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  1. $modelname "survivors/survivor_mechanic.mdl"
  2.  
  3. $model "Mechanic" "survivor_mechanic_reference.smd" {
  4.  
  5. eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.152000 -2.559999 64.600010 "eyeball_r" 1 4 "iris_unused" 0.5
  6. eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.152000 -2.559999 64.600010 "eyeball_l" 1 -4 "iris_unused" 0.5
  7.  
  8. eyelid upper_right "survivor_mechanic.vta" lowerer 41 -0.1 neutral 0 0.15 raiser 42 0.28 split 1 eyeball "eye_right"
  9. eyelid lower_right "survivor_mechanic.vta" lowerer 43 -0.21 neutral 0 -0.11 raiser 44 -0.02 split 1 eyeball "eye_right"
  10. eyelid upper_left "survivor_mechanic.vta" lowerer 41 -0.1 neutral 0 0.15 raiser 42 0.28 split -1 eyeball "eye_left"
  11. eyelid lower_left "survivor_mechanic.vta" lowerer 43 -0.21 neutral 0 -0.11 raiser 44 -0.02 split -1 eyeball "eye_left"
  12.  
  13. mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
  14.  
  15. flexfile "survivor_mechanic.vta"
  16. {
  17. defaultflex frame 0
  18. flex "f01" frame 1
  19. flex "f02" frame 2
  20. flex "f03" frame 3
  21. flexpair "f04" 1 frame 4
  22. flex "AU42" frame 5
  23. flexpair "AU1" 1 frame 6
  24. flexpair "AU2" 1 frame 7
  25. flexpair "AU4" 1 frame 8
  26. flexpair "AU12" 1 frame 9
  27. flexpair "AU15" 1 frame 10
  28. flexpair "AU17" 1 frame 11
  29. flexpair "AU10" 1 frame 12
  30. flexpair "AU17D" 1 frame 13
  31. flexpair "AU16" 1 frame 14
  32. flexpair "AU6" 1 frame 15
  33. flexpair "AU9" 1 frame 16
  34. flexpair "AU25" 1 frame 17
  35. flexpair "AU22" 1 frame 18
  36. flexpair "AU20" 1 frame 19
  37. flex "AU32" frame 20
  38. flex "AU24" frame 21
  39. flexpair "AU18" 1 frame 22
  40. flex "AU38" frame 23
  41. flex "AU31" frame 24
  42. flexpair "AU26" 1 frame 25
  43. flexpair "AU27" 1 frame 26
  44. flexpair "AU26Z" 1 frame 27
  45. flexpair "AU27Z" 1 frame 28
  46. flex "AD30L" frame 29
  47. flex "AD30R" frame 30
  48. flexpair "AU1AU2" 1 frame 31
  49. flexpair "AU1AU4" 1 frame 32
  50. flexpair "AU2AU4" 1 frame 33
  51. flexpair "AU12AU25" 1 frame 34
  52. flexpair "AU6Z" 1 frame 35
  53. flexpair "AU18Z" 1 frame 36
  54. flexpair "AU22Z" 1 frame 37
  55. flexpair "AU13" 1 frame 38
  56. flex "AD96L" frame 39
  57. flex "AD96R" frame 40
  58. // Already in eyelid lines: flexpair "upper_lef" 1 frame 41
  59. // Already in eyelid lines: flexpair "upper_lef" 1 frame 42
  60. // Already in eyelid lines: flexpair "lower_lef" 1 frame 43
  61. // Already in eyelid lines: flexpair "lower_lef" 1 frame 44
  62. }
  63.  
  64. flexcontroller eyelid range 0 1 right_lid_raiser
  65. flexcontroller eyelid range 0 1 left_lid_raiser
  66. flexcontroller eyelid range 0 1 right_lid_tightener
  67. flexcontroller eyelid range 0 1 left_lid_tightener
  68. flexcontroller eyelid range 0 1 right_lid_droop
  69. flexcontroller eyelid range 0 1 left_lid_droop
  70. flexcontroller eyelid range 0 1 right_lid_closer
  71. flexcontroller eyelid range 0 1 left_lid_closer
  72. flexcontroller eyelid range 0 1 half_closed
  73. flexcontroller eyelid range 0 1 blink
  74. flexcontroller eyelid range 0 1 right_lid_squinter
  75. flexcontroller eyelid range 0 1 left_lid_squinter
  76. flexcontroller brow range 0 1 right_inner_raiser
  77. flexcontroller brow range 0 1 left_inner_raiser
  78. flexcontroller brow range 0 1 right_outer_raiser
  79. flexcontroller brow range 0 1 left_outer_raiser
  80. flexcontroller brow range 0 1 right_lowerer
  81. flexcontroller brow range 0 1 left_lowerer
  82. flexcontroller nose range 0 1 right_cheek_raiser
  83. flexcontroller nose range 0 1 left_cheek_raiser
  84. flexcontroller nose range 0 1 right_wrinkler
  85. flexcontroller nose range 0 1 left_wrinkler
  86. flexcontroller nose range 0 1 dilator
  87. flexcontroller mouth range 0 1 right_upper_raiser
  88. flexcontroller mouth range 0 1 left_upper_raiser
  89. flexcontroller mouth range 0 1 right_corner_puller
  90. flexcontroller mouth range 0 1 left_corner_puller
  91. flexcontroller mouth range 0 1 right_corner_depressor
  92. flexcontroller mouth range 0 1 left_corner_depressor
  93. flexcontroller mouth range 0 1 chin_raiser
  94. flexcontroller phoneme range 0 1 right_part
  95. flexcontroller phoneme range 0 1 left_part
  96. flexcontroller phoneme range 0 1 right_puckerer
  97. flexcontroller phoneme range 0 1 left_puckerer
  98. flexcontroller phoneme range 0 2 right_funneler
  99. flexcontroller phoneme range 0 2 left_funneler
  100. flexcontroller phoneme range 0 1 right_stretcher
  101. flexcontroller phoneme range 0 1 left_stretcher
  102. flexcontroller phoneme range 0 1 bite
  103. flexcontroller phoneme range 0 1 presser
  104. flexcontroller phoneme range 0 1 tightener
  105. flexcontroller phoneme range 0 1 jaw_clencher
  106. flexcontroller phoneme range 0 2 jaw_drop
  107. flexcontroller phoneme range 0 1 right_mouth_drop
  108. flexcontroller phoneme range 0 1 left_mouth_drop
  109. flexcontroller mouth range 0 1 right_cheek_puffer
  110. flexcontroller mouth range 0 1 left_cheek_puffer
  111. flexcontroller mouth range -1 1 mouth_sideways
  112. flexcontroller mouth range -1 1 jaw_sideways
  113. flexcontroller mouth range 0 1 lower_lip
  114. flexcontroller eyes range -30 30 eyes_updown
  115. flexcontroller eyes range -30 30 eyes_rightleft
  116.  
  117. localvar biter
  118. localvar AU1AU2AU4R
  119. localvar AU1AU2AU4L
  120. localvar right_open
  121. localvar left_open
  122. localvar right_lip_suppressor
  123. localvar left_lip_suppressor
  124. localvar lower_lip_active
  125. localvar right_scaled_part
  126. localvar left_scaled_part
  127. localvar right_raiser_suppressor
  128. localvar left_raiser_suppressor
  129. localvar right_depressor_suppressor
  130. localvar left_depressor_suppressor
  131. localvar right_corner_suppressor
  132. localvar left_corner_suppressor
  133. localvar right_drop_suppressor
  134. localvar left_drop_suppressor
  135. localvar right_drop
  136. localvar left_drop
  137. localvar right_au_open
  138. localvar left_au_open
  139. localvar jaw_overage
  140. localvar jaw_underage
  141. localvar jaw_blend
  142. %biter = bite
  143. %upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink)
  144. %upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink)
  145. %upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer)
  146. %upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink)
  147. %upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink)
  148. %upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer)
  149. %lower_right_raiser = right_lid_closer
  150. %lower_right_neutral = (1 - right_lid_closer) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25)
  151. %lower_right_lowerer = 0
  152. %lower_left_raiser = left_lid_closer
  153. %lower_left_neutral = (1 - left_lid_closer) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25)
  154. %lower_left_lowerer = 0
  155. %f04R = right_lid_squinter * (1 - blink) * (1 - right_lid_closer)
  156. %f04L = left_lid_squinter * (1 - blink) * (1 - left_lid_closer)
  157. %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
  158. %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
  159. %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
  160. %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
  161. %AU4R = right_lowerer * (1 - right_inner_raiser) * (1 - right_outer_raiser)
  162. %AU4L = left_lowerer * (1 - left_inner_raiser) * (1 - left_outer_raiser)
  163. %AU1AU2AU4R = right_inner_raiser * right_outer_raiser * right_lowerer
  164. %AU1AU2AU4L = left_inner_raiser * left_outer_raiser * left_lowerer
  165. %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) + %AU1AU2AU4R / 2
  166. %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) + %AU1AU2AU4L / 2
  167. %AU1AU4R = right_inner_raiser * (1 - right_outer_raiser) * right_lowerer + %AU1AU2AU4R / 2
  168. %AU1AU4L = left_inner_raiser * (1 - left_outer_raiser) * left_lowerer + %AU1AU2AU4L / 2
  169. %AU2AU4R = right_outer_raiser * (1 - right_inner_raiser) * right_lowerer + %AU1AU2AU4R / 2
  170. %AU2AU4L = left_outer_raiser * (1 - left_inner_raiser) * left_lowerer + %AU1AU2AU4L / 2
  171. %AU38 = dilator
  172. %lower_lip_active = lower_lip * (1 - min((jaw_drop / 2), 1))
  173. %right_open = right_part + right_puckerer + right_funneler + right_upper_raiser * 0.5 + %lower_lip_active
  174. %left_open = left_part + left_puckerer + left_funneler + left_upper_raiser * 0.5 + %lower_lip_active
  175. %right_lip_suppressor = (1 - presser) * (1 - %biter)
  176. %left_lip_suppressor = (1 - presser) * (1 - %biter)
  177. %AU6R = right_cheek_raiser
  178. %AU6L = left_cheek_raiser
  179. %right_scaled_part = right_part * (1 - right_puckerer * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  180. %left_scaled_part = left_part * (1 - left_puckerer * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  181. %AU25R = %right_scaled_part * (1 - right_corner_puller)
  182. %AU25L = %left_scaled_part * (1 - left_corner_puller)
  183. %AU12AU25R = %right_scaled_part * right_corner_puller
  184. %AU12AU25L = %left_scaled_part * left_corner_puller
  185. %AU18R = right_puckerer * (1 - right_part * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  186. %AU18L = left_puckerer * (1 - left_part * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  187. %AU22R = right_funneler * (1 - right_part * (1 / 2 - right_puckerer * 1 / 3) - right_puckerer * 1 / 2) * %right_lip_suppressor
  188. %AU22L = left_funneler * (1 - left_part * (1 / 2 - left_puckerer * 1 / 3) - left_puckerer * 1 / 2) * %left_lip_suppressor
  189. %right_raiser_suppressor = (1 - 0.3 * %AU22R) * (1 - 0.5 * %AU18R) * (1 - presser) * (1 - %biter) * (1 - right_corner_puller) * (1 - 0.5 * jaw_drop)
  190. %left_raiser_suppressor = (1 - 0.3 * %AU22L) * (1 - 0.5 * %AU18L) * (1 - presser) * (1 - %biter) * (1 - left_corner_puller) * (1 - 0.5 * jaw_drop)
  191. %AU9R = right_wrinkler * %right_raiser_suppressor * (1 - right_upper_raiser)
  192. %AU9L = left_wrinkler * %left_raiser_suppressor * (1 - left_upper_raiser)
  193. %AU10R = right_upper_raiser * %right_raiser_suppressor
  194. %AU10L = left_upper_raiser * %left_raiser_suppressor
  195. %AU25R = %AU25R * (1 - %AU10R) * (1 - %AU9R)
  196. %AU25L = %AU25L * (1 - %AU10L) * (1 - %AU9L)
  197. %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25R + %AU12AU25R + %AU18R + %AU22R + %AU10R)))
  198. %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25L + %AU12AU25L + %AU18L + %AU22L + %AU10L)))
  199. %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor)
  200. %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor)
  201. %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
  202. %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
  203. %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.25)
  204. %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.25)
  205. %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor * (1 - right_part)
  206. %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor * (1 - left_part)
  207. %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
  208. %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
  209. %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - %biter)
  210. %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - %biter)
  211. %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
  212. %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
  213. %right_au_open = min((%AU18R + %AU25R + %AU12AU25R + 0.5 * %AU22R + %AU20R + %AU12R), 1)
  214. %left_au_open = min((%AU18L + %AU25L + %AU12AU25L + 0.5 * %AU22L + %AU20L + %AU12L), 1)
  215. %AU32 = bite
  216. %AU24 = presser + (1 - presser) * tightener
  217. %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + min(jaw_drop, 1))
  218. %AD96L = max(-mouth_sideways, 0) * (1 - 0.5 * %right_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  219. %AD96R = max(mouth_sideways, 0) * (1 - 0.5 * %left_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  220. %AD30L = max(-jaw_sideways, 0)
  221. %AD30R = max(jaw_sideways, 0)
  222. %jaw_overage = max(0, ((jaw_drop - 1) * (1 - presser) * (1 - %biter) * (1 - 0.5 * max(%right_au_open, %left_au_open))))
  223. %jaw_underage = min(jaw_drop, 1) - %jaw_overage
  224. %jaw_blend = jaw_drop / (jaw_clencher + jaw_drop)
  225. %AU26R = %jaw_underage * (1 - %right_drop) * %jaw_blend
  226. %AU26L = %jaw_underage * (1 - %left_drop) * %jaw_blend
  227. %AU27R = %jaw_underage * %right_drop * %jaw_blend
  228. %AU27L = %jaw_underage * %left_drop * %jaw_blend
  229. %AU26ZR = %jaw_overage * (1 - %right_drop) * %jaw_blend
  230. %AU26ZL = %jaw_overage * (1 - %left_drop) * %jaw_blend
  231. %AU27ZR = %jaw_overage * %right_drop * %jaw_blend
  232. %AU27ZL = %jaw_overage * %left_drop * %jaw_blend
  233. %AU22ZR = max(0, (%AU22R - 1))
  234. %AU22ZL = max(0, (%AU22L - 1))
  235. %AU22R = min(%AU22R, 1) - %AU22ZR
  236. %AU22L = min(%AU22L, 1) - %AU22ZL
  237. %AU16L = %lower_lip_active * %left_lip_suppressor
  238. %AU16R = %lower_lip_active * %right_lip_suppressor
  239. %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU27ZR * 0.5 + %AU27ZL * 0.5 + %AU26ZR * 0.35 + %AU26ZL * 0.35 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25R * 0.5 + %AU12AU25L * 0.5 + %AU16L * 0.3 + %AU16R * 0.3 + %AU10R * 0.5 + %AU10L * 0.5
  240. %AU13R = right_cheek_puffer * max(0, (1 - %mouth * 3))
  241. %AU13L = left_cheek_puffer * max(0, (1 - %mouth * 3))
  242. }
  243.  
  244. $lod 10
  245. {
  246. replacemodel "survivor_mechanic_reference.smd" "survivor_mechanic_mechanic_model_merged_lod1.dmx.smd"
  247. }
  248. $lod 15
  249. {
  250. replacemodel "survivor_mechanic_reference.smd" "survivor_mechanic_mechanic_model_merged_lod2.dmx.smd"
  251. }
  252. $lod 40
  253. {
  254. replacemodel "survivor_mechanic_reference.smd" "survivor_mechanic_mechanic_model_merged_lod3.dmx.smd"
  255. }
  256.  
  257. $forcephonemecrossfade
  258.  
  259. $poseparameter "body_pitch" -90 90 360
  260. $poseparameter "body_yaw" -90 90 360
  261. $poseparameter "head_pitch" -90 90 360
  262. $poseparameter "head_yaw" -90 90 360
  263.  
  264. $mostlyopaque
  265.  
  266. $cdmaterials "models\survivors\tnbman\"
  267.  
  268. $texturegroup "skinfamilies"
  269. {
  270. {
  271. "eyeball_r.vmt"
  272. "gate_facemap.vmt"
  273. "eyeball_l.vmt"
  274. "mouth.vmt"
  275. "tanaka8_sheet.vmt"
  276. "carter8_sheet.vmt"
  277. "gear_01.vmt"
  278. "rex_Marine.vmt"
  279. "gatesss_sheet.vmt"
  280. "gear_04.vmt"
  281. "rebelc8_sheet.vmt"
  282. "slow_salem_body.vmt"
  283. "dave_salem_skin.vmt"
  284. "gate_facemap.vmt"
  285. "kasquette.vmt"
  286. }
  287. }
  288.  
  289. // Model uses material "eyeball_r.vmt"
  290. // Model uses material "gate_facemap.vmt"
  291. // Model uses material "eyeball_l.vmt"
  292. // Model uses material "mouth.vmt"
  293. // Model uses material "tanaka8_sheet.vmt"
  294. // Model uses material "carter8_sheet.vmt"
  295. // Model uses material "gear_01.vmt"
  296. // Model uses material "rex_Marine.vmt"
  297. // Model uses material "gatesss_sheet.vmt"
  298. // Model uses material "gear_04.vmt"
  299. // Model uses material "rebelc8_sheet.vmt"
  300. // Model uses material "slow_salem_body.vmt"
  301. // Model uses material "dave_salem_skin.vmt"
  302. // Model uses material "gate_facemap.vmt"
  303. // Model uses material "kasquette.vmt"
  304.  
  305. $attachment "eyes" "ValveBiped.Bip01_Head1" 2.32 -2.55 0.06 rotate 0 -89.37 -90
  306. $attachment "mouth" "ValveBiped.Bip01_Head1" 0.76 -5.54 -0.14 rotate 0 -80 -90
  307. $attachment "survivor_light" "ValveBiped.Bip01_Spine2" 5.73 22.92 0 rotate 0 0 0
  308. $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  309. $attachment "pistol" "ValveBiped.Bip01_R_Thigh" -3.16 1.95 -5.18 rotate -3.66 -0.47 88.48
  310. $attachment "weapon_bone" "ValveBiped.weapon_bone" 0 0 0 rotate 0 0 0
  311. $attachment "medkit" "ValveBiped.Bip01_Spine4" -1.22 -5.31 -1.25 rotate 5.03 77.16 0
  312. $attachment "primary" "ValveBiped.Bip01_Spine4" 2.92 -4.69 -2.5 rotate -13.7 170.19 174.29
  313. $attachment "attach_R_shoulderBladeAim" "ValveBiped.Bip01_Spine4" -10.07 -1.33 -4.85 rotate -90 -102.85 0
  314. $attachment "attach_L_shoulderBladeAim" "ValveBiped.Bip01_Spine4" -10.07 -1.33 3.36 rotate -90 -102.85 0
  315. $attachment "melee" "ValveBiped.Bip01_Spine4" 2.61 -5.06 4.98 rotate 24.08 175.37 97.14
  316. $attachment "molotov" "ValveBiped.Bip01_Spine" -3.43 -2.62 7.54 rotate -63.44 -74.67 -101.41
  317. $attachment "grenade" "ValveBiped.Bip01_Spine" -0.73 1.26 8.48 rotate -90 -175.23 0
  318. $attachment "pills" "ValveBiped.Bip01_Spine" -4.48 3.86 -7.36 rotate -39.75 -103.16 -81.96
  319. $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 4.78 0 rotate 0 0 0
  320. $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 4.77 0 rotate 0 0 0
  321. $attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0
  322. $attachment "survivor_neck" "ValveBiped.Bip01_Neck1" 0 0 0 rotate 0 0 0
  323. $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  324. $attachment "bleedout" "ValveBiped.Bip01_Pelvis" 9.07 9.55 4.78 rotate 0 0 0
  325. $attachment "survivor_light" "ValveBiped.Bip01_Spine2" 5.73 22.92 0 rotate 0 0 0
  326. $attachment "legL_B" "ValveBiped.attachment_bandage_legL" 0 0 0 rotate -90 -90 0
  327. $attachment "armL_B" "ValveBiped.attachment_bandage_armL" 0 0 0 rotate -90 -90 0
  328. $attachment "armL_T" "ValveBiped.attachment_armL_T" 0 0 0 rotate -90 -90 0
  329. $attachment "armR_T" "ValveBiped.attachment_armR_T" 0 0 0 rotate -90 -90 0
  330. $attachment "armL" "ValveBiped.Bip01_L_Forearm" 0 0 0 rotate 0 0 0
  331. $attachment "legL" "ValveBiped.Bip01_L_Calf" 0 0 0 rotate 0 0 0
  332. $attachment "thighL" "ValveBiped.Bip01_L_Thigh" 0 0 0 rotate 0 0 0
  333. $attachment "spine" "ValveBiped.Bip01_Spine" 0 0 0 rotate -90 -90 0
  334.  
  335. $surfaceprop "flesh"
  336.  
  337. $contents "solid"
  338.  
  339. $eyeposition 0 0 70
  340.  
  341. $illumposition -1.427 0.315 34.65
  342.  
  343. $bbox -13 -13 0 13 13 72
  344.  
  345. $cbox 0 0 0 0 0 0
  346.  
  347. $hboxset "L4D"
  348. $hbox 3 "ValveBiped.Bip01_Pelvis" -5.73 -4.2975 -4.2975 5.73 4.2975 4.2975
  349. $hbox 6 "ValveBiped.Bip01_L_Thigh" 4.775 -3.247 -2.72175 18.145 2.483 2.05325
  350. $hbox 6 "ValveBiped.Bip01_L_Calf" 0.4775 -1.91 -2.3875 18.622499 2.865 2.3875
  351. $hbox 6 "ValveBiped.Bip01_L_Toe0" -3.3425 -0.4775 -1.28925 1.4325 1.4325 2.33975
  352. $hbox 7 "ValveBiped.Bip01_R_Thigh" 4.775 -3.247 -2.72175 18.145 2.483 2.05325
  353. $hbox 7 "ValveBiped.Bip01_R_Calf" 0.4775 -1.91 -2.3875 18.622499 2.865 2.3875
  354. $hbox 7 "ValveBiped.Bip01_R_Toe0" -3.3425 -0.4775 -1.28925 1.4325 1.4325 2.33975
  355. $hbox 3 "ValveBiped.Bip01_Spine1" -4.775 -4.05875 -5.73 4.775 5.96875 5.73
  356. $hbox 2 "ValveBiped.Bip01_Spine2" -2.865 -3.247 -6.2075 11.46 6.303 6.2075
  357. $hbox 1 "ValveBiped.Bip01_Neck1" 0 -2.3875 -2.14875 3.82 2.3875 2.14875
  358. $hbox 1 "ValveBiped.Bip01_Head1" -0.764 -3.82 -2.91275 6.876 3.82 2.33975
  359. $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.0055 -1.91 10.505 1.8145 1.91
  360. $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.4775 -1.67125 -1.67125 10.9825 1.67125 1.67125
  361. $hbox 4 "ValveBiped.Bip01_L_Hand" 1.0123 -1.3752 -2.292 5.3098 0.5348 1.2415
  362. $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -2.0055 -1.91 10.505 1.8145 1.91
  363. $hbox 5 "ValveBiped.Bip01_R_Forearm" 0.4775 -1.67125 -1.67125 10.9825 1.67125 1.67125
  364. $hbox 5 "ValveBiped.Bip01_R_Hand" 1.0123 -1.3752 -2.292 5.3098 0.5348 1.2415
  365. $skipboneinbbox
  366.  
  367.  
  368.  
  369.  
  370. $sequence "mechanic" "survivor_mechanic_anims\mechanic.smd" {
  371. fps 30
  372. }
  373.  
  374. $sequence "ragdoll" "survivor_mechanic_anims\ragdoll.smd" {
  375. fps 30
  376. "ACT_DIERAGDOLL" 1
  377. }
  378.  
  379. $includemodel "survivors/anim_mechanic.mdl"
  380. $includemodel "survivors/anim_gestures.mdl"
  381.  
  382. $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
  383. $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
  384. $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
  385. $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
  386. $ikchain "ikclip" "ValveBiped.weapon_bone_Clip" knee 0.707 -0.707 0
  387.  
  388. $ikautoplaylock "rfoot" 1 0.1
  389. $ikautoplaylock "lfoot" 1 0.1
  390.  
  391. $collisionjoints "survivor_mechanic_collision.smd"
  392. {
  393. $mass 100
  394. $inertia 10
  395. $damping 0.05
  396. $rotdamping 5
  397. $rootbone "valvebiped.bip01_pelvis"
  398.  
  399. $jointrotdamping "ValveBiped.Bip01_Pelvis" 3
  400.  
  401. $jointmassbias "ValveBiped.Bip01_Spine1" 8
  402. $jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
  403. $jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
  404. $jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0
  405.  
  406. $jointmassbias "ValveBiped.Bip01_Spine2" 9
  407. $jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
  408. $jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
  409. $jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0
  410.  
  411. $jointmassbias "ValveBiped.Bip01_R_Clavicle" 4
  412. $jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6
  413. $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0
  414. $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
  415. $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0
  416.  
  417. $jointmassbias "ValveBiped.Bip01_L_Clavicle" 4
  418. $jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6
  419. $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0
  420. $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
  421. $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0
  422.  
  423. $jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
  424. $jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
  425. $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
  426. $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
  427. $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0
  428.  
  429. $jointmassbias "ValveBiped.Bip01_L_Forearm" 4
  430. $jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
  431. $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
  432. $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
  433. $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0
  434.  
  435. $jointrotdamping "ValveBiped.Bip01_L_Hand" 1
  436. $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0
  437. $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0
  438. $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0
  439.  
  440. $jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
  441. $jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
  442. $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
  443. $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
  444. $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0
  445.  
  446. $jointmassbias "ValveBiped.Bip01_R_Forearm" 4
  447. $jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
  448. $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
  449. $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
  450. $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0
  451.  
  452. $jointrotdamping "ValveBiped.Bip01_R_Hand" 1
  453. $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0
  454. $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0
  455. $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0
  456.  
  457. $jointmassbias "ValveBiped.Bip01_R_Thigh" 7
  458. $jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
  459. $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
  460. $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
  461. $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0
  462.  
  463. $jointmassbias "ValveBiped.Bip01_R_Calf" 4
  464. $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
  465. $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
  466. $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0
  467.  
  468. $jointrotdamping "ValveBiped.Bip01_R_Foot" 2
  469. $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 30 0
  470. $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -30 20 0
  471. $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 50 0
  472.  
  473. $jointmassbias "ValveBiped.Bip01_L_Thigh" 7
  474. $jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
  475. $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
  476. $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
  477. $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0
  478.  
  479. $jointmassbias "ValveBiped.Bip01_L_Calf" 4
  480. $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
  481. $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
  482. $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0
  483.  
  484. $jointrotdamping "ValveBiped.Bip01_L_Foot" 2
  485. $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 30 0
  486. $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -30 20 0
  487. $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 50 0
  488.  
  489. $jointmassbias "ValveBiped.Bip01_Head1" 4
  490. $jointrotdamping "ValveBiped.Bip01_Head1" 3
  491. $jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0
  492. $jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0
  493. $jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0
  494. }
  495. $proceduralbones "survivor_mechanic.vrd"
  496.  
  497. $bonemerge "ValveBiped.Bip01_Pelvis"
  498. $bonemerge "ValveBiped.Bip01_Spine"
  499. $bonemerge "ValveBiped.Bip01_Spine1"
  500. $bonemerge "ValveBiped.Bip01_Spine2"
  501. $bonemerge "ValveBiped.Bip01_Spine4"
  502. $bonemerge "ValveBiped.Bip01_L_Clavicle"
  503. $bonemerge "ValveBiped.Bip01_L_UpperArm"
  504. $bonemerge "ValveBiped.Bip01_L_Forearm"
  505. $bonemerge "ValveBiped.Bip01_R_Clavicle"
  506. $bonemerge "ValveBiped.Bip01_R_UpperArm"
  507. $bonemerge "ValveBiped.Bip01_R_Forearm"
  508. $bonemerge "ValveBiped.Bip01_R_Hand"
  509. $bonemerge "ValveBiped.Bip01_L_Hand"
  510. $bonemerge "ValveBiped.Bip01_L_Finger3"
  511. $bonemerge "ValveBiped.Bip01_L_Finger31"
  512. $bonemerge "ValveBiped.Bip01_L_Finger2"
  513. $bonemerge "ValveBiped.Bip01_R_Finger0"
  514. $bonemerge "ValveBiped.Bip01_L_Finger4"
  515. $bonemerge "ValveBiped.Bip01_L_Finger41"
  516. $bonemerge "ValveBiped.Bip01_R_Finger1"
  517. $bonemerge "ValveBiped.Bip01_R_Finger2"
  518. $bonemerge "ValveBiped.Bip01_L_Finger0"
  519. $bonemerge "ValveBiped.Bip01_R_Finger3"
  520. $bonemerge "ValveBiped.Bip01_R_Finger31"
  521. $bonemerge "ValveBiped.Bip01_L_Finger1"
  522. $bonemerge "ValveBiped.Bip01_R_Finger4"
  523. $bonemerge "ValveBiped.Bip01_R_Finger41"
  524. $bonemerge "ValveBiped.Bip01_R_Finger42"
  525. $bonemerge "ValveBiped.Bip01_L_Finger32"
  526. $bonemerge "ValveBiped.Bip01_L_Finger42"
  527. $bonemerge "ValveBiped.Bip01_R_Finger32"
  528. $bonemerge "ValveBiped.Bip01_R_Finger11"
  529. $bonemerge "ValveBiped.Bip01_R_Finger21"
  530. $bonemerge "ValveBiped.Bip01_R_Finger01"
  531. $bonemerge "ValveBiped.Bip01_L_Finger11"
  532. $bonemerge "ValveBiped.Bip01_L_Finger01"
  533. $bonemerge "ValveBiped.Bip01_L_Finger21"
  534. $bonemerge "ValveBiped.Bip01_R_Finger22"
  535. $bonemerge "ValveBiped.Bip01_R_Finger02"
  536. $bonemerge "ValveBiped.Bip01_R_Finger12"
  537. $bonemerge "ValveBiped.Bip01_L_Finger22"
  538. $bonemerge "ValveBiped.Bip01_L_Finger02"
  539. $bonemerge "ValveBiped.Bip01_L_Finger12"
  540. $bonemerge "ValveBiped.L_weapon_bone"
  541. $bonemerge "ValveBiped.weapon_bone"
  542. $bonemerge "ValveBiped.weapon_bone_Clip"
  543. $bonemerge "ValveBiped.weapon_bone_extra"
  544. $bonemerge "ValveBiped.Bip01_L_Ulna"
  545. $bonemerge "ValveBiped.Bip01_L_Wrist"
  546. $bonemerge "ValveBiped.Bip01_R_Wrist"
  547. $bonemerge "ValveBiped.Bip01_R_Ulna"
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