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More player models 1.16.4
More player models 1.16.4





more player models 1.16.4

54 $ attachment " primary_sniper " " ValveBiped. 15 $ attachment " primary_rifle " " ValveBiped. 81 $ attachment " primary " " ValveBiped.

more player models 1.16.4

52 $ attachment " grenade4 " " ValveBiped. 32 $ attachment " grenade3 " " ValveBiped. 46 $ attachment " grenade2 " " ValveBiped. 96 $ attachment " grenade1 " " ValveBiped. 00 $ attachment " weapon_hand_R " " weapon_hand_R " 0 0 0 rotate 0 0 0 $ attachment " weapon_hand_L " " weapon_hand_L " 0 0 0 rotate 0 0 0 $ attachment " grenade0 " " ValveBiped. 00 $ attachment " mag_eject2 " " ValveBiped. 00 $ attachment " mag_eject " " ValveBiped. 000 $ skipboneinbbox $ attachment " forward " " ValveBiped. 00 $ opaque $ cdmaterials " models \ player \ natalya \ evangelion \ asuka \" $ hbox 3 " ValveBiped. $ cd " C :\ Source Stuff \ Modeling \ Player Models \ Evangelion \ asuka " $ modelname " player \ natalya \ evangelion \ asuka \ asuka - dress. You can usually get a physics model by decompiling a default model, but if you have to make your own you need to make it out of convex shapes and have them attached to the exact same skeleton that your reference model uses. When you make a model you have a weighted and textured reference.smd for the actual model, and then you also have a phymodel.smd for the collisions. The physics of the ragdoll are handled by a collision mesh. When a player dies, the hitboxes are no longer used, and the dead player model falls to the ground as a ragdoll. However, if you aren't doing a simple re-skin you probably need to edit the hitboxes so that they match the new model's geometry more accurately. To get default hitboxes you can decompile a default model for the game you're working with and copy the code from the mdldecompiler.qc file. $ hboxset " cstrike " $ hbox 3 " ValveBiped.







More player models 1.16.4