Personality Core :eye:
Quote from darkempire on August 16, 2011, 8:28 amoke i'm here atm
$cd "C:UsersDarkEmpireDocuments"
$modelname Core1 "npcs/personality_sphere/personality_sphere_animation.mdl"
$poseparameter aim_yaw -1.00 1.00
$poseparameter aim_pitch -1.00 1.00
$cdmaterials "modelsnpcspersonality_sphere.preprocess/"
$hboxset "default"
$hbox 0 "sphere_root" -1.566 -10.326 -8.933 10.357 10.403 8.769
$hbox 0 "axel_center_x" -11.446 0.000 0.000 0.000 6.129 4.362
$attachment "eyes" "inner_aperture" 6.99 0.00 0.06 rotate -0.00 0.00 0.00
$attachment "crush_spark_attach_02" "sphere_root" -4.22 6.07 14.87 rotate -0.00 -0.00 0.00
$attachment "crush_spark_attach_01" "sphere_root" 6.52 -0.97 -14.79 rotate -0.00 -0.00 0.00
$attachment "cable_attach_02" "sphere_root" -14.65 0.00 -3.00 rotate -0.00 -0.00 0.00
$attachment "forward" "sphere_root" 17.85 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "spark_attach" "sphere_root" 6.82 -10.42 10.91 rotate -0.00 -0.00 0.00
$attachment "cable_attach_01" "sphere_root" -14.65 0.00 3.00 rotate -0.00 -0.00 0.00
$surfaceprop "default"
$keyvalues { }
$illumposition -0.082 -0.292 0.039
$sequence sphere_plug_aimmatrix_neutral_aimMat_neutralPose "sphere_plug_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_aimmatrix_neutral_aimMat_neutralPose "sphere_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_damaged_tube_suck_idle "sphere_damaged_tube_suck_idle" loop fps 30.00 {
{ event AE_CL_CREATE_PARTICLE_EFFECT 2 "WELD_SPARK_01_SPARKSFLY follow_attachment spark_attach" }
{ event AE_CL_PLAYSOUND 2 "SphereFoley.Spark" }
{ event AE_CL_PLAYSOUND 3 "SphereFoley.BrainDamageClankLg" }
{ event AE_CL_PLAYSOUND 1 "SphereFoley.Malfunction" }
{ event AE_CL_PLAYSOUND 14 "SphereFoley.BrainDamageClankSm"
oke i'm here atm
$cd "C:UsersDarkEmpireDocuments"
$modelname Core1 "npcs/personality_sphere/personality_sphere_animation.mdl"
$poseparameter aim_yaw -1.00 1.00
$poseparameter aim_pitch -1.00 1.00
$cdmaterials "modelsnpcspersonality_sphere.preprocess/"
$hboxset "default"
$hbox 0 "sphere_root" -1.566 -10.326 -8.933 10.357 10.403 8.769
$hbox 0 "axel_center_x" -11.446 0.000 0.000 0.000 6.129 4.362
$attachment "eyes" "inner_aperture" 6.99 0.00 0.06 rotate -0.00 0.00 0.00
$attachment "crush_spark_attach_02" "sphere_root" -4.22 6.07 14.87 rotate -0.00 -0.00 0.00
$attachment "crush_spark_attach_01" "sphere_root" 6.52 -0.97 -14.79 rotate -0.00 -0.00 0.00
$attachment "cable_attach_02" "sphere_root" -14.65 0.00 -3.00 rotate -0.00 -0.00 0.00
$attachment "forward" "sphere_root" 17.85 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "spark_attach" "sphere_root" 6.82 -10.42 10.91 rotate -0.00 -0.00 0.00
$attachment "cable_attach_01" "sphere_root" -14.65 0.00 3.00 rotate -0.00 -0.00 0.00
$surfaceprop "default"
$keyvalues { }
$illumposition -0.082 -0.292 0.039
$sequence sphere_plug_aimmatrix_neutral_aimMat_neutralPose "sphere_plug_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_aimmatrix_neutral_aimMat_neutralPose "sphere_aimmatrix_neutral_aimMat_neutralPose" fps 30.00
$sequence sphere_damaged_tube_suck_idle "sphere_damaged_tube_suck_idle" loop fps 30.00 {
{ event AE_CL_CREATE_PARTICLE_EFFECT 2 "WELD_SPARK_01_SPARKSFLY follow_attachment spark_attach" }
{ event AE_CL_PLAYSOUND 2 "SphereFoley.Spark" }
{ event AE_CL_PLAYSOUND 3 "SphereFoley.BrainDamageClankLg" }
{ event AE_CL_PLAYSOUND 1 "SphereFoley.Malfunction" }
{ event AE_CL_PLAYSOUND 14 "SphereFoley.BrainDamageClankSm"
Quote from darkempire on August 16, 2011, 8:29 amhere it is
here it is
Quote from WinstonSmith on August 16, 2011, 3:21 pmAgain, double-posting.
Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Again, double-posting.
Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Quote from Omnicoder on August 16, 2011, 5:02 pmWinstonSmith wrote:Again, double-posting.Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Quote from darkempire on August 16, 2011, 5:55 pmOmnicoder wrote:WinstonSmith wrote:Again, double-posting.Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Do you have a sample?
it quite difficult if you do not know it work
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i need tham for my GladosBoss from portal 1 personality
Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Do you have a sample?
it quite difficult if you do not know it work
i need tham for my GladosBoss from portal 1 personality
Quote from WinstonSmith on August 16, 2011, 8:50 pmOmnicoder wrote:WinstonSmith wrote:Again, double-posting.Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Yeah, I knew you could select the skins in the entity; that explains the preprocess line. So then is it impossible to add new skins with the model used by npc_personality_core (using a completely separate model required instead), or is it possible with some FGD modification?
Anyway, it appears as though the skin function in QC files has changed in Portal 2, or at least for the sphere model. I'm not quite sure what to do with the .preprocess line, it may tie into code somehow. Let me do a bit more research.
Personality core skins are loaded and controlled by the npc_personality_core entity. It swaps them around manually in code from various eye files depending on core type and targetname.
Yeah, I knew you could select the skins in the entity; that explains the preprocess line. So then is it impossible to add new skins with the model used by npc_personality_core (using a completely separate model required instead), or is it possible with some FGD modification?
Quote from Omnicoder on August 17, 2011, 12:14 amI tried simply using an ID higher than the existing skins and making a copy with the new number a while back but it appeared they hard limited the id count even though the files are accessed by straight indices. As far as I know you just have to recompile a new model. Colossal did it for me for the Companion Core in Retrospective, as far as I know it's just like (re)(de)compiling any other model.
I tried simply using an ID higher than the existing skins and making a copy with the new number a while back but it appeared they hard limited the id count even though the files are accessed by straight indices. As far as I know you just have to recompile a new model. Colossal did it for me for the Companion Core in Retrospective, as far as I know it's just like (re)(de)compiling any other model.
Quote from darkempire on August 17, 2011, 10:19 amI get headaches lol
I get headaches lol
Quote from darkempire on August 17, 2011, 5:18 pmFont something intesting
http://developer.valvesoftware.com/wiki ... ng_a_model
Font something intesting
http://developer.valvesoftware.com/wiki ... ng_a_model
Quote from darkempire on August 17, 2011, 8:02 pmgrrr
i was trying to compiler Model but it wont work pff
grrr
i was trying to compiler Model but it wont work pff