$modelname "bloocobalt\citizens\male_09.mdl" // path/of/compiled/model.mdl $model "male_09" "male_09_reference.smd" { // "Name of Model" "name_of_mesh.smd" $include "standardflex_xsi_09.qci" //this is the file for facial flexes // bodygroups start with studio // use blank if it's supposed to be empty // This model's main mesh is only the head, so we can't use blank on the body parts $bodygroup torso { studio citizen_torso_1.smd studio citizen_torso_2.smd studio refugee_torso_1.smd studio refugee_torso_2.smd studio refugee_torso_green.smd studio rebel_torso_1.smd studio rebel_torso_2.smd studio medic_torso_1.smd studio medic_torso_2.smd studio hostage_torso_1.smd studio hostage_torso_2.smd } $bodygroup legs { studio citizen_legs.smd studio refugee_legs.smd studio rebel_legs_1.smd studio rebel_legs_2.smd studio medic_legs.smd studio hostage_legs.smd } $bodygroup hands { studio hands.smd studio hands_glove.smd studio hands_glove_w.smd } $bodygroup beanies { blank // this means they will have nothing here by default studio beanie_09_blue.smd studio beanie_09_green.smd } // these are picky so be careful or you WILL have purple + black // First group must be the default texture .vmt's, but all after it can be any name. // The textures they are replacing are in accordance with the original, i.e. // First texture in first group is replaced by first texture in the following groups. $texturegroup skinfamilies { { "erdim_facemap" , "eyeball_r" , "eyeball_l" } { "erdim_facemap2" , "eyeball_r" , "eyeball_l" } { "erdim_facemap3" , "eyeball_r" , "eyeball_l" } { "erdim_facemap4" , "eyeball_r" , "eyeball_l" } { "erdim_facemap" , "eyeball_r_blue" , "eyeball_l_blue" } { "erdim_facemap2" , "eyeball_r_blue" , "eyeball_l_blue" } { "erdim_facemap3" , "eyeball_r_blue" , "eyeball_l_blue" } { "erdim_facemap4" , "eyeball_r_blue" , "eyeball_l_blue" } { "erdim_facemap" , "eyeball_r_green" , "eyeball_l_green" } { "erdim_facemap2" , "eyeball_r_green" , "eyeball_l_green" } { "erdim_facemap3" , "eyeball_r_green" , "eyeball_l_green" } { "erdim_facemap4" , "eyeball_r_green" , "eyeball_l_green" } } // include paths to material folders // hex them into your own folder // If you're not changing textures, just use your .vmt's that tell them to use the textures originally on the model // i.e. humans/group01/male09.mdl uses the same textures as player/male09.mdl $cdmaterials "models\bloocobalt\citizens" $cdmaterials "models\bloocobalt\citizens\facemaps" // Don't mess with this unless you know what you're doing $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // This is a list of the textures the model uses. // A trick to find out the missing textures of a model // is to decompile it and look for ones that are missing // Model uses material "mouth.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "citizen_sheet.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "erdim_cylmap.vmt" // Model uses material "grn_pupil_r.vmt" // Model uses material "glint.vmt" // Model uses material "grn_pupil_l.vmt" // These are attachments on the models, used for various things. // i.e. the Combine Soldiers have one called 'zipline' that is used in the zipline animations $attachment "eyes" "ValveBiped.Bip01_Head1" 3.79 -3.78 0.01 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -5.70 -0.00 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate 0.00 90.00 90.00 $attachment "forward" "ValveBiped.forward" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 // this is where you add animation files // DO NOT MIX THE CITIZEN & PLAYERS; YOU WILL HAVE CONFLICTS // citizen set //$includemodel "humans/male_shared.mdl" //$includemodel "humans/male_ss.mdl" //$includemodel "humans/male_gestures.mdl" //$includemodel "humans/male_postures.mdl" // combine //$includemodel "combine_soldier_anims.mdl" // gmod player set $includemodel "m_anm.mdl" // Male Animations //$includemodel "f_anm.mdl" // Female Animations //$includemodel "z_anm.mdl" // Zombie Animations // custom $includemodel "jessev92/custom_anm.mdl" // Type of base composition of the model // Humans are flesh, snowmen are snow, etc // https://developer.valvesoftware.com/wiki/Material_surface_properties $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 // don't touch this // This controls when the model goes into shadow. // If this point on the model goes into shadow, the whole model goes. // Place it inside the model where nothing will touch it. $illumposition 0.637 0.000 36.119 // "name of sequence" "name_of_smd.smd" // All ragdolls require one of these $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 // Don't touch these - Advanced Only! $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 // $collisionjoints = Ragdolls // $collisionmodel = props $collisionjoints "phymodel.smd" { // name of physics model $mass 90.0 // Mass in KG of the model $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" // Editing the constraints below control how flexible the model is. // The Enhanced Citizens have the best flexibility, so if you're using Valve Biped you could just copy these settings $jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" z limit -46.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" z limit -46.00 46.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 }