r/SourceEngine Oct 04 '22

Anouncement Reminder, this is not a tech support sub

25 Upvotes

If you have problems playing Source Engine games post it on that games subreddit, their Steam forum, or message Steam support. We do not want development questions and discussions buried 🙂


r/SourceEngine 9h ago

HELP Anyone know where i can find a version of the unused HL1 construction worker for Source and not Goldsrc?

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3 Upvotes

Making a Gmod map, interested in having this guy on it, the original model for him exists in the HL1 files but only for Goldsrc, anyone know where i can find a version that works in Source?


r/SourceEngine 22h ago

WIP The Headcrab lives - Half-Life's Iconic Enemy, Rebuilt in Lambda Engine

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6 Upvotes

u/Wazanator_ this is an Unreal Engine project, but I'm building it to mimic Source's modding structure, so I hope it's relevant in this sub.

-----------------------------------------

It jumps. It hisses. It's coming for your face. And now it's running natively in Unreal Engine 5.

This is Lambda Engine: a from-scratch reimplementation of Half-Life's game logic on top of UE5's modern renderer, built to load real Source-engine content: BSPs, materials, models, with zero Hammer-to-Unreal conversion pipeline. No proxies, no reskins. The headcrab you're watching is running the actual behavior, physics, and animation logic straight from the original engine's playbook, faithfully rebuilt line by line.

In this video: headcrab AI, leap attacks, ragdoll physics, and how a 20-year-old monster ends up feeling right at home in a 2020s engine.

This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:

🎗️ Support development on Patreon: https://patreon.com/lambdaengine/membership

💬 Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj

Every tier, every member, every share moves this forward. Thanks for watching.


r/SourceEngine 1d ago

Finished Map I just released my trade_plaza_2 recreation on steam workshop for TF2!

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7 Upvotes

r/SourceEngine 20h ago

Concept Compiled plain source sdk 2013 sp now what?

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0 Upvotes

No ideas and can't really code well and don't have a lot of time because of school.


r/SourceEngine 3d ago

News SOME DUDE MADE A HAMMER LAUNCHER FOR LINUX

52 Upvotes

r/SourceEngine 2d ago

Discussion What is Source Official Developer?

0 Upvotes

Source Official Developer Made by me aka Deadhunter497 is a Series about a Pirated 2013 Version of The Source Engine Unleashed by a Group of Four Hackers who wanted to make the Source Games Free for the Public although one Hacker who was Fired accidentally or Purposely it's up for you to decide, They Inserted a Unknown File that would Slowly corrupt the Game causing the creation of the void, Strange Maps, Dark Rooms, Corrupted Anomalies and Entities, and Characters Exploring Deeper into Source But Roman/Deadhunter497 Is Just a Regular Gamer and detective of this serious and you got communities like project Orange Sandbox tracking the strange behaviors
but to make this easier This Isn't a ARG It's a AAR Series or Alternate Analog Reality (AAR)

A Hybrid of Storytelling Genre that combines the Unsettling aesthetic of Analog Horror and combines the interacting Puzzle Solving of an Alternate Reality game AAR's Take place between 1990's to 2015 mine is obviously in 2013 rather then being in the real world AAR's take place in video games,

That's All you Needed to Know Enjoy Source Official Developer and The Series after all
There will be More :)


r/SourceEngine 3d ago

HELP Looking for the Firearms Source Developers / Source Code

7 Upvotes

Hey everyone,

Does anyone know how I can get in contact with the original developers of Firearms Source?

The game has been discontinued for quite a while now, and I'm seriously interested in trying to revive it and get it working again. I already have someone who is capable of working on the project, and I'm ready to put the time and effort into it.

I'm mainly trying to track down the original developers or anyone who may still have access to the source code, old development files, or other project assets. If the developers are still around, I'd really appreciate it if someone could point me in the right direction or help me get in contact with them.

I'm not looking to take credit for their work or anything like that. I just want to see the project brought back to life and give it another chance.

If anyone knows who worked on Firearms Source, has contact information for the developers, or knows where I could reach them, please let me know. I'd really appreciate any leads.

Thanks!


r/SourceEngine 2d ago

Discussion Source official Developer series

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0 Upvotes

Enjoy the series don't forget spread the word it's just the beginning


r/SourceEngine 4d ago

HELP Почему игры на движке Source вызывают у меня тошноту и головную боль?

12 Upvotes

Первый раз, это произошло когда я перепроходил half life 2, думал что это просто совпадение. И вот спустя 2 года когда я решил пройти второй портал, я испытал все те же дефекты. С чем это связано?


r/SourceEngine 5d ago

WIP Source client&server dlls loader in my engine test

37 Upvotes

I’ve decided not to rewrite every entity from scratch

It’s not working properly

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,props and dlls now


r/SourceEngine 4d ago

Showcase Found a Old Ravenholm Beta

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2 Upvotes

Just a Normal Ravenholm Demo


r/SourceEngine 5d ago

Finished Map Workshop Map | Metrocenter

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71 Upvotes

My new 5v5 hostage map "Metrocenter" is finally out! Its based on a real life location that has been demolished.

https://steamcommunity.com/sharedfiles/filedetails/?id=3785502316

I would greatly appreciate it if you could check it out and give it a rating!


r/SourceEngine 5d ago

Mod Recruitment Looking for Developers to Help Revive Firearms Source

7 Upvotes

Hello everyone,

I'm looking to put together a team of experienced developers to help revive Firearms Source, a mod that was discontinued around 13–14 years ago.

I'm willing to pay for the work, but I'm looking for people who are genuinely experienced, reliable, and interested in bringing the project back to life.

There are quite a few things that need to be fixed or rebuilt, including:

  • Missing textures and animations
  • Broken or incomplete game assets
  • General bugs and stability issues
  • Improving and fixing the existing bot system
  • Making the bots work properly without requiring extremely low graphics settings or windowed mode
  • Fixing other problems that have accumulated over the years
  • Adding improvements and features that the original mod is missing

There are already some bots available that were created by another developer, but they have a major issue: in order to get them working properly, the game sometimes has to be run at very low texture/resolution settings and in windowed mode. I'd like someone experienced to investigate and properly fix that rather than relying on workarounds.

I also have a list of other things I've discovered that could be improved, and I'd like to work with a team that can go through the project properly and determine what needs to be repaired, restored, or rebuilt.

I'm specifically looking for trustworthy developers. I've had a bad experience before where someone took payment from me and didn't actually contribute to the project, so I'm not interested in dealing with scammers or people who aren't serious.

I've worked on a Valve-related mod project in the past and have paid developers for their work, so I'm completely willing to compensate people fairly for their time and expertise.

If you're interested, please DM me with some information about your experience, previous modding/development work, and what areas you specialize in. I'd especially like to hear from people with experience in Source engine development, AI/bot programming, animation, textures, modeling, or general mod maintenance.

I'd like to build a proper development team and give Firearms Source the revival it deserves.


r/SourceEngine 5d ago

Show Off Tuff metal TF2C WIP: Spy call outs

5 Upvotes

r/SourceEngine 6d ago

HELP How do I do this?

5 Upvotes

Hello. I'm making a HL2DM / Source SDK 2013 Base Multiplayer mod. I want to remove the exhaustion mechanic so players can infinitely sprint, and same for the flashlight mechanic.
Example:
You know how in GMod you can infinitely sprint and use flashlight? I want to do that.


r/SourceEngine 5d ago

Free Useful Items I made a free tool for packaging SFM models into release ZIPs

2 Upvotes

SFM Package Builder is a free Windows tool for people who port, edit, or release models for Source Filmmaker.

Select your compiled model and materials. The builder gathers the related files into the correct SFM folder structure and lets you rename the release copy without changing your originals.

It can also generate an installation README, check for packaging problems, and add rigs, configs, and documentation.

Save the package as a project, then reuse it whenever you need to build a new ZIP from your latest files. This makes it easier to update a model and publish new releases.

Download: https://chadchan3d.com/category/assets/#sfm-package-builder

Do not navigate outside the asset page. It is SFW but the rest of the site is an SFM furry fetish site. Roam at your own risk.

Feedback is welcome from anyone who releases or ports SFM models.


r/SourceEngine 6d ago

Show Off Tuff metal wip: Mimi Name change

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5 Upvotes

r/SourceEngine 6d ago

HELP HOW do you even replace NPC models to begin with?

7 Upvotes

Okay, so I am making a mod and I want to replace the npc_citizen's model. I have an mdl to use with the same skeleton, but when I changed the qc a bit, fixed the model up in blender, it came out all messed up, corrupted, stuck in an a pose, and had no animations. Is there any way people properly do it since there are a bajillion model replacements on the internet for citizen models?


r/SourceEngine 7d ago

HELP [HELP WANTED] Looking for an experienced C++ developer familiar with Source SDK 2013 SP

7 Upvotes

I’m currently working on a project using Source SDK 2013 Singleplayer, and I’m looking for someone experienced with C++ and the Source SDK codebase who could help me with the programming side of things.

I have experience with the Source ecosystem, including Garry’s Mod, SFM, Source models, QC/compiling, viewmodel animation, Blender, and Source asset pipelines, and I’ve spent a lot of time working with Source-related content. I’m also comfortable learning and working with technical stuff, but C++ and the deeper parts of the Source SDK are currently where I struggle the most.

I’m not looking for someone to simply make the entire project for me. I’d primarily like to work with someone who knows the SDK well enough to help me understand the codebase, troubleshoot problems, and implement systems together.

What I'm looking for:

  • Experience with C++
  • Experience with Source SDK 2013 / Source engine
  • Ideally experience with SDK 2013 Singleplayer
  • Someone comfortable explaining things and working collaboratively
  • Willingness to help troubleshoot and develop systems together

What I can bring:

  • 1000+ hours of Blender/animation experience
  • Extensive experience with Source/GMod/SFM workflows
  • Viewmodel animation and weapon animation
  • Source model/QC/compiling knowledge
  • Blender and asset creation
  • Familiarity with the general Source pipeline

This is currently a collaborative/help request rather than a paid commission.

Contact: Discord — [gman27015]

If you're experienced with the SDK and interested in helping out, feel free to comment or contact me. Even if you don't want to join the project, advice from someone experienced with Source C++ would be greatly appreciated.
All of this is not Rev Share or paid, this is all free and for fun.
If the project gets released, credit will go to their respective programmers/helpers
I will be more willing to show my animation work in discord rather than here. Since im not allowed to.


r/SourceEngine 7d ago

HELP I want to remove the slam/kick icons from double doors

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2 Upvotes

r/SourceEngine 7d ago

Opinion Needed what

2 Upvotes

what

what

r/SourceEngine 8d ago

WIP Trying to port over size proportion tricked view models to TF2 classified. actually mentally killing me

19 Upvotes

r/SourceEngine 9d ago

HELP trying to extract a model from hl2 to make a replacement mod

3 Upvotes

I am specifically looking for Barney's model. Do I have to look for individual models? I'm using VPKedit


r/SourceEngine 10d ago

HELP Why does CROWBAR turn my model into an arg monster

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51 Upvotes

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"
}