Advertisement
Guest User

Untitled

a guest
Mar 5th, 2017
157
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.35 KB | None | 0 0
  1. $ModelName "yolojoe/blackops3/shadowszombie.mdl"
  2.  
  3. $scale 0.47
  4.  
  5. $BodyGroup "01"
  6. {
  7. studio "shadowszombie.smd"
  8. }
  9.  
  10. $BodyGroup "02"
  11. {
  12. studio "fedora.smd"
  13. }
  14.  
  15. $lod 30
  16. {
  17. replacemodel "shadowszombie.smd" "shadowszombie_LOD1.smd"
  18. }
  19. $lod 60
  20. {
  21. replacemodel "shadowszombie.smd" "shadowszombie_LOD2.smd"
  22. }
  23.  
  24. $mostlyopaque
  25. $ambientboost
  26. $collapsebones
  27.  
  28. $MaxEyeDeflection 90
  29.  
  30. $CDMaterials "models/slender/blackops3/zombies/"
  31.  
  32.  
  33.  
  34. $collisionjoints "shadowscollision" {
  35.  
  36. $mass 1621.0
  37. $inertia 1.00
  38. $damping 0.00
  39. $rotdamping 0.00
  40. $rootbone "j_mainroot"
  41.  
  42.  
  43. $mass 55.0
  44. $inertia 5.00
  45. $damping 0.01
  46. $rotdamping 1.50
  47. $rootbone "valvebiped.bip01_pelvis"
  48.  
  49. $jointconstrain "j_spinelower" x limit 0.00 0.00 0.00
  50. $jointconstrain "j_spinelower" y limit 0.00 0.00 0.00
  51. $jointconstrain "j_spinelower" z limit 0.00 0.00 0.00
  52.  
  53. $jointconstrain "j_hip_ri" x limit -12.00 12.00 0.20
  54. $jointconstrain "j_hip_ri" y limit -41.00 6.00 0.20
  55. $jointconstrain "j_hip_ri" z limit -10.00 120.00 0.20
  56.  
  57. $jointconstrain "j_hip_le" x limit -12.00 12.00 0.20
  58. $jointconstrain "j_hip_le" y limit -6.00 41.00 0.20
  59. $jointconstrain "j_hip_le" z limit -10.00 120.00 0.20
  60.  
  61. $jointconstrain "j_knee_le" x limit 0.00 0.00 0.00
  62. $jointconstrain "j_knee_le" y limit 0.00 0.00 0.00
  63. $jointconstrain "j_knee_le" z limit -120.00 0.00 0.20
  64.  
  65. $jointconstrain "j_ankle_le" x limit -39.00 17.00 0.20
  66. $jointconstrain "j_ankle_le" y limit -19.00 19.00 0.20
  67. $jointconstrain "j_ankle_le" z limit -45.00 45.00 0.20
  68.  
  69. $jointconstrain "j_spineupper" x limit -50.00 50.00 0.20
  70. $jointconstrain "j_spineupper" y limit -50.00 50.00 0.20
  71. $jointconstrain "j_spineupper" z limit -32.00 30.00 0.20
  72.  
  73. $jointconstrain "j_shoulder_ri" x limit -73.00 77.00 0.20
  74. $jointconstrain "j_shoulder_ri" y limit -41.00 133.00 0.20
  75. $jointconstrain "j_shoulder_ri" z limit -116.00 46.00 0.20
  76.  
  77. $jointconstrain "j_elbow_ri" x limit -39.00 39.00 0.20
  78. $jointconstrain "j_elbow_ri" y limit 0.00 0.00 0.00
  79. $jointconstrain "j_elbow_ri" z limit -149.00 4.00 0.20
  80.  
  81. $jointconstrain "j_shoulder_le" x limit -73.00 77.00 0.20
  82. $jointconstrain "j_shoulder_le" y limit -120.00 44.00 0.20
  83. $jointconstrain "j_shoulder_le" z limit -116.00 46.00 0.20
  84.  
  85. $jointconstrain "j_elbow_le" x limit -39.00 41.00 0.20
  86. $jointconstrain "j_elbow_le" y limit 0.00 0.00 0.00
  87. $jointconstrain "j_elbow_le" z limit -149.00 4.00 0.20
  88.  
  89. $jointconstrain "j_wrist_le" x limit -60.00 60.00 0.20
  90. $jointconstrain "j_wrist_le" y limit 0.00 0.00 0.00
  91. $jointconstrain "j_wrist_le" z limit -57.00 70.00 0.20
  92.  
  93. $jointconstrain "j_head" x limit -50.00 50.00 0.20
  94. $jointconstrain "j_head" y limit -32.00 32.00 0.20
  95. $jointconstrain "j_head" z limit -48.00 30.00 0.20
  96.  
  97. $jointconstrain "j_wrist_ri" x limit -60.00 60.00 0.20
  98. $jointconstrain "j_wrist_ri" y limit 0.00 0.00 0.00
  99. $jointconstrain "j_wrist_ri" z limit -57.00 70.00 0.20
  100.  
  101. $jointconstrain "j_knee_ri" x limit -30.00 30.00 0.00
  102. $jointconstrain "j_knee_ri" y limit -12.00 12.00 0.00
  103. $jointconstrain "j_knee_ri" z limit -12.00 145.00 0.00
  104.  
  105. $jointconstrain "j_ankle_ri" x limit -17.00 39.00 0.20
  106. $jointconstrain "j_ankle_ri" y limit -25.00 6.00 0.20
  107. $jointconstrain "j_ankle_ri" z limit -45.00 45.00 0.20
  108.  
  109. }
  110.  
  111.  
  112. $PoseParameter "body_yaw" -45 45 360
  113. $PoseParameter "body_pitch" -45 90 360
  114. $PoseParameter "move_y" -1 1 0
  115. $PoseParameter "move_x" -1 1 0
  116.  
  117. $WeightList "weights_SECONDARY_aimmatrix_idle" {
  118. "tag_origin" 0
  119. "j_mainroot" 0
  120. "j_hip_le" 0
  121. "j_hipslidedown_le" 0
  122. "j_hiptwist_le" 0
  123. "j_knee_le" 0
  124. "j_ankle_le" 0
  125. "j_ball_le" 0
  126. "j_knee_bulge_le" 0
  127. "j_hip_ri" 0
  128. "j_hipslidedown_ri" 0
  129. "j_hiptwist_ri" 0
  130. "j_knee_ri" 0
  131. "j_ankle_ri" 0
  132. "j_ball_ri" 0
  133. "j_knee_bulge_ri" 0
  134. "j_hipbackpush_le" 0
  135. "j_hipbackpush_ri" 0
  136. "j_spinelower" 1
  137. "j_spineupper" 1
  138. "j_spine4" 1
  139. "j_clavicle_le" 1
  140. "j_shoulder_le" 1
  141. "j_elbow_le" 1
  142. "j_elbow_bulge_le" 1
  143. "j_wrist_le" 1
  144. "j_index_le_1" 1
  145. "j_index_le_2" 1
  146. "j_index_le_3" 1
  147. "j_mid_le_1" 1
  148. "j_mid_le_2" 1
  149. "j_mid_le_3" 1
  150. "j_pinky_le_1" 1
  151. "j_pinky_le_2" 1
  152. "j_pinky_le_3" 1
  153. "j_ring_le_1" 1
  154. "j_ring_le_2" 1
  155. "j_ring_le_3" 1
  156. "j_thumb_le_1" 1
  157. "j_thumb_le_2" 1
  158. "j_thumb_le_3" 1
  159. "j_wristtwist1_le" 1
  160. "j_wristtwist2_le" 1
  161. "j_wristtwist3_le" 1
  162. "j_wristtwist4_le" 1
  163. "j_wristtwist5_le" 1
  164. "j_wristtwist6_le" 1
  165. "j_wristcrease_le" 1
  166. "j_shoulderpushout_le" 1
  167. "j_shouldertwist_le" 1
  168. "j_clavicle_ri" 1
  169. "j_shoulder_ri" 1
  170. "j_elbow_ri" 1
  171. "j_elbow_bulge_ri" 1
  172. "j_wrist_ri" 1
  173. "j_index_ri_1" 1
  174. "j_index_ri_2" 1
  175. "j_index_ri_3" 1
  176. "j_mid_ri_1" 1
  177. "j_mid_ri_2" 1
  178. "j_mid_ri_3" 1
  179. "j_pinky_ri_1" 1
  180. "j_pinky_ri_2" 1
  181. "j_pinky_ri_3" 1
  182. "j_ring_ri_1" 1
  183. "j_ring_ri_2" 1
  184. "j_ring_ri_3" 1
  185. "j_thumb_ri_1" 1
  186. "j_thumb_ri_2" 1
  187. "j_thumb_ri_3" 1
  188. "j_wristtwist1_ri" 1
  189. "j_wristtwist2_ri" 1
  190. "j_wristtwist3_ri" 1
  191. "j_wristtwist4_ri" 1
  192. "j_wristtwist5_ri" 1
  193. "j_wristtwist6_ri" 1
  194. "j_wristtwist_ri" 1
  195. "j_shouldertwist_ri" 1
  196. "j_neck" 1
  197. "j_neck2" 1
  198. "j_head" 1
  199. "j_shoulderraise_le" 1
  200. "j_shoulderraise_ri" 1
  201. "j_shoulderraiserot_le" 1
  202. "j_shoulderraiserot_ri" 1
  203. }
  204.  
  205. $WeightList "weights_taunt03" {
  206. "tag_origin" 0
  207. "j_mainroot" 0
  208. "j_hip_le" 0
  209. "j_hipslidedown_le" 0
  210. "j_hiptwist_le" 0
  211. "j_knee_le" 0
  212. "j_ankle_le" 0
  213. "j_ball_le" 0
  214. "j_knee_bulge_le" 0
  215. "j_hip_ri" 0
  216. "j_hipslidedown_ri" 0
  217. "j_hiptwist_ri" 0
  218. "j_knee_ri" 0
  219. "j_ankle_ri" 0
  220. "j_ball_ri" 0
  221. "j_knee_bulge_ri" 0
  222. "j_hipbackpush_le" 0
  223. "j_hipbackpush_ri" 0
  224. "j_spinelower" 0
  225. "j_spineupper" 0
  226. "j_spine4" 0
  227. "j_clavicle_le" 0
  228. "j_shoulder_le" 0
  229. "j_elbow_le" 0
  230. "j_elbow_bulge_le" 0
  231. "j_wrist_le" 0
  232. "j_index_le_1" 0
  233. "j_index_le_2" 0
  234. "j_index_le_3" 0
  235. "j_mid_le_1" 0
  236. "j_mid_le_2" 0
  237. "j_mid_le_3" 0
  238. "j_pinky_le_1" 0
  239. "j_pinky_le_2" 0
  240. "j_pinky_le_3" 0
  241. "j_ring_le_1" 0
  242. "j_ring_le_2" 0
  243. "j_ring_le_3" 0
  244. "j_thumb_le_1" 0
  245. "j_thumb_le_2" 0
  246. "j_thumb_le_3" 0
  247. "j_wristtwist1_le" 0
  248. "j_wristtwist2_le" 0
  249. "j_wristtwist3_le" 0
  250. "j_wristtwist4_le" 0
  251. "j_wristtwist5_le" 0
  252. "j_wristtwist6_le" 0
  253. "j_wristcrease_le" 0
  254. "j_shoulderpushout_le" 0
  255. "j_shouldertwist_le" 0
  256. "j_clavicle_ri" 0
  257. "j_shoulder_ri" 0
  258. "j_elbow_ri" 0
  259. "j_elbow_bulge_ri" 0
  260. "j_wrist_ri" 0
  261. "j_index_ri_1" 0
  262. "j_index_ri_2" 0
  263. "j_index_ri_3" 0
  264. "j_mid_ri_1" 0
  265. "j_mid_ri_2" 0
  266. "j_mid_ri_3" 0
  267. "j_pinky_ri_1" 0
  268. "j_pinky_ri_2" 0
  269. "j_pinky_ri_3" 0
  270. "j_ring_ri_1" 0
  271. "j_ring_ri_2" 0
  272. "j_ring_ri_3" 0
  273. "j_thumb_ri_1" 0
  274. "j_thumb_ri_2" 0
  275. "j_thumb_ri_3" 0
  276. "j_wristtwist1_ri" 0
  277. "j_wristtwist2_ri" 0
  278. "j_wristtwist3_ri" 0
  279. "j_wristtwist4_ri" 0
  280. "j_wristtwist5_ri" 0
  281. "j_wristtwist6_ri" 0
  282. "j_wristtwist_ri" 0
  283. "j_shouldertwist_ri" 0
  284. "j_neck" 0
  285. "j_neck2" 0
  286. "j_head" 0
  287. "j_shoulderraise_le" 0
  288. "j_shoulderraise_ri" 0
  289. "j_shoulderraiserot_le" 0
  290. "j_shoulderraiserot_ri" 0
  291. }
  292.  
  293. $Sequence "a_reference" {
  294. "anims\a_reference.smd"
  295. fps 30
  296. }
  297.  
  298. $Sequence "ref" {
  299. "anims\ref.smd"
  300. fadein 0.2
  301. fadeout 0.2
  302. fps 30
  303. }
  304.  
  305. $Sequence "ragdoll" {
  306. "anims\ragdoll.smd"
  307. activity "ACT_DIERAGDOLL" 1
  308. fadein 0.2
  309. fadeout 0.2
  310. fps 30
  311. }
  312.  
  313. $Sequence "ragdollspawn" {
  314. "anims\ragdollspawn.smd"
  315. fadein 0.2
  316. fadeout 0.2
  317. fps 30
  318. }
  319.  
  320. $Sequence "secondary_aimmatrix_idle" {
  321. "anims\a_secondary_aimmatrix_idle_straight_up.smd"
  322. "anims\a_secondary_aimmatrix_idle_straight_up.smd"
  323. "anims\a_secondary_aimmatrix_idle_straight_up.smd"
  324. "anims\a_secondary_aimmatrix_idle_up_right.smd"
  325. "anims\a_secondary_aimmatrix_idle_up_center.smd"
  326. "anims\a_secondary_aimmatrix_idle_up_left.smd"
  327. "anims\a_secondary_aimmatrix_idle_mid_right.smd"
  328. "anims\a_secondary_aimmatrix_idle_mid_center.smd"
  329. "anims\a_secondary_aimmatrix_idle_mid_left.smd"
  330. "anims\a_secondary_aimmatrix_idle_down_right.smd"
  331. "anims\a_secondary_aimmatrix_idle_down_center.smd"
  332. "anims\a_secondary_aimmatrix_idle_down_left.smd"
  333. blend "body_yaw" 45 -45
  334. blend "body_pitch" 90 -45
  335. blendwidth 3
  336. delta
  337. fadein 0.2
  338. fadeout 0.2
  339. hidden
  340. fps 30
  341. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  342. subtract "a_reference" 0
  343. weightlist "weights_secondary_aimmatrix_idle"
  344. }
  345.  
  346. $Sequence "Crouch_MELEE" {
  347. "anims\Crouch_MELEE_var1.smd"
  348. activity "ACT_MP_CROUCH_MELEE" 1
  349. fadein 0.2
  350. fadeout 0.2
  351. addlayer "secondary_aimmatrix_idle"
  352. fps 30
  353. loop
  354. }
  355.  
  356. $Sequence "Stand_MELEE" {
  357. "anims/Stand_MELEE_var1.smd"
  358. activity "ACT_MP_STAND_MELEE" 1
  359. fadein 0.2
  360. fadeout 0.2
  361. addlayer "secondary_aimmatrix_idle"
  362. fps 30
  363. loop
  364. }
  365.  
  366. $Sequence "Run_MELEE" {
  367. "anims\a_runSW_melee.smd"
  368. "anims\a_runS_melee.smd"
  369. "anims\a_runSE_melee.smd"
  370. "anims\a_runW_melee.smd"
  371. "anims\a_runCenter_melee.smd"
  372. "anims\a_runE_melee.smd"
  373. "anims\a_runNW_melee.smd"
  374. "anims\a_runN_melee"
  375. "anims\a_runNE_melee.smd"
  376. activity "ACT_MP_RUN_MELEE" 1
  377. blend "move_y" -1 1
  378. blend "move_x" -1 1
  379. fadein 0.2
  380. fadeout 0.2
  381. addlayer "secondary_aimmatrix_idle"
  382. fps 30
  383. loop
  384. }
  385.  
  386. $Sequence "crouch_walk_MELEE" {
  387. "anims\a_CrouchSW_melee.smd"
  388. "anims\a_CrouchS_melee.smd"
  389. "anims\a_CrouchSE_melee.smd"
  390. "anims\a_CrouchW_melee.smd"
  391. "anims\a_CrouchCenter_melee.smd"
  392. "anims\a_CrouchE_melee.smd"
  393. "anims\a_CrouchNW_melee.smd"
  394. "anims\a_CrouchN_melee"
  395. "anims\a_CrouchNE_melee.smd"
  396. activity "ACT_MP_CROUCHWALK_MELEE" 1
  397. blend "move_y" -1 1
  398. blend "move_x" -1 1
  399. fadein 0.2
  400. fadeout 0.2
  401. addlayer "secondary_aimmatrix_idle"
  402. fps 30
  403. loop
  404. }
  405.  
  406. $Sequence "Run_LOSER" {
  407. "anims\a_runSW_melee.smd"
  408. "anims\a_runS_melee.smd"
  409. "anims\a_runSE_melee.smd"
  410. "anims\a_runW_melee.smd"
  411. "anims\a_runCenter_melee.smd"
  412. "anims\a_runE_melee.smd"
  413. "anims\a_runNW_melee.smd"
  414. "anims\a_runN_melee"
  415. "anims\a_runNE_melee.smd"
  416. activity "ACT_MP_RUN_LOSERSTATE" 1
  417. blend "move_y" -1 1
  418. blend "move_x" -1 1
  419. fadein 0.2
  420. fadeout 0.2
  421. addlayer "secondary_aimmatrix_idle"
  422. fps 30
  423. loop
  424. }
  425.  
  426. $Sequence "Swim_melee" {
  427. "anims\a_runSW_melee.smd"
  428. "anims\a_runS_melee.smd"
  429. "anims\a_runSE_melee.smd"
  430. "anims\a_runW_melee.smd"
  431. "anims\a_runCenter_melee.smd"
  432. "anims\a_runE_melee.smd"
  433. "anims\a_runNW_melee.smd"
  434. "anims\a_runN_melee"
  435. "anims\a_runNE_melee.smd"
  436. activity "ACT_MP_SWIM_MELEE" 1
  437. blend "move_y" -1 1
  438. blend "move_x" -1 1
  439. fadein 0.2
  440. fadeout 0.2
  441. addlayer "secondary_aimmatrix_idle"
  442. fps 30
  443. loop
  444. }
  445.  
  446. $Sequence "Swim_loser" {
  447. "anims\a_runSW_melee.smd"
  448. "anims\a_runS_melee.smd"
  449. "anims\a_runSE_melee.smd"
  450. "anims\a_runW_melee.smd"
  451. "anims\a_runCenter_melee.smd"
  452. "anims\a_runE_melee.smd"
  453. "anims\a_runNW_melee.smd"
  454. "anims\a_runN_melee"
  455. "anims\a_runNE_melee.smd"
  456. activity "ACT_MP_SWIM_LOSERSTATE" 1
  457. blend "move_y" -1 1
  458. blend "move_x" -1 1
  459. fadein 0.2
  460. fadeout 0.2
  461. addlayer "secondary_aimmatrix_idle"
  462. fps 30
  463. loop
  464. }
  465.  
  466. $Sequence "Melee_Swing_01" {
  467. "anims\Melee_Swing_01.smd"
  468. activity "ACT_MP_ATTACK_Stand_MELEE" 1
  469. delta
  470. fadein 0.2
  471. fadeout 0.2
  472. iklock "footR" 1 0
  473. iklock "footL" 1 0
  474. fps 30
  475. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  476. subtract "a_reference" 0
  477. }
  478.  
  479. $Sequence "Melee_Swing_02" {
  480. "anims\Melee_Swing_02.smd"
  481. activity "ACT_MP_ATTACK_Stand_MELEE" 1
  482. delta
  483. fadein 0.2
  484. fadeout 0.2
  485. iklock "footR" 1 0
  486. iklock "footL" 1 0
  487. fps 30
  488. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  489. subtract "a_reference" 0
  490. }
  491.  
  492. $Sequence "Melee_Crouch_Swing_01" {
  493. "anims\Melee_Crouch_Swing_01.smd"
  494. activity "ACT_MP_ATTACK_CROUCH_MELEE" 1
  495. delta
  496. fadein 0.2
  497. fadeout 0.2
  498. iklock "footR" 1 0
  499. iklock "footL" 1 0
  500. fps 30
  501. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  502. subtract "a_reference" 0
  503. }
  504.  
  505. $Sequence "Airwalk_MELEE" {
  506. "anims\Airwalk_MELEE.smd"
  507. activity "ACT_MP_AIRWALK_MELEE" 1
  508. fadein 0.2
  509. fadeout 0.2
  510. addlayer "secondary_aimmatrix_idle"
  511. fps 25
  512. loop
  513. }
  514.  
  515. $Sequence "Jump_Start_melee" {
  516. "anims\Jump_Start_melee.smd"
  517. activity "ACT_MP_JUMP_START_melee" 1
  518. fadein 0.2
  519. fadeout 0.2
  520. addlayer "secondary_aimmatrix_idle"
  521. fps 16
  522. }
  523.  
  524. $Sequence "Jump_Float_melee" {
  525. "anims\Jump_Float_melee.smd"
  526. activity "ACT_MP_JUMP_FLOAT_melee" 1
  527. fadein 0.2
  528. fadeout 0.2
  529. addlayer "secondary_aimmatrix_idle"
  530. fps 25
  531. }
  532.  
  533. $Sequence "jumpLand_melee" {
  534. "anims\jumpLand_melee.smd"
  535. activity "ACT_MP_JUMP_LAND_melee" 1
  536. delta
  537. fadein 0.2
  538. fadeout 0.2
  539. iklock "footR" 1 0
  540. iklock "footL" 1 0
  541. fps 30
  542. // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
  543. subtract "a_reference" 0
  544. }
  545.  
  546. $Sequence "primary_death_backstab" {
  547. "anims\primary_death_backstab.smd"
  548. fadein 0.2
  549. fadeout 0.2
  550. fps 30
  551. }
  552.  
  553. $Sequence "primary_death_headshot" {
  554. "anims\primary_death_headshot.smd"
  555. fadein 0.2
  556. fadeout 0.2
  557. fps 30
  558. }
  559. $sequence taunt03 "anims\ref.smd" noanimation {
  560. activity "ACT_MP_TAUNT" 1
  561. numframes 99
  562. fadein 0.2
  563. fadeout 0.2
  564. blendlayer layer_taunt03 0 5 90 99
  565. }
  566.  
  567. $Sequence "layer_taunt03" {
  568. "anims\layer_taunt03.smd"
  569. hidden
  570. fps 30
  571. }
  572.  
  573. $IKChain "footR" "j_ankle_ri" knee 41.551 0 0
  574. $IKChain "footL" "j_ankle_le" knee 41.551 0 0
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement