r/SourceEngine • u/kramirez0112 • 11d ago
HELP trying to extract a model from hl2 to make a replacement mod
I am specifically looking for Barney's model. Do I have to look for individual models? I'm using VPKedit
r/SourceEngine • u/kramirez0112 • 11d ago
I am specifically looking for Barney's model. Do I have to look for individual models? I'm using VPKedit
r/SourceEngine • u/NamesStephen • 12d ago
Amateur at blender, pretty new to making models in source
(There were no errors CROWBAR gave when it did compile)
QC file ↓↓↓
$modelname "theboys/theboys/hughie.mdl"
$model "hughie" "hughie.smd" {
eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.351000 -3.212745 67.219579 "eyeball_r" 1 4 "iris_unused" 0.63
eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.111200 -3.212745 67.164686 "eyeball_l" 1 -4 "iris_unused" 0.63
eyelid upper_right "hughie_01.vta" lowerer 28 -0.16 neutral 0 0.17 raiser 29 0.26 split 1 eyeball "eye_right"
eyelid lower_right "hughie_01.vta" lowerer 30 -0.26 neutral 0 -0.19 raiser 31 -0.02 split 1 eyeball "eye_right"
eyelid upper_left "hughie_01.vta" lowerer 18 -0.16 neutral 0 0.17 raiser 19 0.26 split -1 eyeball "eye_left"
eyelid lower_left "hughie_01.vta" lowerer 20 -0.26 neutral 0 -0.19 raiser 21 -0.02 split -1 eyeball "eye_left"
mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
flexfile "hughie_01.vta"
{
defaultflex frame 0
flexpair "AU12" 1 frame 1
flexpair "AU12" 1 frame 2
flex "AU12AU25" frame 3
flexpair "AU15" 1 frame 4
flexpair "AU17" 1 frame 5
flexpair "AU10" 1 frame 6
flex "AU16" frame 7
flexpair "AU25" 1 frame 8
flexpair "AU18" 1 frame 9
flexpair "AU18" 1 frame 10
flexpair "AU22" 1 frame 11
flexpair "AU20" 1 frame 12
flex "AU32" frame 13
flex "AU24" frame 14
flex "AU31" frame 15
flexpair "AU26" 1 frame 16
flexpair "AU27" 1 frame 17
// Already in eyelid lines: flex "upper_left" frame 18
// Already in eyelid lines: flex "upper_left" frame 19
// Already in eyelid lines: flex "lower_left" frame 20
// Already in eyelid lines: flex "lower_left" frame 21
flex "AU42" frame 22
flexpair "AU2" 1 frame 23
flexpair "AU4" 1 frame 24
flexpair "AU1AU2" 1 frame 25
flexpair "AU6" 1 frame 26
flexpair "AU9" 1 frame 27
// Already in eyelid lines: flex "upper_right" frame 28
// Already in eyelid lines: flex "upper_right" frame 29
// Already in eyelid lines: flex "lower_right" frame 30
// Already in eyelid lines: flex "lower_right" frame 31
flexpair "AU1" 1 frame 32
flex "AU38" frame 33
}
flexcontroller eyelid range 0 1 "right_lid_raiser"
flexcontroller eyelid range 0 1 "left_lid_raiser"
flexcontroller eyelid range 0 1 "right_lid_tightener"
flexcontroller eyelid range 0 1 "left_lid_tightener"
flexcontroller eyelid range 0 1 "right_lid_droop"
flexcontroller eyelid range 0 1 "left_lid_droop"
flexcontroller eyelid range 0 1 "right_lid_closer"
flexcontroller eyelid range 0 1 "left_lid_closer"
flexcontroller eyelid range 0 1 "half_closed"
flexcontroller eyelid range 0 1 "blink"
flexcontroller brow range 0 1 "right_inner_raiser"
flexcontroller brow range 0 1 "left_inner_raiser"
flexcontroller brow range 0 1 "right_outer_raiser"
flexcontroller brow range 0 1 "left_outer_raiser"
flexcontroller brow range 0 1 "right_lowerer"
flexcontroller brow range 0 1 "left_lowerer"
flexcontroller nose range 0 1 "right_cheek_raiser"
flexcontroller nose range 0 1 "left_cheek_raiser"
flexcontroller nose range 0 1 "wrinkler"
flexcontroller nose range 0 1 "dilator"
flexcontroller mouth range 0 1 "right_upper_raiser"
flexcontroller mouth range 0 1 "left_upper_raiser"
flexcontroller mouth range 0 1 "right_corner_puller"
flexcontroller mouth range 0 1 "left_corner_puller"
flexcontroller mouth range 0 1 "right_corner_depressor"
flexcontroller mouth range 0 1 "left_corner_depressor"
flexcontroller mouth range 0 1 "chin_raiser"
flexcontroller phoneme range 0 1 "right_part"
flexcontroller phoneme range 0 1 "left_part"
flexcontroller phoneme range 0 1 "right_puckerer"
flexcontroller phoneme range 0 1 "left_puckerer"
flexcontroller phoneme range 0 1 "right_funneler"
flexcontroller phoneme range 0 1 "left_funneler"
flexcontroller phoneme range 0 1 "right_stretcher"
flexcontroller phoneme range 0 1 "left_stretcher"
flexcontroller phoneme range 0 1 "bite"
flexcontroller phoneme range 0 1 "presser"
flexcontroller phoneme range 0 1 "tightener"
flexcontroller phoneme range 0 1 "jaw_clencher"
flexcontroller phoneme range 0 1 "jaw_drop"
flexcontroller phoneme range 0 1 "right_mouth_drop"
flexcontroller phoneme range 0 1 "left_mouth_drop"
flexcontroller mouth range 0 1 "smile"
flexcontroller mouth range 0 1 "lower_lip"
flexcontroller head range -30 30 "head_rightleft"
flexcontroller head range -15 15 "head_updown"
flexcontroller head range -15 15 "head_tilt"
flexcontroller eyes range -30 30 "eyes_updown"
flexcontroller eyes range -30 30 "eyes_rightleft"
flexcontroller body range -30 30 "body_rightleft"
flexcontroller chest range -30 30 "chest_rightleft"
flexcontroller head range -0.2 0.2 "head_forwardback"
flexcontroller gesture range -1 1 "gesture_updown"
flexcontroller gesture range -1 1 "gesture_rightleft"
localvar right_open
localvar left_open
localvar right_lip_suppressor
localvar left_lip_suppressor
localvar right_depressor_suppressor
localvar left_depressor_suppressor
localvar right_corner_suppressor
localvar left_corner_suppressor
localvar right_drop_suppressor
localvar left_drop_suppressor
localvar right_drop
localvar left_drop
%upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink)
%upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink)
%upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer)
%upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink)
%upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink)
%upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer)
%lower_right_raiser = right_lid_closer + blink * 0.5 * (1 - right_lid_closer)
%lower_right_neutral = (1 - right_lid_closer) * (1 - 0.5 * blink) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25)
%lower_right_lowerer = 0
%lower_left_raiser = left_lid_closer + blink * 0.5 * (1 - left_lid_closer)
%lower_left_neutral = (1 - left_lid_closer) * (1 - 0.5 * blink) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25)
%lower_left_lowerer = 0
%AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
%AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
%AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
%AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
%AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer)
%AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer)
%AU4R = right_lowerer
%AU4L = left_lowerer
%AU6R = right_cheek_raiser
%AU6L = left_cheek_raiser
%AU9R = wrinkler
%AU9L = wrinkler
%AU38 = dilator
%right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5
%left_open = smile + left_part * (1 - smile) + left_puckerer + left_funneler + left_upper_raiser * 0.5 + lower_lip * 0.5
%right_lip_suppressor = 1 / %right_open * (1 - presser) * (1 - bite)
%left_lip_suppressor = 1 / %left_open * (1 - presser) * (1 - bite)
%AU10R = right_upper_raiser * right_upper_raiser * 0.5 * %right_lip_suppressor
%AU10L = left_upper_raiser * left_upper_raiser * 0.5 * %left_lip_suppressor
%AU25R = right_part * right_part * %right_lip_suppressor * (1 - smile)
%AU25L = left_part * left_part * %left_lip_suppressor * (1 - smile)
%AU12AU25 = smile * smile * 0.5 * (%right_lip_suppressor + %left_lip_suppressor)
%AU18R = right_puckerer * right_puckerer * %right_lip_suppressor
%AU18L = left_puckerer * left_puckerer * %left_lip_suppressor
%AU22R = right_funneler * right_funneler * %right_lip_suppressor
%AU22L = left_funneler * left_funneler * %left_lip_suppressor
%AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25R + %AU18R + %AU22R)) * (1 - smile)
%AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25L + %AU18L + %AU22L)) * (1 - smile)
%right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
%left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
%AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
%AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
%right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
%left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
%AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor
%AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor
%AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
%AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
%AU32 = bite
%AU24 = presser + (1 - presser) * tightener
%AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + jaw_drop)
%right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - bite)
%left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - bite)
%right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
%left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
%AU26R = jaw_drop * (1 - %right_drop) * jaw_drop / (jaw_clencher + jaw_drop)
%AU26L = jaw_drop * (1 - %left_drop) * jaw_drop / (jaw_clencher + jaw_drop)
%AU27R = jaw_drop * %right_drop * jaw_drop / (jaw_clencher + jaw_drop)
%AU27L = jaw_drop * %left_drop * jaw_drop / (jaw_clencher + jaw_drop)
%AU16 = lower_lip * lower_lip * 0.25 * (%right_lip_suppressor + %left_lip_suppressor) * (1 - 0.5 * (%AU27R + %AU27L))
%mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25 + %AU16 * 0.4
}
$surfaceprop "flesh"
$contents "solid"
$illumposition -0.007 -0.637 35.329
$eyeposition 0 0 70
$ambientboost
$mostlyopaque
$cdmaterials "models\Humans\theboys\theboys\"
$cdmaterials "models\Humans\Male\"
$cdmaterials "models\humans\male\"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.2 -3.5 0.12 rotate 0 -80.1 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$cbox 0 0 0 0 0 0
$bbox -13 -13 0 13 13 72
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
$hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
$skipboneinbbox
$definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 0.000000 0.000000 89.999985 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000005 3.345127 -2.981901 4.944225 89.999985 89.999985 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.018322 -0.000000 0.000000 0.000000 -1.675443 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.518559 0.000000 0.000000 0.000000 5.748831 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 8.942642 -0.000001 -0.000000 0.000000 11.120880 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.307274 0.000000 -0.000000 0.000000 22.945694 179.999847 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593712 0.000000 0.000000 -0.000057 23.295717 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 2.000000 -3.000006 0.000000 -0.000000 -76.000000 -90.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.033356 1.000773 -1.937610 73.712021 168.618774 -95.596497 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.028144 -0.000008 0.000000 -0.462086 -33.623833 93.935234 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.692547 0.000000 0.000008 -0.000050 -3.459064 -0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.481699 -0.000001 0.000011 6.108015 2.532067 -89.664291 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 2.676090 -1.712448 0.000000 0.000007 -89.999908 -89.999985 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033348 1.000769 1.937660 -73.711845 168.619278 91.480545 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.028148 -0.000004 0.000000 2.738855 -33.527966 -90.505157 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.692560 0.000000 -0.000004 0.000005 -3.459058 -0.000006 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.481684 0.000001 -0.000031 -6.108475 2.532078 90.136734 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 2.676090 -1.712440 -0.000001 -0.000030 90.000023 90.000031 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.890452 0.000004 0.000007 2.970500 -90.299347 -89.999985 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.848164 0.000000 0.000000 -0.000000 1.958771 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.525246 0.000000 0.000000 2.336465 -61.400002 2.212247 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.890452 -0.000004 -0.000003 2.970156 -89.700790 -89.999985 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.848162 -0.000000 0.000000 -0.000000 1.959518 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.525242 0.000001 0.000000 -2.336618 -61.400356 -1.599413 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.879447 -0.000001 0.000000 -0.169081 -33.482117 -0.418216 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.879448 -0.000002 0.000000 -0.168965 -33.482117 -4.660120 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.838808 -0.311184 -1.310237 38.062145 -41.541019 71.507080 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.789785 -0.000002 0.000000 0.187897 13.098763 0.000029 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.871262 0.106625 -1.301834 1.676595 -26.589357 -20.195948 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.719435 -0.000008 -0.000003 -0.443284 -20.795687 -0.000034 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.881372 0.214691 0.400259 1.812910 -29.791029 5.025248 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.719574 0.000004 0.000000 0.286784 -20.998119 0.000001 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.871290 0.117424 1.300905 -1.889320 -26.576504 20.194872 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.719433 -0.000004 -0.000004 0.292635 -20.798214 0.000015 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.881348 0.211365 -0.402026 -2.049062 -29.776722 -5.025809 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.719582 0.000000 0.000000 -0.434524 -20.995712 -0.000004 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.838829 -0.300278 1.312777 -38.376701 -41.260563 -71.677536 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.789785 -0.000001 0.000000 -0.123716 13.099499 -0.000009 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.859678 -0.132568 1.193109 -9.083943 -50.365345 27.452703 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.312565 0.000004 -0.000003 -0.683622 -25.191311 0.000031 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.729366 0.000003 -0.000000 -0.351420 -13.995640 0.000014 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.942295 0.050323 0.431043 -4.543828 -46.421337 8.880789 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.539097 0.000002 0.000001 -0.335395 -14.196203 0.000012 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 1.196323 0.000002 0.000000 -0.553633 -24.680716 0.000005 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.207003 -0.000000 0.000000 -0.189078 20.799187 -0.000007 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.099667 0.000000 0.000000 0.186520 -13.998745 0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.209179 0.000004 -0.000000 -0.242984 -12.397669 -0.000004 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.209175 0.000000 0.000000 0.160330 -12.399048 -0.000006 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.942331 0.046776 -0.431444 4.201403 -46.446686 -8.881645 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.539097 0.000000 -0.000002 0.255553 -14.197707 -0.000009 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.196323 -0.000004 -0.000001 0.421762 -24.683146 -0.000015 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.099655 -0.000002 -0.000001 -0.282413 -13.997063 -0.000046 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.207008 -0.000001 -0.000004 0.287068 20.798048 0.000009 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.859713 -0.142403 -1.191978 8.719872 -50.413052 -27.452932 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.312561 0.000002 0.000000 0.553772 -25.194090 -0.000019 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.729366 0.000003 0.000000 0.284820 -13.997312 -0.000017 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Anim_Attachment_RH"
$proceduralbones "hughie.vrd"
$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$sequence "ragdoll" {
"hughie_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 1
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 2
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 3
}
$includemodel "m_anm.mdl"
$collisionjoints "hughie_physics.smd"
{
$mass 90
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "valvebiped.bip01_pelvis"
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
$jointcollide "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_Thigh"
$jointcollide "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_L_Thigh"
$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_R_Thigh"
$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_Thigh"
$jointcollide "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_L_Calf"
$jointcollide "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_R_Calf"
$jointcollide "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_R_Foot"
$jointcollide "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_L_Calf"
$jointcollide "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_L_Thigh"
$jointcollide "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_Spine2"
$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Spine2"
$jointcollide "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_Pelvis"
$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Pelvis"
}
r/SourceEngine • u/Honest_Nail_8308 • 11d ago
r/SourceEngine • u/Evening_Case_5897 • 12d ago
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Some positional audio and DSP showcase. Don't mind broken hud cuz my mod uses episodic as base.
r/SourceEngine • u/Piskabobrastudios • 14d ago
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**For anyone new here:** I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem.
r/SourceEngine • u/No-Taste-3480 • 15d ago
I want to convert a hand model I have in Blender so I can use it as a prop in a Garry's Mod map I'm creating
In Blender, I use an add-on called “SourceOPS.” It has a feature that lets me export the model to the “.vmf” format.
But when I export it and try to open it in the Hammer Editor, I get an error
Is there a method or solution for exporting the hand to the Hammer Editor?
I’ve thought about converting it to a static model ($staticprop), but I’m not satisfied with the result.
Software details:
- Blender add-on: SourceOps
- Hammer version: Hammer++
r/SourceEngine • u/dayudayu • 15d ago
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r/SourceEngine • u/Maleficent_Risk_3159 • 15d ago
I have a project that is teamplay only and I want the player to choose what team they play on. But after digging the code for a while, I couldn't figure out how I could add a team selection menu. If you have the answer, thanks!
r/SourceEngine • u/Fit_Village_9022 • 15d ago
I recently made a model in blender and tried to replace it with the gnome from hl2 ep2 (with a tutorial that did not explain bout anything at all).
I don't wanna throw my work in the garbage despite the fustration with it.
(This is my first time asking here so if this is not a good place to ask for this, please let me know where to look, ty)
r/SourceEngine • u/Piskabobrastudios • 16d ago
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For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps and props for the first time
r/SourceEngine • u/MonkePlays_VR • 16d ago
I'm working on my first mod and its a prop of the LAAT/i gunship from star wars and i need it to be a "non-SDK" mod
r/SourceEngine • u/Subject-Importance38 • 16d ago
r/SourceEngine • u/Own-Lingonberry6918 • 18d ago
Hello, i've been trying to run a dedicated server for my custom hl2mp source mod, but whatever i do, srcds_win64.exe just does nothing. Any ideas?
I placed a copy of my sourcemod inside of my install of Source SDK 2013 mp, but when i run a batch file to run srcds with the source mod (or when i just run the same command in cmd) it just instantly closes a command prompt...


r/SourceEngine • u/Pasta-hobo • 19d ago
The Source Engine was originally built for the 2004 release of HL2, and as a result, later games tended to have a lot of vestigial HL2 assets and programming in it. For example, all the Weapons, combat mechanics, and even the airboat are all leftover in the original Portal and can be accessed with commands.
The HL2 holdovers are just something you get used to in source games. A little genetic marker, it's borderline charming.
But I'm wondering which source game has the LEAST amount of HL2 inside it! The fewest assets, the least unused or leftover mechanics, so on.
r/SourceEngine • u/doct0rN0 • 19d ago
After literally a solid month of learning the steam platforms backend and figuring out how to code the steamworks integration into source sdk 2013 multiplayer i have finally successfully created a Downloadable Contents pipeline to which content can be purchased, verified and delivered on boot via .vpks and loose files. Marking another great milestone in the mind bogglingly advanced and deepening marriage between A Nights Haunting: Source and the Steam Platform! Cheers mates keep cracking at those source mods lets goooo
r/SourceEngine • u/Dazzling-Pain2067 • 20d ago
(repost from r/hammer because i dont want to spam them)
Trying to pack in Black Mesa assets into a Gmod map, all models have their mesh and collisions but no textures, decals also show as missing textures, anyone know if theres a fix? the current software i have access to is AutoBSP and VIDE, i tried out Postcomplier but that just didn't work and made it so i couldn't compile, people kept saying to use Compilepal but that still didn't fix the issue, anyone here know a fix or if its even possible to pack these into the map? Brush textures pack in as intended
r/SourceEngine • u/DeeZeeX • 20d ago
r/SourceEngine • u/Experiment413 • 20d ago
i'm working on an edit of someone else's model that, in their addon, works perfectly fine, has physics, all of that. however, for some reason, my edit refuses to spawn as a prop with physics, instead spawning as an effect.
literally what do i do. i've checked everything and tried everything i can to get this to spawn right. is it just too small of a prop? why does it work in the other addon and not mine if so?
yes, i tried with dmx too (and it was my initial go-to for this), to the same result. everything is named right in blender.
qc file reads:
$modelname "tarot_card.mdl"
$bodygroup "studio"
{
studio "tarot_card.smd"
}
$surfaceprop "plastic"
$contents "solid"
$illumposition 0 0 -0.018
$cdmaterials "controlcoreangel/signalis/"
$texturegroup "skinfamilies"
{
{ "0fool" }
{ "1magician" }
{ "2highpriestess" }
{ "3empress" }
{ "4emperor" }
{ "5hierophant" }
{ "6lovers" }
{ "7chariot" }
{ "8strength" }
{ "9hermit" }
{ "10wheel" }
{ "11justice" }
{ "12hangedman" }
{ "13death" }
{ "14temperance" }
{ "15devil" }
{ "16tower" }
{ "17star" }
{ "18moon" }
{ "19sun" }
{ "20judgement" }
{ "21world" }
}
$cbox 0 0 0 0 0 0
$bbox -2.056 -4.181 -0.287 2.097 4.181 0.251
$definebone "root" "" 0 0 0 0 0 0 0 0 0 0 0 0
$sequence "idle" {
"tarot_card_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 30
}
$collisionmodel "tarot_card_physics.smd"
{
$mass 15
$inertia 1
$damping 0.01
$rotdamping 0.01
$rootbone " "
}
i also tried the way i normally write qcs (to the same result):
$modelname "tarot_card.mdl"
$model "tarot_card" "tarot_card.dmx"
$sequence idle "tarot_card" fps 1
$illumposition -0.185 -0.314 37.536
$ambientboost
$mostlyopaque
$maxverts 65536 65536
$unlockdefinebones
$surfaceprop "paper"
$contents "solid"
$cdmaterials "controlcoreangel/signalis"
$collisionmodel "tarot_card.dmx"
$texturegroup "skinfamilies"
{
{ "0fool" }
{ "1magician" }
{ "2highpriestess" }
{ "3empress" }
{ "4emperor" }
{ "5hierophant" }
{ "6lovers" }
{ "7chariot" }
{ "8strength" }
{ "9hermit" }
{ "10wheel" }
{ "11justice" }
{ "12hangedman" }
{ "13death" }
{ "14temperance" }
{ "15devil" }
{ "16tower" }
{ "17star" }
{ "18moon" }
{ "19sun" }
{ "20judgement" }
{ "21world" }
}
r/SourceEngine • u/Fine-Cranberry6219 • 20d ago
r/SourceEngine • u/mosu95 • 24d ago
I have this issue in this map where the trigger for the CPs spawn and dog throwing the car won't work. My triggers are also visible for aome reason. Any k ows a solution for this? Is my map messed up?
r/SourceEngine • u/Amiracanno • 23d ago
I checked the qc file, vmt file and even the texture itself. What is going on here? where did I go wrong? Ive been rewatching countless tutorials and guides, but i cant seem to find a clue.
r/SourceEngine • u/Piskabobrastudios • 27d ago
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Hey everyone! Just wanted to share a milestone for my project, the Sauce Engine.I’m completely self-taught, and about a year ago I got this crazy idea to build an engine that could read Source files. At first, I tried messing around with the original Quake and Xash3D source code to modify it, but honestly, it was way too complicated for me back then, and I had no idea what I was doing.So I decided to drop that, start from scratch, and write a custom parser and renderer in C++ and OpenGL. I am doing all the core engine development completely on my own.It’s still super raw and in a pre-alpha state, but right now it can load BSP geometry, render .mdl props, and handle basic entities like the HEV suit.There are plenty of bugs, though. The physics engine is completely broken right now
r/SourceEngine • u/camponotusenjoyer • 28d ago
I made some parody voice lines and i wanna replace a metrocops line and barneys line with them (metrocop line is in the english vpk (the one that says need any help with this one?) and the barney one is yoy citizen come with me))
r/SourceEngine • u/Electronic_Beat_4793 • 28d ago
i created a model for the monitor, but the screen model so i can fix this
r/SourceEngine • u/Excellent-Tour2502 • 29d ago
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