Maestro_Fénix_playermodels_pack (FINAL)(Now in addon format)

Obsidian Conflict Playermodels go here.
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xenoaisam
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Post by xenoaisam »

someone already ported lucy on OC

http://minorin.com/fps/pixmicat.php?res=28379

0_o
MaestraFénix
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Post by MaestraFénix »

xenoaisam wrote:someone already ported lucy on OC

http://minorin.com/fps/pixmicat.php?res=28379

0_o
It's just like my model, without JiggleBones.

Today I'll try the code.

EDIT:

Code: Select all

GUIstudioMDL error: could not load file 'C:\Users\Rafa\Desktop\models_d/blank.vta'
Apparently the path is correct, because the SMD file is there.

EDIT 2:

With some fixes in the .QC code, now the model works 100% with Jigglebones:

Code (fixed):

Code: Select all

$cd "C:\Users\Rafa\Desktop\models_d"
$surfaceprop "flesh"

$modelname "player/Lucy.mdl"
$cdmaterials "Lucy"

//=============================================
//HITBOX
//=============================================

$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -2.250  -5.000  -3.150  7.250  5.000  3.350
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.810  -2.250  -3.050  11.190  2.750  1.200
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.250  -1.880  -2.000  11.750  1.620  1.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.070  -1.500  6.000  0.680  3.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.500  -2.250  -1.250  11.500  2.750  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.820  -1.900  -1.150  11.180  1.600  1.850
$hbox 5 "ValveBiped.Bip01_R_Hand" -0.500  -1.130  -3.250  5.500  0.630  1.750
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.500  -3.500  -3.250  17.500  4.500  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.740  -2.350  -2.150  17.740  3.650  2.350
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.000  -1.800  -1.450  6.000  3.200  2.050
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.170  -1.500  -1.300  2.570  0.300  1.700
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.500  -3.500  -3.000  17.500  4.500  3.000
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.740  -2.350  -2.350  17.740  3.650  2.150
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.000  -1.750  -2.150  6.000  3.250  1.350
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.000  -1.380  -1.630  2.740  0.380  1.630
$hbox 3 "ValveBiped.Bip01_Pelvis" -5.250  -3.880  -6.250  5.750  4.120  3.750
$hbox 3 "ValveBiped.Bip01_Spine1" -4.500  -2.000  -4.980  3.500  6.000  4.970
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500  -2.500  -6.000  10.500  7.500  6.000

//=============================================
//ATTACHMENT
//=============================================

$eyeposition 0 0 70
$attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 0.00 rotate -0.00 90.00 90.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 0.00 rotate -0.00 0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 0.00
$attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00
$attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00
$attachment "physgun_attachment" "ValveBiped.physgun_attachment" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "emp" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28
$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 "forward" "ValveBiped.Bip01_Head1" 0.0 0.0 0.0 rotate 0 -80 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -3.17 63.60 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90

//=============================================
//FACIAL ANIMATION SECTION
//=============================================
$model Miku "lucy_ref.smd"{
	flexfile "mdldecompiler_expressions.vta" {


flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank

flex "blink" frame 10
flexcontroller "eyelid" "blink" "range" 0 1
%blink = blink

flex "right_lid_closer" frame 10
flexcontroller "eyelid" "right_lid_closer" "range" 0 1
%right_lid_closer = right_lid_closer

flex "left_lid_closer" frame 10
flexcontroller "eyelid" "left_lid_closer" "range" 0 1
%left_lid_closer = left_lid_closer


flex "right_inner_raiser" frame 10
flexcontroller "brow" "right_inner_raiser" "range" 0 1
%right_inner_raiser = right_inner_raiser


flex "left_inner_raiser" frame 10
flexcontroller "brow" "left_inner_raiser" "range" 0 1
%left_inner_raiser = left_inner_raiser


flex "right_outer_raiser" frame 10
flexcontroller "brow" "right_outer_raiser" "range" 0 1
%right_outer_raiser = right_outer_raiser


flex "left_outer_raiser" frame 10
flexcontroller "brow" "left_outer_raiser" "range" 0 1
%left_outer_raiser = left_outer_raiser


flex "right_lowerer" frame 10
flexcontroller "brow" "right_lowerer" "range" 0 1
%right_lowerer = right_lowerer


flex "left_lowerer" frame 10
flexcontroller "brow" "left_lowerer" "range" 0 1
%left_lowerer = left_lowerer


flex "right_upper_raiser" frame 10
flexcontroller "mouth" "right_upper_raiser" "range" 0 1
%right_upper_raiser = right_upper_raiser


flex "left_upper_raiser" frame 10
flexcontroller "mouth" "left_upper_raiser" "range" 0 1
%left_upper_raiser = left_upper_raiser


flex "right_corner_puller" frame 10
flexcontroller "mouth" "right_corner_puller" "range" 0 1
%right_corner_puller = right_corner_puller


flex "left_corner_puller" frame 10
flexcontroller "mouth" "left_corner_puller" "range" 0 1
%left_corner_puller = left_corner_puller


flex "right_corner_depressor" frame 10
flexcontroller "mouth" "right_corner_depressor" "range" 0 1
%right_corner_depressor = right_corner_depressor


flex "left_corner_depressor" frame 10
flexcontroller "mouth" "left_corner_depressor" "range" 0 1
%left_corner_depressor = left_corner_depressor


flex "chin_raiser" frame 10
flexcontroller "mouth" "chin_raiser" "range" 0 1
%chin_raiser = chin_raiser


flex "right_part" frame 10
flexcontroller "phoneme" "right_part" "range" 0 1
%right_part = right_part


flex "left_part" frame 10
flexcontroller "phoneme" "left_part" "range" 0 1
%left_part = left_part


flex "right_puckerer" frame 10
flexcontroller "phoneme" "right_puckerer" "range" 0 1
%right_puckerer = right_puckerer


flex "left_puckerer" frame 10
flexcontroller "phoneme" "left_puckerer" "range" 0 1
%left_puckerer = left_puckerer


flex "right_funneler" frame 10
flexcontroller "phoneme" "right_funneler" "range" 0 1
%right_funneler = right_funneler


flex "left_funneler" frame 10
flexcontroller "phoneme" "left_funneler" "range" 0 1
%left_funneler = left_funneler


flex "right_stretcher" frame 10
flexcontroller "phoneme" "right_stretcher" "range" 0 1
%right_stretcher = right_stretcher


flex "left_stretcher" frame 10
flexcontroller "phoneme" "left_stretcher" "range" 0 1
%left_stretcher = left_stretcher


flex "bite" frame 10
flexcontroller "phoneme" "bite" "range" 0 1
%bite = bite


flex "presser" frame 10
flexcontroller "phoneme" "presser" "range" 0 1
%presser = presser


flex "tightener" frame 10
flexcontroller "phoneme" "tightener" "range" 0 1
%tightener = tightener


flex "smile" frame 10
flexcontroller "mouth" "smile" "range" 0 1
%smile = smile


flex "lower_lip" frame 10
flexcontroller "mouth" "lower_lip" "range" 0 1
%lower_lip = lower_lip

   mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
   eyeball righteye "ValveBiped.Bip01_Head1" -2.00 -3.17 63.80 "iris_R" 1.00 -4 "pupil_r" 1.70
   eyeball lefteye "ValveBiped.Bip01_Head1" 2.00 -3.17 63.80 "iris_l" 1.00 4 "pupil_l" 1.70
}
}
//=============================================
//MODEL SHARING
//=============================================

$includemodel "player/female_shared.mdl"
$includemodel "player/female_ss.mdl"
$includemodel "player/female_gestures.mdl"
$includemodel "player/female_postures.mdl" 

//=============================================
//BONE RELATED
//=============================================

$sequence ragdoll    "ragdoll" FPS 30       activity ACT_DIERAGDOLL 1
$sequence idle_subtle "idle_subtle" loop ACT_IDLE 1 fps 30.00 node standing

$illumposition 0.855 -0.052 34.763
$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 "phymodel.smd" {

   $mass 60.0
   $inertia 5.00
   $damping 0.01
   $rotdamping 1.50
   $rootbone "valvebiped.bip01_pelvis"
   $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

   $jointconstrain "valvebiped.bip01_r_thigh" x limit -21.00 17.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" y limit -19.00 28.00 0.00
   $jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 30.00 0.00

   $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 133.00 0.20

   $jointconstrain "valvebiped.bip01_l_thigh" x limit -17.00 21.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" y limit -19.00 28.00 0.00
   $jointconstrain "valvebiped.bip01_l_thigh" z limit -79.00 30.00 0.00

   $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 131.00 0.20

   $jointconstrain "valvebiped.bip01_l_foot" x limit -23.00 23.00 0.20
   $jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 28.00 0.20
   $jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.20

   $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20
   $jointconstrain "valvebiped.bip01_spine2" y limit -26.00 26.00 0.20
   $jointconstrain "valvebiped.bip01_spine2" z limit -39.00 68.00 0.20

   $jointconstrain "valvebiped.bip01_spine4" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_spine4" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_spine4" z limit 0.00 0.00 0.00

   $jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.20
   $jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 122.00 0.20
   $jointconstrain "valvebiped.bip01_r_upperarm" z limit -122.00 50.00 0.20

   $jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.20
   $jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 28.00 0.20
   $jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 59.00 0.20

   $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
   $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 0.00 0.20

   $jointconstrain "valvebiped.bip01_l_hand" x limit -68.00 68.00 0.20
   $jointconstrain "valvebiped.bip01_l_hand" y limit -37.00 41.00 0.20
   $jointconstrain "valvebiped.bip01_l_hand" z limit -44.00 70.00 0.20

   $jointconstrain "valvebiped.bip01_head1" x limit -61.00 61.00 0.20
   $jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.20
   $jointconstrain "valvebiped.bip01_head1" z limit -32.00 50.00 0.20

   $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 1.00 0.20

   $jointconstrain "valvebiped.bip01_r_hand" x limit -75.00 93.00 0.20
   $jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 32.00 0.20
   $jointconstrain "valvebiped.bip01_r_hand" z limit -48.00 66.00 0.20

   $jointconstrain "valvebiped.bip01_spine" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_spine" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_spine" z limit 0.00 0.00 0.00

   $jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.20
   $jointconstrain "valvebiped.bip01_r_foot" y limit -23.00 23.00 0.20
   $jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.20   
}

//====================================
//JIGGLEBONE SECTION
//====================================

//Hair blowing bone==============================
$jigglebone "rambut1" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 10
      pitch_stiffness 50
      pitch_damping 10
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut2" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut3" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut4" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut05" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 10
      pitch_stiffness 50
      pitch_damping 10
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut06" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut07" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "rambut08" {
   is_flexible {
      yaw_stiffness 50
      yaw_damping 6
      pitch_stiffness 50
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

//Boobies bone==============================
$jigglebone "TitR" {
   is_flexible {
      yaw_stiffness 500
      yaw_damping 6
      pitch_stiffness 500
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
}

$jigglebone "TitL" {
   is_flexible {
      yaw_stiffness 500
      yaw_damping 6
      pitch_stiffness 500
      pitch_damping 8
      tip_mass 5
      length 30
      angle_constraint 37
   }
} 

And here is the image in game:

Image

Note: Imageshack it´s offline, so i uploaded the image to TinyPic.

The model will be release in V3.
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Post by Philosogamer »

xenoaisam wrote:someone already ported lucy on OC

http://minorin.com/fps/pixmicat.php?res=28379

0_o
Someone should make a version without the horns. (That ending...)

Downloaded this version as a carry-over until maestro finishes and/or releases his.
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Post by MaestraFénix »

The model is ready to release, but i want release with more models in the V3.

If someone want a model to be a OC playermodel, please post here the link and an image.
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Post by xenoaisam »

BRS?
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~My Beauty and The Beast~
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Post by MaestraFénix »

xenoaisam wrote:BRS?
What is BRS?
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Post by xenoaisam »

black rock shooter
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~My Beauty and The Beast~
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Post by MaestraFénix »

xenoaisam wrote:black rock shooter
I see it: http://xenoaisam.wordpress.com/2010/09/ ... -progress/

Ok, let me know when be done.

Oh, and i see too these models:

http://xenoaisam.files.wordpress.com/20 ... nagarl.jpg

If you or someone want more models, post it here.
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Post by xenoaisam »

aha the Black Rock Shooter video is up!

watch here:
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Post by MaestraFénix »

xenoaisam wrote:aha the Black Rock Shooter video is up!

watch here:
Looks good, and the flame its well done.
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Post by Shana »

Looks nice, but flame texture could be animated, maybe even making it a custom particle effect.

edit: nvm it was only static in model viewer.
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Post by Miss Eleksin »

Her hair just seems a too wispy for my tastes, but it looks really nice. Good job on the model
Image Image Image <--- Click them for music :3
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Post by xenoaisam »

yeah~ thanks everyone!
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Post by fug4life »

looking forward to lucy and this model!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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Post by MaestraFénix »

While we wait for the new model is doing Xenoaisam I would like these models would be available as playermodels whether I do it or if someone does:

http://www.fpsbanana.com/skins/screens/ ... /15791.jpg

(The HEV Scientist with glasses and the HEV Anime girl, from Sweet Half-Life mod).

http://www.fpsbanana.com/skins/screens/ ... /16521.jpg

(Colette and Gina).

The easy option would be port these models to Source and add animations, but probably the final result will be bad (like the Hgrunt playermodel). The hard option would be a head hacking with the HEV model from Source, and reskin to make the Gina and Colette HEVs. But this implies remade the heads (especially the Anime girl head), and i don´t know modeling.

Hmmm, why always choose make the more difficult models?
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