Maestro_Fénix_playermodels_pack (FINAL)(Now in addon format)
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- Team Member
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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'
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
}
}

Note: Imageshack it´s offline, so i uploaded the image to TinyPic.
The model will be release in V3.
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- Polygon
- Posts: 30
- Joined: Thu Jul 01, 2010 8:37 pm
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- Team Member
- Posts: 2471
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
-
- Team Member
- Posts: 2471
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
-
- Team Member
- Posts: 2471
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
I see it: http://xenoaisam.wordpress.com/2010/09/ ... -progress/xenoaisam wrote:black rock shooter
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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- Team Member
- Posts: 2471
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
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- npc_metropolice
- Posts: 219
- Joined: Fri May 21, 2010 9:25 pm
- Contact:
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
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- Team Member
- Posts: 2471
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
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?
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?