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Kevin QC

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May 17th, 2012
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  1. $modelname "kevin.mdl" //compiled model name
  2. $cdmaterials "Kevin" //material path
  3.  
  4. // Model uses material "mouth.vmt"
  5. // Model uses material "eyeball_l.vmt"
  6. // Model uses material "eyeball_r.vmt"
  7. // Model uses material "ted_facemap.vmt"
  8. // Model uses material "citizen_sheet.vmt"
  9. // Model uses material "pupil_r.vmt"
  10. // Model uses material "glint.vmt"
  11. // Model uses material "pupil_l.vmt"
  12.  
  13. $model "kevin" "kevin.smd" { //specifies the reference smd
  14. flexfile "kevin_expressions.vta" { //flex animation file
  15. $include "standardflex_xsi.qci" //defines flex frames
  16. }
  17.  
  18. //eye data
  19.  
  20. eyeball righteye "ValveBiped.Bip01_Head1" -1.18 -3.7 67.35 "eyeball_r" 1.00 4 "pupil_r" 0.63
  21. eyeball lefteye "ValveBiped.Bip01_Head1" 1.43 -3.73 67.35 "eyeball_l" 1.00 -4 "pupil_l" 0.63
  22.  
  23. eyelid upper_right "kevin_expressions" lowerer 1 -0.24 neutral 0 0.15 raiser 2 0.19 split 0.1 eyeball righteye
  24. eyelid lower_right "kevin_expressions" lowerer 3 -0.27 neutral 0 -0.24 raiser 4 -0.05 split 0.1 eyeball righteye
  25. eyelid upper_left "kevin_expressions" lowerer 1 -0.22 neutral 0 0.18 raiser 2 0.22 split -0.1 eyeball lefteye
  26. eyelid lower_left "kevin_expressions" lowerer 3 -0.24 neutral 0 -0.21 raiser 4 -0.03 split -0.1 eyeball lefteye
  27.  
  28. mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
  29.  
  30. $include "facerules_xsi.qci" //the flex equations
  31. $include "bodyrules_xsi.qci" //body flex controllers for range
  32. //end eye/face data
  33. }
  34.  
  35. //attachments hook position and orientation for things like weapons and other entities
  36. $attachment "eyes" "ValveBiped.Bip01_Head1" -0.09 -3.48 67.78 absolute
  37. $attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
  38. $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate 0.00 90.00 90.00
  39.  
  40.  
  41.  
  42. $eyeposition 0.000 0.000 70.000
  43.  
  44. $include "standardhierarchy.qci" //hierarchy of the bones
  45. $include "standardikchains.qci" //rules for how the bones behave
  46. $alwayscollapse "Male_01" //always collapses the named bone no matter how it is used
  47. $alwayscollapse "XSISceneRoot"
  48. $proceduralbones "male.vrd" //helper bones that help control bone orientation/position
  49. $include "commonbones.qci" //makes sure none of the "stock" bones/attachments of the HL2 rig get lost during compiles
  50.  
  51. //$includemodel Used to add an mdl file so that other models' animations can be used as long as the skelton is the same
  52. $includemodel "humans/male_shared.mdl"
  53. $includemodel "humans/male_ss.mdl"
  54. $includemodel "humans/male_gestures.mdl"
  55. $includemodel "humans/male_postures.mdl"
  56. $includemodel "barney_animations.mdl"
  57. $includemodel "barney_postures.mdl"
  58. $includemodel "barney_gestures.mdl"
  59. $includemodel "magnusson_postures.mdl"
  60. $includemodel "magnusson_gestures.mdl"
  61. $includemodel "magnusson_animations.mdl"
  62. $includemodel "kleiner_animations.mdl"
  63. $includemodel "kleiner_postures.mdl"
  64. $includemodel "kleiner_gestures.mdl"
  65. $includemodel "breen_animations.mdl"
  66. $includemodel "breen_postures.mdl"
  67. $includemodel "breen_gestures.mdl"
  68.  
  69. $surfaceprop "flesh" //affects sound when hit, and giblets
  70.  
  71. $illumposition 0.637 0.000 36.000 //Sets the illumination position of the model
  72.  
  73. $include "hitbox.qci" //approximate body area where the model can be shot
  74. $include "ragdoll.qci" //collision model with special low polygon mesh with loose joints and simplified weightmap
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