Quote:
Originally Posted by Maximilian_
I guess, it's textures issues + you have too many rubbish in .qc file
HTML Code:
// Created by Crowbar 0.54
$modelname "freak_fortress_2/mlgspyv3/spy.mdl"
$model "spy" "spy_morphs_low.smd" {
eyeball "eye_right" "bip_head" -1.137032 78.352480 1.565744 "eyeball_r" 1.4 4 "iris_unused" 0.6
eyeball "eye_left" "bip_head" 1.137032 78.352480 1.565744 "eyeball_l" 1.4 -4 "iris_unused" 0.6
flexfile "spy_01.vta"
{
defaultflex frame 0
flexpair "CloseLidLo" 1 frame 1
flexpair "CloseLidUp" 1 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
flex "UH" frame 11
flex "AW" frame 12
flex "EE" frame 13
flex "PP" frame 14
flex "OH" frame 15
flex "TH" frame 16
flex "T" frame 17
flex "ER" frame 18
flex "DS" frame 19
flex "GK" frame 20
flex "N" frame 21
flex "silence" frame 22
flex "happySmall" frame 23
flex "madUpper" frame 24
flex "specialAction01Upper" frame 25
flex "defaultFaceUpper" frame 26
flex "scaredUpper" frame 27
flex "painBigUpper" frame 28
flex "painSmallUpper" frame 29
flex "happyBigUpper" frame 30
flex "happySmallUpper" frame 31
flex "specialAction01" frame 32
flex "defaultFace" frame 33
flex "scared" frame 34
flex "mad" frame 35
flex "painBig" frame 36
flex "painSmall" frame 37
flex "happyBig" frame 38
flex "Smile01" frame 39
flex "Smile02" frame 40
}
flexcontroller right_CloseLid range -1 1 "right_CloseLid"
flexcontroller left_CloseLid range -1 1 "left_CloseLid"
flexcontroller multi_CloseLid range -1 1 "multi_CloseLid"
flexcontroller blink range 0 1 "blink"
flexcontroller happySmall range 0 1 "happySmall"
flexcontroller mad range 0 1 "mad"
flexcontroller happyBigUpper range 0 1 "happyBigUpper"
flexcontroller OH range 0 1 "OH"
flexcontroller Smile02 range 0 1 "Smile02"
flexcontroller painSmall range 0 1 "painSmall"
flexcontroller GK range 0 1 "GK"
flexcontroller TH range 0 1 "TH"
flexcontroller Smile01 range 0 1 "Smile01"
flexcontroller painBig range 0 1 "painBig"
flexcontroller DS range 0 1 "DS"
flexcontroller silence range 0 1 "silence"
flexcontroller defaultFace range 0 1 "defaultFace"
flexcontroller specialAction01 range 0 1 "specialAction01"
flexcontroller happySmallUpper range 0 1 "happySmallUpper"
flexcontroller madUpper range 0 1 "madUpper"
flexcontroller N range 0 1 "N"
flexcontroller painSmallUpper range 0 1 "painSmallUpper"
flexcontroller T range 0 1 "T"
flexcontroller ER range 0 1 "ER"
flexcontroller scaredUpper range 0 1 "scaredUpper"
flexcontroller painBigUpper range 0 1 "painBigUpper"
flexcontroller scared range 0 1 "scared"
flexcontroller happyBig range 0 1 "happyBig"
flexcontroller specialAction01Upper range 0 1 "specialAction01Upper"
flexcontroller defaultFaceUpper range 0 1 "defaultFaceUpper"
flexcontroller WQ range 0 1 "WQ"
flexcontroller OO range 0 1 "OO"
flexcontroller MB range 0 1 "MB"
flexcontroller SH range 0 1 "SH"
flexcontroller Y range 0 1 "Y"
flexcontroller FV range 0 1 "FV"
flexcontroller AH range 0 1 "AH"
flexcontroller AE range 0 1 "AE"
flexcontroller UH range 0 1 "UH"
flexcontroller AW range 0 1 "AW"
flexcontroller EE range 0 1 "EE"
flexcontroller PP range 0 1 "PP"
flexcontroller eyes range -45 45 "eyes_updown"
flexcontroller eyes range -45 45 "eyes_rightleft"
%CloseLidLoL = min(1, (1 - -1 + 2 * min(max(((eyes_updown - -45) / (45 - -45)), 0), 1))) * (1 - min(max(((multi_CloseLid - -1) / (1 - -1)), 0), 1)) * min(max(((left_CloseLid - -1) / (1 - -1)), 0), 1)
%CloseLidLoR = min(1, (1 - -1 + 2 * min(max(((eyes_updown - -45) / (45 - -45)), 0), 1))) * (1 - min(max(((multi_CloseLid - -1) / (1 - -1)), 0), 1)) * min(max(((right_CloseLid - -1) / (1 - -1)), 0), 1)
%CloseLidUpL = min(1, (1 + -1 + 2 * min(max(((eyes_updown - -45) / (45 - -45)), 0), 1))) * min(max(((multi_CloseLid - -1) / (1 - -1)), 0), 1) * min(max(((left_CloseLid - -1) / (1 - -1)), 0), 1)
%CloseLidUpR = min(1, (1 + -1 + 2 * min(max(((eyes_updown - -45) / (45 - -45)), 0), 1))) * min(max(((multi_CloseLid - -1) / (1 - -1)), 0), 1) * min(max(((right_CloseLid - -1) / (1 - -1)), 0), 1)
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%silence = silence
%happySmall = happySmall
%madUpper = madUpper
%specialAction01Upper = specialAction01Upper
%defaultFaceUpper = defaultFaceUpper
%scaredUpper = scaredUpper
%painBigUpper = painBigUpper
%painSmallUpper = painSmallUpper
%happyBigUpper = happyBigUpper
%happySmallUpper = happySmallUpper
%specialAction01 = specialAction01
%defaultFace = defaultFace
%scared = scared
%mad = mad
%painBig = painBig
%painSmall = painSmall
%happyBig = happyBig
%Smile01 = Smile01
%Smile02 = Smile02
}
$bodygroup "spyMask"
{
blank
studio "spy_mask.smd"
}
$bodygroup "default"
{
studio "spy_jul13_fedora_spy.smd"
}
$bodygroup "default"
{
studio "spy_jul13_sweet_shades_spy.smd"
}
$bodygroup "Body"
{
studio "spy_c_ambassador_reference.smd"
}
$bodygroup "Body"
{
studio "spy_c_ambassador_reference_lod1.smd"
}
$surfaceprop "flesh"
$jointsurfaceprop "bip_head" "no_decal"
$jointsurfaceprop "prp_cig" "no_decal"
$contents "solid"
$illumposition -0.317 40.321 1.262
$eyeposition 0 78.222 0
$cdmaterials "freak_fortress_2\mlgspy\"
$cdmaterials "\..\..\effects\"
$cdmaterials "\..\..\effects\"
$cdmaterials "models\player\spy\"
$cdmaterials "models\workshop\player\items\all_class\jul13_fedora\"
$cdmaterials "models\workshop\player\items\all_class\jul13_sweet_shades\"
$cdmaterials "models\weapons\c_models\c_ambassador\"
$cdmaterials ""
$texturegroup "skinfamilies"
{
{ "spy_head_blue" "eyeball_l" "eyeball_r" "spy_blue" "mask_spy" "jul13_fedora" "jul13_sweet_shades_1" "jul13_sweet_shades" "c_ambassador_gold" }
{ "spy_head_blue" "eyeball_l" "eyeball_r" "spy_blue" "mask_spy" "jul13_fedora" "jul13_sweet_shades_1" "jul13_sweet_shades" "c_ambassador_gold" }
{ "spy_head_blue_invun" "eyeball_invun" "eyeball_invun" "spy_blue_invun" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" }
{ "spy_head_blue_invun" "eyeball_invun" "eyeball_invun" "spy_blue_invun" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" "invulnerability_blue" }
}
$attachment "eyes" "bip_head" 0 -2.66 -4.45 rotate 90 -90 0
$attachment "righteye" "bip_head" -1.14 -2.66 -4.45 rotate 90 -90 0
$attachment "lefteye" "bip_head" 1.14 -2.66 -4.45 rotate 90 -90 0
$attachment "cig_eject" "bip_pelvis" 2 -29 -17 rotate -20 -100 -90
$attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
$attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
$attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
$attachment "partyhat" "bip_head" 0 -6.88 -1 rotate 89 93 180
$attachment "cig_smoke" "prp_cig" 0 -2.13 0 rotate 0 0 0
$attachment "head" "bip_head" 0 -9.08 0 rotate 88.95 90 -180
$attachment "eyeglow_L" "bip_head" 1.22 -2.63 -5.89 rotate 65 0 90
$attachment "eyeglow_R" "bip_head" -1.22 -2.63 -5.89 rotate 65 180 -90
$attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0
$attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
$attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_1" "weapon_bone_1" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_2" "weapon_bone_2" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_3" "weapon_bone_3" 0 0 0 rotate 0 0 0
$attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
$attachment "flag" "bip_spine_2" 0 -1.39 8.95 rotate -0.08 2.96 1.49
$attachment "prop_bone" "prop_bone" 0 0 0 rotate 0 0 0
$attachment "prop_bone_1" "prop_bone_1" 0 0 0 rotate 0 0 0
$attachment "prop_bone_2" "prop_bone_2" 0 0 0 rotate 0 0 0
$attachment "prop_bone_3" "prop_bone_3" 0 0 0 rotate 0 0 0
$attachment "prop_bone_4" "prop_bone_4" 0 0 0 rotate 0 0 0
$attachment "prop_bone_5" "prop_bone_5" 0 0 0 rotate 0 0 0
$attachment "prop_bone_6" "prop_bone_6" 0 0 0 rotate 0 0 0
$cbox 0 0 0 0 0 0
$bbox -9.123 -24.289 -3.261 12.484 24.289 83.441
$poseparameter "body_pitch" -45 45 loop 360
$poseparameter "body_yaw" -45 45 loop 360
$ikchain "rhand" "bip_hand_R" knee 0 0 0
$ikchain "lhand" "bip_hand_L" knee 0 0 0
$ikchain "rfoot" "bip_foot_R" knee 0 0 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0
$weightlist "weights_user_ref" {
"bip_pelvis" 0
"bip_spine_0" 0
"bip_spine_1" 0
"bip_spine_2" 0
"bip_spine_3" 0
"bip_neck" 0
"bip_head" 0
"prp_cig" 0
"bip_collar_L" 0
"bip_collar_R" 0
"bip_upperArm_L" 0
"bip_upperArm_R" 0
"bip_lowerArm_L" 0
"bip_lowerArm_R" 0
"bip_hand_L" 0
"bip_hand_R" 0
"bip_hip_L" 0
"bip_hip_R" 0
"bip_knee_L" 0
"bip_knee_R" 0
"bip_foot_L" 0
"bip_foot_R" 0
"weapon_bone" 0
"weapon_bone_1" 0
"weapon_bone_2" 0
"weapon_bone_3" 0
"weapon_bone_L" 0
"medal_bone" 0
"mvm" 0
"effect_hand_L" 0
"effect_hand_R" 0
"bip_toe_L" 0
"bip_toe_R" 0
"prp_wristInner_L" 0
"prp_wristInner_R" 0
"prp_wristOuter_L" 0
"prp_wristOuter_R" 0
"hlp_suitArmTop_L" 0
"hlp_suitArmTop_R" 0
"hlp_suitArmpitBack_L" 0
"hlp_suitArmpitBack_R" 0
"hlp_thigh_L" 0
"hlp_thigh_R" 0
"prp_coat_front_0_L" 0
"prp_coat_front_0_R" 0
"prp_coat_back_0_L" 0
"prp_coat_back_0_R" 0
"bip_thumb_0_L" 0
"bip_thumb_0_R" 0
"bip_index_0_L" 0
"bip_index_0_R" 0
"bip_middle_0_L" 0
"bip_middle_0_R" 0
"bip_ring_0_L" 0
"bip_ring_0_R" 0
"bip_pinky_0_L" 0
"bip_pinky_0_R" 0
"bip_thumb_1_L" 0
"bip_thumb_1_R" 0
"bip_index_1_L" 0
"bip_index_1_R" 0
"bip_middle_1_L" 0
"bip_middle_1_R" 0
"bip_ring_1_L" 0
"bip_ring_1_R" 0
"bip_pinky_1_L" 0
"bip_pinky_1_R" 0
"bip_thumb_2_L" 0
"bip_thumb_2_R" 0
"bip_index_2_L" 0
"bip_index_2_R" 0
"bip_middle_2_L" 0
"bip_middle_2_R" 0
"bip_ring_2_L" 0
"bip_ring_2_R" 0
"bip_pinky_2_L" 0
"bip_pinky_2_R" 0
"prop_bone" 0
"prop_bone_1" 0
"prop_bone_2" 0
"prop_bone_3" 0
"prop_bone_4" 0
"prop_bone_5" 0
"prop_bone_6" 0
}
$sequence "ref" {
"spy_anims\ref.smd"
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "ragdoll" {
"spy_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
$declaresequence "user_ref"
$declaresequence "test_swingBlend"
$declaresequence "ragdollspawn"
$declaresequence "r_handposes"
$declaresequence "r_armposes"
$declaresequence "SECONDARY_aimmatrix_idle"
$declaresequence "SECONDARY_aimmatrix_run"
$declaresequence "SECONDARY_aimmatrix_crouch_idle"
$declaresequence "AttackStand_SECONDARY"
$declaresequence "AttackCrouch_SECONDARY"
$declaresequence "AttackSwim_SECONDARY"
$declaresequence "layer_reload_standing_arms_SECONDARY"
$declaresequence "layer_reload_crouching_arms_SECONDARY"
$declaresequence "layer_reload_swimming_arms_SECONDARY"
$declaresequence "layer_reload_airwalk_arms_SECONDARY"
$declaresequence "ReloadStand_SECONDARY"
$declaresequence "ReloadCrouch_SECONDARY"
$declaresequence "ReloadSwim_SECONDARY"
$declaresequence "ReloadAirwalk_SECONDARY"
$declaresequence "a_flinch01"
$declaresequence "layer_placeSapper_ArmL"
$declaresequence "SECONDARY_placeSapper"
$declaresequence "MELEE_aimmatrix_idle"
$declaresequence "MELEE_aimmatrix_run"
$declaresequence "MELEE_aimmatrix_crouch_idle"
$declaresequence "armslayer_melee_swing"
$declaresequence "bodylayer_Melee_Swing"
$declaresequence "Melee_Swing"
$declaresequence "armslayer_melee_Crouch_swing"
$declaresequence "bodylayer_Melee_Crouch_Swing"
$declaresequence "Melee_Crouch_Swing"
$declaresequence "armslayer_melee_Overhand_swing"
$declaresequence "bodylayer_Melee_Overhand_Swing"
$declaresequence "Melee_Overhand_Swing"
$declaresequence "armslayer_melee_Swim_swing"
$declaresequence "bodylayer_Melee_Swim_Swing"
$declaresequence "Melee_Swim_Swing"
$declaresequence "PDA_aimmatrix_idle"
$declaresequence "PDA_aimmatrix_run"
$declaresequence "PDA_aimmatrix_crouch_idle"
$declaresequence "armslayer_PDA_fire"
$declaresequence "bodylayer_PDA_fire"
$declaresequence "PDA_fire"
$declaresequence "armslayer_PDA_run_fire"
$declaresequence "bodylayer_PDA_run_fire"
$declaresequence "PDA_run_fire"
$declaresequence "armslayer_PDA_Crouch_fire"
$declaresequence "bodylayer_PDA_Crouch_fire"
$declaresequence "PDA_Crouch_fire"
$declaresequence "MELEE_ALLCLASS_aimmatrix_idle"
$declaresequence "MELEE_ALLCLASS_aimmatrix_run"
$declaresequence "MELEE_ALLCLASS_aimmatrix_crouch_idle"
$declaresequence "armslayer_MELEE_ALLCLASS_swing"
$declaresequence "bodylayer_MELEE_ALLCLASS_swing"
$declaresequence "MELEE_ALLCLASS_swing"
$declaresequence "armslayer_MELEE_ALLCLASS_crouch_swing"
$declaresequence "bodylayer_MELEE_ALLCLASS_crouch_swing"
$declaresequence "MELEE_ALLCLASS_crouch_swing"
$declaresequence "armslayer_MELEE_ALLCLASS_swim_swing"
$declaresequence "bodylayer_MELEE_ALLCLASS_swim_swing"
$declaresequence "MELEE_ALLCLASS_swim_swing"
$declaresequence "ITEM1_aimmatrix_idle"
$declaresequence "ITEM1_aimmatrix_run"
$declaresequence "ITEM1_aimmatrix_crouch_idle"
$declaresequence "armslayer_ITEM1_swing"
$declaresequence "bodylayer_ITEM1_Swing"
$declaresequence "ITEM1_Swing"
$declaresequence "armslayer_ITEM1_Crouch_swing"
$declaresequence "bodylayer_ITEM1_Crouch_Swing"
$declaresequence "ITEM1_Crouch_Swing"
$declaresequence "armslayer_Item1_Overhand_swing"
$declaresequence "bodylayer_Item1_Overhand_Swing"
$declaresequence "Item1_Overhand_Swing"
$declaresequence "armslayer_ITEM1_Swim_swing"
$declaresequence "bodylayer_ITEM1_Swim_Swing"
$declaresequence "ITEM1_Swim_Swing"
$declaresequence "SAPPER_aimmatrix_idle"
$declaresequence "SAPPER_aimmatrix_run"
$declaresequence "SAPPER_aimmatrix_crouch_idle"
$declaresequence "layer_a_placeSapper_ArmL"
$declaresequence "SAPPER_placeSapper"
$declaresequence "stand_SECONDARY"
$declaresequence "stand_MELEE"
$declaresequence "stand_MELEE_ALLCLASS"
$declaresequence "stand_LOSER"
$declaresequence "stand_ITEM1"
$declaresequence "stand_PDA"
$declaresequence "stand_SAPPER"
$declaresequence "crouch_SECONDARY"
$declaresequence "crouch_MELEE"
$declaresequence "crouch_MELEE_ALLCLASS"
$declaresequence "crouch_LOSER"
$declaresequence "crouch_ITEM1"
$declaresequence "crouch_PDA"
$declaresequence "crouch_SAPPER"
$declaresequence "a_jumpstart_SECONDARY"
$declaresequence "a_jumpfloat_SECONDARY"
$declaresequence "jumplandPose_SECONDARY"
$declaresequence "jumpland_SECONDARY"
$declaresequence "a_jumpstart_MELEE"
$declaresequence "a_jumpfloat_MELEE"
$declaresequence "jumplandPose_MELEE"
$declaresequence "jumpland_MELEE"
$declaresequence "a_jumpstart_MELEE_ALLCLASS"
$declaresequence "a_jumpfloat_MELEE_ALLCLASS"
$declaresequence "jumplandPose_MELEE_ALLCLASS"
$declaresequence "jumpland_MELEE_ALLCLASS"
$declaresequence "a_jumpstart_LOSER"
$declaresequence "a_jumpfloat_LOSER"
$declaresequence "jumplandPose_LOSER"
$declaresequence "jumpland_LOSER"
$declaresequence "a_jumpstart_ITEM1"
$declaresequence "a_jumpfloat_ITEM1"
$declaresequence "jumplandPose_ITEM1"
$declaresequence "jumpland_ITEM1"
$declaresequence "a_jumpstart_PDA"
$declaresequence "a_jumpfloat_PDA"
$declaresequence "jumplandPose_PDA"
$declaresequence "jumpland_PDA"
$declaresequence "a_jumpstart_SAPPER"
$declaresequence "a_jumpfloat_SAPPER"
$declaresequence "jumplandPose_SAPPER"
$declaresequence "jumpland_SAPPER"
$declaresequence "SECONDARY_aimmatrix_swim"
$declaresequence "s_swimAlign_SECONDARY"
$declaresequence "swim_SECONDARY"
$declaresequence "MELEE_aimmatrix_swim"
$declaresequence "s_swimAlign_MELEE"
$declaresequence "swim_MELEE"
$declaresequence "MELEE_ALLCLASS_aimmatrix_swim"
$declaresequence "s_swimAlign_MELEE_ALLCLASS"
$declaresequence "swim_MELEE_ALLCLASS"
$declaresequence "ITEM1_aimmatrix_swim"
$declaresequence "s_swimAlign_ITEM1"
$declaresequence "swim_ITEM1"
$declaresequence "PDA_aimmatrix_swim"
$declaresequence "s_swimAlign_PDA"
$declaresequence "swim_PDA"
$declaresequence "SAPPER_aimmatrix_swim"
$declaresequence "s_swimAlign_SAPPER"
$declaresequence "swim_SAPPER"
$declaresequence "s_swimAlign_LOSER"
$declaresequence "swim_LOSER"
$declaresequence "run_SECONDARY"
$declaresequence "crouch_walk_SECONDARY"
$declaresequence "run_MELEE"
$declaresequence "crouch_walk_MELEE"
$declaresequence "run_MELEE_ALLCLASS"
$declaresequence "crouch_walk_MELEE_ALLCLASS"
$declaresequence "run_LOSER"
$declaresequence "run_ITEM1"
$declaresequence "crouch_walk_ITEM1"
$declaresequence "run_PDA"
$declaresequence "crouch_walk_PDA"
$declaresequence "x_runS_PDA"
$declaresequence "x_runSE_PDA"
$declaresequence "x_runSW_PDA"
$declaresequence "run_SAPPER"
$declaresequence "crouch_walk_SAPPER"
$declaresequence "airwalk_SECONDARY"
$declaresequence "airwalk_MELEE"
$declaresequence "airwalk_MELEE_ALLCLASS"
$declaresequence "airwalk_LOSER"
$declaresequence "airwalk_ITEM1"
$declaresequence "airwalk_PDA"
$declaresequence "airwalk_SAPPER"
$declaresequence "layer_gesture_secondary_go_armL"
$declaresequence "layer_gesture_secondary_go_runN_armL"
$declaresequence "gesture_secondary_go"
$declaresequence "layer_gesture_secondary_cheer_armL"
$declaresequence "gesture_secondary_cheer"
$declaresequence "layer_gesture_secondary_help_armL"
$declaresequence "gesture_secondary_help"
$declaresequence "layer_gesture_secondary_positive_armL"
$declaresequence "gesture_secondary_positive"
$declaresequence "layer_gesture_melee_go_armL"
$declaresequence "layer_gesture_melee_go_runN_armL"
$declaresequence "gesture_melee_go"
$declaresequence "layer_gesture_melee_cheer_armL"
$declaresequence "layer_gesture_melee_cheer_runN_armL"
$declaresequence "gesture_melee_cheer"
$declaresequence "layer_gesture_melee_help_armL"
$declaresequence "layer_gesture_melee_help_runN_armL"
$declaresequence "gesture_melee_help"
$declaresequence "layer_gesture_melee_positive_armL"
$declaresequence "layer_gesture_melee_positive_runN_armL"
$declaresequence "gesture_melee_positive"
$declaresequence "layer_gesture_PDA_go_armL"
$declaresequence "layer_gesture_PDA_go_runN_armL"
$declaresequence "gesture_PDA_go"
$declaresequence "layer_gesture_PDA_cheer_armL"
$declaresequence "layer_gesture_PDA_cheer_runN_armL"
$declaresequence "gesture_PDA_cheer"
$declaresequence "layer_gesture_PDA_help_armL"
$declaresequence "layer_gesture_PDA_help_runN_armL"
$declaresequence "gesture_PDA_help"
$declaresequence "layer_gesture_PDA_positive_armL"
$declaresequence "layer_gesture_PDA_positive_runN_armL"
$declaresequence "gesture_PDA_positive"
$declaresequence "secondary_taunt"
$declaresequence "taunt01"
$declaresequence "layer_taunt03"
$declaresequence "taunt03"
$declaresequence "layer_taunt04"
$declaresequence "taunt04"
$declaresequence "layer_taunt05"
$declaresequence "taunt05"
$declaresequence "taunt06"
$declaresequence "spy_replay_taunt"
$declaresequence "layer_taunt_laugh"
$declaresequence "taunt_laugh"
$declaresequence "layer_dieviolent"
$declaresequence "dieviolent"
$declaresequence "taunt_brutallegendinterior"
$declaresequence "taunt_brutallegendin"
$declaresequence "taunt_brutallegendout"
$declaresequence "taunt_brutallegendinblend"
$declaresequence "taunt_brutallegendoutblend"
$declaresequence "taunt_brutallegend"
$declaresequence "taunt_dosido_dance"
$declaresequence "taunt_dosido_intro"
$declaresequence "taunt_hifiveSuccess"
$declaresequence "taunt_hifiveSuccessFull"
$declaresequence "taunt_highFiveStart"
$declaresequence "spy_taunt_replay"
$declaresequence "layer_taunt_buy_a_life"
$declaresequence "taunt_buy_a_life"
$declaresequence "layer_PRIMARY_Stun_begin"
$declaresequence "layer_PRIMARY_stun_middle"
$declaresequence "layer_PRIMARY_Stun_end"
$declaresequence "primary_death_headshot"
$declaresequence "primary_death_backstab"
$declaresequence "primary_death_burning"
$declaresequence "PRIMARY_Stun_begin"
$declaresequence "PRIMARY_stun_middle"
$declaresequence "PRIMARY_stun_end"
$declaresequence "SelectionMenu_StartPose"
$declaresequence "SelectionMenu_Anim01"
$declaresequence "SelectionMenu_Idle"
$declaresequence "armslayer_throw_fire"
$declaresequence "throw_fire"
$declaresequence "taunt_conga"
$declaresequence "layer_taunt_dosido_dance"
$declaresequence "layer_taunt_dosido_intro"
$declaresequence "taunt_flip_start"
$declaresequence "layer_taunt_flip_success_initiator"
$declaresequence "taunt_flip_success_initiator"
$declaresequence "layer_taunt_flip_success_receiver"
$declaresequence "taunt_flip_success_receiver"
$declaresequence "taunt_rps_start"
$declaresequence "layer_taunt_rps_rock"
$declaresequence "taunt_rps_rock"
$declaresequence "layer_taunt_rps_paper"
$declaresequence "taunt_rps_paper"
$declaresequence "layer_taunt_rps_scissors"
$declaresequence "taunt_rps_scissors"
$declaresequence "layer_taunt_rps_scissors_win"
$declaresequence "taunt_rps_scissors_win"
$declaresequence "layer_taunt_rps_rock_win"
$declaresequence "taunt_rps_rock_win"
$declaresequence "layer_taunt_rps_paper_win"
$declaresequence "taunt_rps_paper_win"
$declaresequence "layer_taunt_rps_rock_lose"
$declaresequence "taunt_rps_rock_lose"
$declaresequence "layer_taunt_rps_paper_lose"
$declaresequence "taunt_rps_paper_lose"
$declaresequence "layer_taunt_rps_scissors_lose"
$declaresequence "taunt_rps_scissors_lose"
$declaresequence "layer_taunt_headbutt_start"
$declaresequence "taunt_headbutt_start"
$declaresequence "layer_taunt_headbutt_success"
$declaresequence "taunt_headbutt_success"
$includemodel "player/spy_user_animations.mdl"
$includemodel "player/spy_animations.mdl"
$includemodel "workshop/player/animations/spy_workshop_animations.mdl"
$collisionjoints "spy_physics.smd"
{
$mass 100
$inertia 10
$damping 0
$rotdamping 4
$rootbone "bip_pelvis"
$jointmassbias "bip_pelvis" 1.5
$jointrotdamping "bip_pelvis" 0
$jointmassbias "bip_hip_L" 1.4
$jointconstrain "bip_hip_L" x limit -12 12 0
$jointconstrain "bip_hip_L" y limit -45 40 0
$jointconstrain "bip_hip_L" z limit -10 30 0
$jointmassbias "bip_hip_R" 1.5
$jointconstrain "bip_hip_R" x limit -6 6 0
$jointconstrain "bip_hip_R" y limit -45 40 0
$jointconstrain "bip_hip_R" z limit -30 10 0
$jointmassbias "bip_knee_L" 1.2
$jointrotdamping "bip_knee_L" 3
$jointconstrain "bip_knee_L" x limit 0 0 0
$jointconstrain "bip_knee_L" y limit 0 0 0
$jointconstrain "bip_knee_L" z limit -90 6 0
$jointmassbias "bip_knee_R" 1.2
$jointrotdamping "bip_knee_R" 3
$jointconstrain "bip_knee_R" x limit 0 0 0
$jointconstrain "bip_knee_R" y limit 0 0 0
$jointconstrain "bip_knee_R" z limit -6 90 0
$jointmassbias "bip_foot_L" 0.8
$jointrotdamping "bip_foot_L" 7
$jointconstrain "bip_foot_L" x limit -20 55 0
$jointconstrain "bip_foot_L" y limit -19 25 0
$jointconstrain "bip_foot_L" z limit -17 24 0
$jointrotdamping "bip_spine_0" 10
$jointconstrain "bip_spine_0" x limit -30 15 0
$jointconstrain "bip_spine_0" y limit -16 16 0
$jointconstrain "bip_spine_0" z limit -15 15 0
$jointrotdamping "bip_spine_2" 10
$jointconstrain "bip_spine_2" x limit -30 15 0
$jointconstrain "bip_spine_2" y limit -16 16 0
$jointconstrain "bip_spine_2" z limit -15 15 0
$jointmassbias "bip_upperArm_R" 1.2
$jointrotdamping "bip_upperArm_R" 16
$jointconstrain "bip_upperArm_R" x limit -50 40 0
$jointconstrain "bip_upperArm_R" y limit -60 20 0
$jointconstrain "bip_upperArm_R" z limit -65 35 0
$jointmassbias "bip_upperArm_L" 1.2
$jointrotdamping "bip_upperArm_L" 16
$jointconstrain "bip_upperArm_L" x limit -35 35 0
$jointconstrain "bip_upperArm_L" y limit -60 20 0
$jointconstrain "bip_upperArm_L" z limit -65 35 0
$jointmassbias "bip_lowerArm_L" 1.4
$jointconstrain "bip_lowerArm_L" x limit 0 0 0
$jointconstrain "bip_lowerArm_L" y limit 0 0 0
$jointconstrain "bip_lowerArm_L" z limit -45 75 0
$jointmassbias "bip_hand_L" 0.6
$jointrotdamping "bip_hand_L" 8
$jointconstrain "bip_hand_L" x limit -30 37 0
$jointconstrain "bip_hand_L" y limit -25 25 0
$jointconstrain "bip_hand_L" z limit -20 35 0
$jointmassbias "bip_lowerArm_R" 1.4
$jointconstrain "bip_lowerArm_R" x limit 0 0 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -45 75 0
$jointmassbias "bip_neck" 0.5
$jointrotdamping "bip_neck" 9
$jointconstrain "bip_neck" x limit -25 20 0
$jointconstrain "bip_neck" y limit -10 10 0
$jointconstrain "bip_neck" z limit -12 12 0
$jointmassbias "bip_hand_R" 0.6
$jointrotdamping "bip_hand_R" 8
$jointconstrain "bip_hand_R" x limit -37 30 0
$jointconstrain "bip_hand_R" y limit -25 25 0
$jointconstrain "bip_hand_R" z limit -35 20 0
$jointmassbias "bip_head" 1.5
$jointrotdamping "bip_head" 10
$jointconstrain "bip_head" x limit -20 15 0
$jointconstrain "bip_head" y limit -20 20 0
$jointconstrain "bip_head" z limit -12 12 0
$jointmassbias "bip_foot_R" 0.8
$jointrotdamping "bip_foot_R" 7
$jointconstrain "bip_foot_R" x limit -20 55 0
$jointconstrain "bip_foot_R" y limit -19 25 0
$jointconstrain "bip_foot_R" z limit -17 24 0
$jointcollide "bip_upperArm_L" "bip_spine_2"
}
$collisiontext
{
break
{
"model" "player\gibs\spygib007"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib001"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib003"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib006"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\random_organ"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib002"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib004"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\spygib005"
"health" "0"
"fadetime" "10"
}
}
I have deleted lods, shadow lod, definebone and bonemerge
|
i don't think its texture issues, because ive been texturing alot of models lately and i had no problems with them expect for this one..
but i'll try this qc, and i will also wait for anubis if he can help me fix this one
EDIT: when i compile the .qc it gives me this error.
Compiling with Crowbar 0.54: "C:\Users\----\Desktop\MLG Spy V3\spy.qc" ...
Compiling ".\spy.qc" ...
Output from compiler "D:\steam games\steamapps\common\Team Fortress 2\bin\studiomdl.exe":
qdir: "c:\users\----\desktop\mlg spy v3\"
gamedir: "D:\steam games\steamapps\common\Team Fortress 2\tf\"
g_path: "spy.qc"
Building binary model files...
Working on "spy.qc"
SMD MODEL spy_morphs_low.smd
VTA MODEL spy_01.vta
SMD MODEL spy_mask.smd
SMD MODEL spy_jul13_fedora_spy.smd
SMD MODEL spy_jul13_sweet_shades_spy.smd
SMD MODEL spy_c_ambassador_reference.smd
SMD MODEL spy_c_ambassador_reference_lod1.smd
SMD MODEL spy_anims\ref.smd
SMD MODEL spy_anims\ragdoll.smd
SMD MODEL spy_physics.smd
ERROR: unknown bone reference 'medal_bone' in weightlist 'weights_user_ref'
ERROR: Aborted Processing on 'freak_fortress_2/mlgspyv3/spy.mdl'
Crowbar: Deleted empty temporary compile folder "D:\steam games\steamapps\common\Team Fortress 2\tf\models"
... Compiling ".\spy.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.54: "C:\Users\----\Desktop\MLG Spy V3\spy.qc" finished.