extras\"
$texturegroup "skinfamilies"
{
{ "scene_info" }
{ "scene_info_used" }
}
$cbox 0 0 0 0 0 0
$bbox -16 -16 -16 16 16 16
$hboxset "default"
$hbox 0 "cube" -16 -16 -16 16 16 16
$definebone "cube" "" 0 0 0 0 0 89.999982 0 0 0 0 0 0
$definebone "circle" "cube" 0 0 0 0 0 0 0 0 0 0 0 0
$sequence "idle" {
"info_speech_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 12
loop
}
$collisionmodel "info_scene_physics.smd" //"info_speech_physics.smd"
{
$mass 1000
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}

Some files were not shown because too many files have changed in this diff Show More