Character System
Character system is a system present in
Black Mesa that allows adding wide range of character presets for all humanoid NPCs (and ragdolls) without game code or map edits. It uses character presets, each character preset is a set of model parameters, described in scripts/character_manifest.txt file, instead of hardcoded random NPC variants. The original game uses it to implement specific characters for specific maps, and random variants for human NPCs, scientists, security personal, marines. The system applies presets only once per NPC (or ragdoll) during spawn, it never applies presets during entity restore or creation. The system is pretty flexible, it allows significantly change character appearance, which is why it has become popular in the community.
reload_character_manifest console command, it will update the data and reapply all character presets for existing on level NPCs and ragdolls. Preset Parameters
Name
This is preset name that can be referenced by NPC or ragdoll. It can be entity classname or targetname.
If used targetname, it will be applied to all NPCs and ragdolls with this specific targetname. It has hightest priority, because it allows use of specific presets on specific entity instances, for instant, this is why Sci50_TChamberFoyer always looks like an old man (one of scientist that opens the test chamber door). The targetname case doesn't allow random character preset, if defined multiple presets with the same name for targetname, only the very first will be used.
If used classname, preset will be applied to all NPCs with this specific classname. This is mainly used for general actors that are not related to a specific character.
While NPCs use classname or targetname, ragdolls also use Character Manifest Mimic Name (mimicname) keyvalue. This allows ragdolls to use a preset by NPC classname, instead of purely depend on targetname presets, e.g. using npc_human_scientist will apply on of many npc_human_scientist NPC character presets on given ragdoll.
Name is fundamental when creating a preset, as it forms the body.
Example:
//applied to all npcs with classname npc_human_scientist
npc_human_scientist
{
//...
}
//applied to all npcs with targetname otis
otis
{
//...
}
Flex Data
Sets float values for flex controllers from given model data, usually used by NPCs for face parameters, such as cheek depth or ears height. This feature is not used for ragdolls by the system, because ragdolls don't inherit CBaseFlex, meaning they can't save or transfer the data to client. The meaningful value range is defined by the flex controller in the model; most Black Mesa character customization controllers use 0.0–1.0. Doesn't support random values. If NPC had custom flex data before, character system will revert all values back to 0, before applying a preset. If a flex controller doesn't exists on given model, it is ignored.
Example:
npc_human_scientist
{
flex_data
{
cheek_depth 1.0
cheek_fat_max 1.0
neck_size .5
ears_angle 1.0
ears_height 1.0
uplip_size 1.0
mouth_w_min .5
mouth_depth 1.0
nose_h_max .6
nose_angle .6
nost_width .6
}
}
Bodygroup Data
Sets index values for bodygroups from given model data. Bodygroup parameters support random value split by comma, e.g. holster 1 will always set 1 value for holster, while head 0,3 will set 0 or
3 for head. The amount of random bodygroup values is not limited by character system. If NPC or ragdoll had custom bodygroup value before, character system will revert all bodygroup values back to 0, before applying a preset. If a bodygroup or bodygroup index doesn't exists on given model, it is ignored.
Example:
GRD02_HiveHand
{
bodygroup_data
{
helmet 1
chest 1
holster 1
flashlight 0
}
}
npc_human_commander
{
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
}
Bonemerge Data
Creates a list of prop_bonemerge entities attached to given NPC. This is a kind of way to give a certain accessory to a character, which will then drop upon NPC death. If this featue was used for a ragdoll, the entity will become a VPhysics object on ragdoll's place and will drop, instead of beign attached. The original game uses this feature only for commander's beret and cigar. This entity will appear only if both the entity's model and owner's model have at least one matching bone, e.g. commander's cigar will use ValveBiped.Bip01_Head1 to be attached on the commander by this bone. This section only allows to specify a list of models that will spawn with given NPC or ragdoll, every listed model will always appear with no randomness.
Example:
npc_human_commander
{
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
"models/humans/props/marine_cigar.mdl",
}
}
Model
Sets a specified model. Doesn't support random value. If specified model doesn't exists, the character system will ignore this parameter. Example:
faber
{
model "models/humans/orest.mdl"
}
Skin
Sets one of the given skin values. It can be a single skin value or multiple, separated by commas, so the character system will choose one of them randomly. If a skin doesn't exists on given model, it is ignored.
Example:
boba
{
skin 1 //will pick skin 1
}
biba
{
skin 0,1,2,3,6,10,12,13
}
Weight
Weight is a relative floating-point selection weight value that determines the chance of this preset appearing among others. This gives control on which presets for a particular NPC will appear more often than others, e.g. the file contains preset A, B and C, and A has weight 0.1, A will appear with 4.76% chance, while B and C will appear with 47.62% chance. If a weight value is not specified, used 1.0 by default.
Example:
//chance values with all 3 character presets in mind
shin_ultraman
{
weight 1.0 //<- 62.5%
}
mefilas
{
weight 0.5 //<- 31.25%
}
zarab
{
weight 0.1 //<- 6.25%
}
Response Context
If a keyvalue isn't supported by character system, the system will add key name and value to NPC's response context. This can be used to set response context on NPC spawn, with no need to add it in Hammer or by inputs. This also can be used for random response context on every NPC instance.
Example:
otis_2
{
bscharacter 1 //will add "bscharacter:1" to ResponseContext keyvalue for entity with given targetname
}
Supported Classnames
Technically, any entity that inherits either CAI_BaseHumanoid or CRagdollProp will use character system to change model parameters. However, only certain will use model set by character system, most of the NPC types will override their model back to default, because they don't check on code side if already have a model.
| Entity Classname | Allows Model Override |
|---|---|
| generic_actor | Yes |
| item_healthkit_ragdoll_clone | Yes |
| misc_dead_hev | Yes |
| monster_furniture | Yes |
| npc_alien_grunt | No |
| npc_alien_grunt_elite | No |
| npc_alien_grunt_melee | Yes |
| npc_alien_slave | No |
| npc_alien_slave_dummy | No |
| npc_eli | No |
| npc_furniture | Yes |
| npc_gargantua | No |
| npc_gman | No |
| npc_hecu_marine | Yes |
| npc_human_assassin | No |
| npc_human_commander | Yes |
| npc_human_grenadier | Yes |
| npc_human_grunt | Yes |
| npc_human_medic | Yes |
| npc_human_scientist | Yes |
| npc_human_scientist_eli | No |
| npc_human_scientist_female | No |
| npc_human_scientist_kleiner | No |
| npc_human_security | Yes |
| npc_kleiner | No |
| npc_vortigaunt | No |
| npc_xen_grunt | Yes |
| npc_xort | No |
| npc_xorteb | No |
| physics_prop_ragdoll | Yes |
| prop_ragdoll | Yes |
| prop_ragdoll_attached | Yes |
| prop_ragdoll_original | Yes |
Limitations
Not all NPCs are passed
A lot of NPCs won't even reach the system, as they don't inherit CAI_BaseHumanoid class, this includes most of the xenians, xen flora, vehicles, zombies, birds, certain actor classes.
Gibbing ignores stock parameters
Breakable ragdolls don't transfer skin and bodygroup values, which can lead to significant discrepancies when comparing pieces with a whole ragdoll model, especially when bodygroups are used as a workaround to significantly change the character appearance.
Black Mesa Character Expansion
The original game offers a wide, but limited, selection of possible skins. If you want to significantly diversify characters appearances in your singleplayer mod, and/or add new professions and factions, you can use BMCE projects, specifically classic BMCE - Black Mesa Character Expansion or heavily updated BMCE Addon - Black Mesa Character Expansion Revised. Both overhauls human character models for higher visual quality, adds diverse face and gear options, introduces new character types like blackops, both explicitly designed these packs to double as a developer toolset, both showcase the full potential of the character system.
character_manifest.txt Original Code
"character_manifest.txt"
{
//Bind a key to "reload_character_manifest" to reload this file in realtime.
//////////////////////////////////////////////////////////
/////////////npc_human_scientist//////////////////////////
//////////////////////////////////////////////////////////
npc_human_scientist
//Face_01
{
flex_data
{
cheek_depth .5
cheek_fat_max .5
chin_butt 1.0
chin_width .5
ears_angle 1.0
ears_height .5
eyes_ang_min .5
jaw_depth .5
lowlip_size 1.0
mouth_w_max .1
mouth_h_min .4
mouth_depth .3
nose_w_min .5
nose_angle .5
nost_height .5
nost_width .9
nose_tip .5
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist.mdl"
skin 0,1,2,3,6,10,12,13
}
npc_human_scientist
//Face_02
{
flex_data
{
cheek_fat_min .5
head_height 1.0
head_w_min .5
ears_angle 1.0
ears_height 1.0
mouth_w_max 1.0
mouth_depth .5
nose_w_max 1.0
nost_width 1.0
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_02.mdl"
skin 1,3,5,6,7
}
npc_human_scientist
//Face_03
{
flex_data
{
cheek_depth 1.0
cheek_fat_max 1.0
neck_size .5
ears_angle 1.0
ears_height 1.0
uplip_size 1.0
mouth_w_min .5
mouth_depth 1.0
nose_h_max .6
nose_angle .6
nost_width .6
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt.mdl"
skin 0,1,2,3,6,10,12,13
}
npc_human_scientist
//Face_04
{
flex_data
{
cheek_fat_min 0.7
head_w_max .5
ears_angle 1.0
mouth_w_max .7
nose_h_max .3
nose_angle 1.0
nost_width 1.0
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt.mdl"
skin 0,1,2,3,6,10,12,13
}
npc_human_scientist
//Face_05
{
flex_data
{
chin_width 1.0
ears_angle 1.0
jaw_depth 1.0
lowlip_size 1.0
mouth_w_max 0.5
mouth_h_min 0.5
mouth_depth 0.5
nost_width 1.0
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt_02.mdl"
skin 1,3,5,6,7
}
npc_human_scientist
//Face_06
{
flex_data
{
cheek_fat_max .5
chin_height .5
head_w_max .3
ears_angle .5
ears_height 1.0
eyes_height .3
eyes_size .2
jaw_depth .5
lowlip_size .5
uplip_size .75
mouth_w_max .75
nose_h_min .75
nost_height 1.0
nost_width 1.0
nose_tip .5
hairline_puff 0.75
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist.mdl"
skin 4,5,7,8,9,11,14
}
npc_human_scientist
//Face_07
{
flex_data
{
brow_h 0.3
cheek_fat_max .7
chin_width 1.0
chin_height 1.0
neck_size 1.0
ears_angle .5
uplip_size 1.0
lowlip_size 1.0
nose_w_max 1.0
nose_h_max 0.5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_02.mdl"
skin 2,4
}
npc_human_scientist
//Face_08
{
flex_data
{
cheek_depth .5
cheek_fat_max .5
chin_butt 1.0
chin_width .5
head_w_max 0.7
ears_angle 1.0
ears_height .5
eyes_ang_min .5
jaw_depth .5
lowlip_size 1.0
mouth_w_max .1
mouth_h_min .4
mouth_depth .3
nose_w_min .5
nose_angle .5
nost_height .5
nost_width .9
nose_tip .5
hairline_puff 0.75
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt.mdl"
skin 4,5,7,8,9,11,14
}
npc_human_scientist
//Face_09
{
flex_data
{
cheek_depth .3
cheek_fat_max .8
chin_width .7
chin_height .7
neck_size .4
lowlip_size .5
uplip_size 1.0
mouth_w_max .7
mouth_depth .3
nose_h_max .5
nose_angle .9
nose_d_max .9
nost_height .9
nost_width .5
hairline_puff 1.0
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt.mdl"
skin 4,5,7,8,9,11,14
}
npc_human_scientist
//Face_10
{
flex_data
{
cheek_fat_min 0.8
chin_butt .7
face_d_max .25
head_height .95
head_w_min .0
ears_angle .7
ears_height .7
eyes_ang_min 1.0
eyes_height .5
jaw_depth .7
lowlip_size 1.0
uplip_size .6
mouth_w_max 1.0
mouth_h_min .5
nose_w_max .5
nose_h_max .5
nose_angle .5
nose_d_max 1.0
nost_width 1.0
hairline_puff .75
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt_02.mdl"
skin 2,4
}
ragdoll_scientist_hurt
{
flex_data
{
// Not used by ragdolls
}
bodygroup_data
{
glasses 0,1,2,3,4,5,6
}
model "models/humans/scientist_hurt_02.mdl"
skin 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14
}
//////////////////////////////////////////////////////////
//npc_human_scientist_female
//////////////////////////////////////////////////////////
/// default
npc_human_scientist_female
{
flex_data
{
}
bodygroup_data
{
body 0,1
}
skin 0
}
npc_human_scientist_female
{
flex_data
{
chin_width 0.75
face_d_max 0.5
mouth_depth 0.5
nose_w_min 0.5
nose_angle 0.5
nose_tip 0.25
}
bodygroup_data
{
body 0,1
hair 3
glasses 5
}
skin 2
}
npc_human_scientist_female
{
flex_data
{
cheek_fat_max 0.75
chin_width 1
chin_height 0.5
face_d_min 0.5
ears_angle 1
eyes_ang_min 0.5
lowlip_size 0.5
uplip_size 0.5
mouth_w_max 1
nose_w_max 0.5
nose_tip 1
}
bodygroup_data
{
body 0,1
hair 2
glasses 2
}
skin 1
}
npc_human_scientist_female
{
flex_data
{
cheek_fat_max 0.5
face_d_max 0.5
ears_angle 0.5
eyes_height 0.5
jaw_depth 0.25
mouth_w_min 0.5
mouth_depth 0.25
nose_w_min 0.5
nose_angle 0.5
nose_tip 0.5
}
bodygroup_data
{
body 0,1
hair 1
glasses 4
}
skin 0
}
//////////////////////////////////////////////////////////
//npc_human_security
//////////////////////////////////////////////////////////
npc_human_security
//Face_01
{
flex_data
{
cheek_depth .5
cheek_fat_max .5
chin_butt 1.0
chin_width .5
ears_angle 1.0
ears_height .5
eyes_ang_min .5
jaw_depth .5
lowlip_size 1.0
mouth_w_max .1
mouth_h_min .4
mouth_depth .3
nose_w_min .5
nose_angle .5
nost_height .5
nost_width .9
nose_tip .5
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard.mdl"
skin 0,1,2,3,6,10,12,13
}
npc_human_security
//Face_02
{
flex_data
{
cheek_fat_min .5
head_height 1.0
head_w_min .5
ears_angle 1.0
ears_height 1.0
mouth_w_max 1.0
mouth_depth .5
nose_w_max 1.0
nost_width 1.0
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard_02.mdl"
skin 1,3,5,6,7
}
npc_human_security
//Face_03
{
flex_data
{
cheek_depth 1.0
cheek_fat_max 1.0
neck_size .5
ears_angle 1.0
ears_height 1.0
uplip_size 1.0
mouth_w_min .5
mouth_depth 1.0
nose_h_max .6
nose_angle .6
nost_width .6
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard_hurt.mdl"
skin 0,1,2,3,6,10,12,13
}
npc_human_security
//Face_04
{
flex_data
{
cheek_fat_max .5
chin_height .5
head_w_max .3
ears_angle .5
ears_height 1.0
eyes_height .3
eyes_size .2
jaw_depth .5
lowlip_size .5
uplip_size .75
mouth_w_max .75
nose_h_min .75
nost_height 1.0
nost_width 1.0
nose_tip .5
hairline_puff 0.75
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard.mdl"
skin 4,5,7,8,9,11,14
}
npc_human_security
//Face_05
{
flex_data
{
brow_h 0.3
cheek_fat_max .7
chin_width 1.0
chin_height 1.0
neck_size 1.0
ears_angle .5
uplip_size 1.0
lowlip_size 1.0
nose_w_max 1.0
nose_h_max 0.5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard_02.mdl"
skin 2,4
}
npc_human_security
//Face_06
{
flex_data
{
cheek_depth .5
cheek_fat_max .5
chin_butt 1.0
chin_width .5
head_w_max 0.7
ears_angle 1.0
ears_height .5
eyes_ang_min .5
jaw_depth .5
lowlip_size 1.0
mouth_w_max .1
mouth_h_min .4
mouth_depth .3
nose_w_min .5
nose_angle .5
nost_height .5
nost_width .9
nose_tip .5
hairline_puff 0.75
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard_hurt.mdl"
skin 4,5,7,8,9,11,14
}
//////////////////////////////////////////////////////////
//security_no_armor
//////////////////////////////////////////////////////////
security_no_armor
{
flex_data
{
}
bodygroup_data
{
helmet 1
chest 0
holster 0,1
flashlight 0,1
}
skin 0,1,2,3,6,10,12,13
}
security_no_armor
//Face_02
{
flex_data
{
cheek_fat_min .5
head_height 1.0
head_w_min .5
ears_angle 1.0
ears_height 1.0
mouth_w_max 1.0
mouth_depth .5
nose_w_max 1.0
nost_width 1.0
}
bodygroup_data
{
helmet 1
chest 0
holster 0,1
flashlight 0,1
}
model "models/humans/guard_02.mdl"
skin 1,3,5,6,7
}
//////////////////////////////////////////////////////////
/////////////npc_human_commander//////////////////////////
//////////////////////////////////////////////////////////
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.5
chin_height 0.5
head_w_max 0.25
neck_size 0.75
ears_angle 0.5
jaw_depth 0.25
lowlip_size 1.0
uplip_size 0.5
nose_w_max 1.0
nose_angle 1.0
nost_width 0.5
nose_tip 1.0
cigar_mouth 1.0
}
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
"models/humans/props/marine_cigar.mdl",
}
model "models/humans/marine.mdl"
skin 2,3
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.5
chin_height 0.5
head_w_max 0.25
neck_size 0.75
ears_angle 0.5
jaw_depth 0.25
lowlip_size 1.0
uplip_size 0.5
nose_w_max 1.0
nose_angle 1.0
nost_width 0.5
nose_tip 1.0
}
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
}
model "models/humans/marine.mdl"
skin 2,3
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.5
chin_height 0.5
head_w_max 0.25
neck_size 0.75
ears_angle 0.5
jaw_depth 0.25
lowlip_size 1.0
uplip_size 0.5
nose_w_max 1.0
nose_angle 1.0
nost_width 0.5
nose_tip 1.0
}
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
}
model "models/humans/marine_02.mdl"
skin 3,6
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
chin_butt 1.0
chin_width 1.0
chin_height 1.0
face_d_min 0.25
head_w_max 0.5
neck_size 0.75
ears_height 0.5
jaw_depth 1.0
nose_angle 0.5
nost_height 0.5
nost_width 0.5
nose_tip 0.5
cigar_mouth 1.0
hairline_puff 0.5
}
bodygroup_data
{
head 0
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
"models/humans/props/marine_cigar.mdl",
}
model "models/humans/marine.mdl"
skin 8,14
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
chin_butt 1.0
chin_width 1.0
chin_height 1.0
face_d_min 0.25
head_w_max 0.5
neck_size 0.75
ears_height 0.5
jaw_depth 1.0
nose_angle 0.5
nost_height 0.5
nost_width 0.5
nose_tip 0.5
hairline_puff 0.5
}
bodygroup_data
{
head 0
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
}
model "models/humans/marine.mdl"
skin 8,14
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 0.5
chin_width 0.5
chin_height 0.5
head_w_max 0.25
neck_size 0.75
ears_angle 0.25
ears_height 0.25
jaw_depth 0.5
lowlip_size 0.5
uplip_size 0.5
mouth_w_min 0.5
mouth_depth 0.5
nose_angle 0.5
nost_height 0.75
nose_tip 0.5
}
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
}
model "models/humans/marine.mdl"
skin 6,1
}
npc_human_commander
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
chin_butt 1.0
chin_width 1.0
chin_height 1.0
face_d_min 0.25
head_w_max 0.5
neck_size 0.75
ears_height 0.5
jaw_depth 1.0
nose_angle 0.5
nost_height 0.5
nost_width 0.5
nose_tip 0.5
hairline_puff 0.5
}
bodygroup_data
{
head 0,3
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
bonemerge_data
{
"models/humans/props/marine_beret.mdl",
}
model "models/humans/marine_02.mdl"
skin 2,4
}
//////////////////////////////////////////////////////////
/////////////npc_human_grunt//////////////////////////////
//////////////////////////////////////////////////////////
npc_human_grunt
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
cheek_fat_max 0.5
face_d_min 1.0
head_w_min 0.5
neck_size 0.5
ears_height 1.0
eyes_ang_max 1.0
mouth_w_min 0.75
nose_w_max 0.75
nose_h_min 0.75
nose_tip 0.5
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine.mdl"
skin 13,1
}
npc_human_grunt
{
weight 0.1
flex_data
{
brow_h 1.0
cheek_fat_max 0.5
face_d_min 1.0
head_w_min 0.5
neck_size 0.5
ears_height 1.0
eyes_ang_max 1.0
mouth_w_min 0.75
nose_w_max 0.75
nose_h_min 0.75
nose_tip 0.5
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine.mdl"
skin 13,1
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
head_w_min 0.25
neck_size 0.75
ears_height 0.5
jaw_depth 1.0
lowlip_size 1.0
uplip_size 1.0
nose_angle 0.5
nost_height 0.5
nost_width 0.75
nose_tip 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine.mdl"
skin 2,3
}
npc_human_grunt
{
weight 0.1
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
head_w_min 0.25
neck_size 0.75
ears_height 0.5
jaw_depth 1.0
lowlip_size 1.0
uplip_size 1.0
nose_angle 0.5
nost_height 0.5
nost_width 0.75
nose_tip 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine.mdl"
skin 2,3
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.5
head_height 0.5
head_w_max 0.25
ears_angle 1.0
ears_height 0.5
eyes_ang_min 0.25
eyes_height 0.5
jaw_depth 0.5
lowlip_size 1.0
uplip_size 0.5
mouth_w_min 0.5
nose_w_max 0.5
nose_angle 1.0
nost_height 1.0
nost_width 0.5
nose_tip 0.5
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 3,5
}
npc_human_grunt
{
weight 0.1
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.5
head_height 0.5
head_w_max 0.25
ears_angle 1.0
ears_height 0.5
eyes_ang_min 0.25
eyes_height 0.5
jaw_depth 0.5
lowlip_size 1.0
uplip_size 0.5
mouth_w_min 0.5
nose_w_max 0.5
nose_angle 1.0
nost_height 1.0
nost_width 0.5
nose_tip 0.5
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 3,5
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.50
chin_height 0.50
head_w_max 0.25
neck_size 0.75
ears_angle 0.5
ears_height 0.50
jaw_depth 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,1,6
}
npc_human_grunt
{
weight 0.1
flex_data
{
brow_h 1.0
cheek_fat_min 0.5
chin_butt 1.0
chin_width 0.50
chin_height 0.50
head_w_max 0.25
neck_size 0.75
ears_angle 0.5
ears_height 0.50
jaw_depth 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,1,6
}
npc_human_grunt
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
neck_size 0.75
jaw_depth 0.5
mouth_w_min 0.25
nose_angle 0.5
nose_tip 0.5
hairline_puff 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 2,4
}
npc_human_grunt
{
weight 0.1
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
neck_size 0.75
jaw_depth 0.5
mouth_w_min 0.25
nose_angle 0.5
nose_tip 0.5
hairline_puff 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 2,4
}
//////////////////////////////////////////////////////////
/////////////npc_human_medic//////////////////////////////
//////////////////////////////////////////////////////////
npc_human_medic
{
flex_data
{
brow_h 0.5
cheek_fat_max 0.5
chin_width 0.25
face_d_min 0.25
head_w_max 0.5
neck_size 0.5
ears_angle 0.5
ears_height 1.0
eyes_height 1.0
uplip_size 0.75
lowlip_size 0.75
nose_w_max 1.0
nose_angle 0.5
nose_d_max 0.5
nost_height 0.5
nost_width 0.5
nose_tip 1
}
bodygroup_data
{
helmet_medic 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/marine_02.mdl"
skin 3,5
}
npc_human_medic
{
flex_data
{
brow_h 0.5
cheek_fat_min 1.0
chin_width 1.0
face_d_max 0.5
neck_size 0.5
ears_height 1.0
jaw_depth 0.5
nose_angle 1.0
}
bodygroup_data
{
helmet_medic 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/marine_02.mdl"
skin 2,4
}
npc_human_medic
{
flex_data
{
brow_h 0.5
cheek_fat_max 0.5
face_d_min 1.0
head_w_min 0.5
neck_size 0.5
ears_height 1.0
eyes_ang_max 1.0
mouth_w_min 0.75
nose_w_max 0.75
nose_h_min 0.75
nose_tip 0.5
}
bodygroup_data
{
helmet_medic 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/marine.mdl"
skin 13,1
}
npc_human_medic
{
flex_data
{
brow_h 0.5
cheek_fat_max 0.5
chin_width 0.5
chin_height 0.5
head_height 1.0
head_w_max 0.5
neck_size 0.5
ears_angle 1.0
ears_height 1.0
jaw_depth 0.5
lowlip_size 0.5
uplip_size 0.5
mouth_w_min 0.5
nose_w_max 0.5
nose_angle 1.0
nost_height 1.0
nost_width 0.5
nose_tip 1.0
}
bodygroup_data
{
helmet_medic 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/marine.mdl"
skin 6,11
}
//////////////////////////////////////////////////////////
/////////////npc_human_grenadier//////////////////////////
//////////////////////////////////////////////////////////
npc_human_grenadier
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC GRUNTS//////////////////////////////
//////////////////////////////////////////////////////////
Grunt_NV
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a1a_assault01_hgrunt01
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a1a_assault01_hgrunt02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
2nd_sqd_grunt1
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
2nd_sqd_grunt2
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
3nd_sqd_grunt2
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
4th_sqd_grunt1
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_attack_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_attack_squad_03
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_attack_squad_04
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_office_squad_03
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_office_squad_04
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_arrival_squad_01
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_arrival_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_lobby_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2b_lobby_squad_04
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_backup_squad_01
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_backup_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_vanguard_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_vanguard_squad_04
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_rail_squad_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_rail_squad_03
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_launch_squad_03
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_launch_squad_04
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a2c_launch_squad_05
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
gasmask_nv 1
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
Grunt_gasmask
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
c2a3a_ambush_grunt01
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
neck_size 0.75
jaw_depth 0.5
mouth_w_min 0.25
nose_angle 0.5
nose_tip 0.5
hairline_puff 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 2,4
}
grunt_01
{
flex_data
{
brow_h 1.0
cheek_fat_min 0.75
neck_size 0.75
jaw_depth 0.5
mouth_w_min 0.25
nose_angle 0.5
nose_tip 0.5
hairline_puff 1.0
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 1
packs_thigh 1
}
model "models/humans/masked_marine_02.mdl"
skin 2,4
}
c2a3a_ambush_grunt
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
grunt_02
{
flex_data
{
brow_h 1.0
neck_size 0.75
}
bodygroup_data
{
head 2
gloves 0,1
holster 1
packs_chest 0,1
packs_hips 0,1
packs_thigh 0,1
}
model "models/humans/masked_marine.mdl"
skin 0,2
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC SCIENTISTS//////////////////////////
//////////////////////////////////////////////////////////
//Sci_Welder_01
Sci_Welder_01
{
flex_data
{
cheek_fat_min 1.0
head_w_min .5
ears_height 1.0
lowlip_size 1.0
mouth_h_min 1.0
nose_w_max 1.0
nose_h_min 1.0
nose_angle 1.0
hairline_puff 1.0
}
bodygroup_data
{
glasses 7
}
skin 8
}
//Sci_Welder_02
Sci_Welder_02
{
flex_data
{
cheek_fat_min .5
head_height 1.0
head_w_min .5
ears_angle 1.0
ears_height 1.0
mouth_w_max 1.0
mouth_depth .5
nose_w_max 1.0
nost_width 1.0
}
bodygroup_data
{
glasses 7
}
skin 2
}
//Sci_01
Sci01_lobby
{
flex_data
{
cheek_fat_max .5
chin_height .5
head_w_max .3
ears_angle .5
ears_height 1.0
eyes_height .3
eyes_size .2
jaw_depth .5
lowlip_size .5
uplip_size .75
mouth_w_max .75
nose_h_min .75
nost_height 1.0
nost_width 1.0
nose_tip .5
hairline_puff 0.75
}
bodygroup_data
{
glasses 1
}
skin 4
}
//Sci_02
Sci02_lab04
{
flex_data
{
}
bodygroup_data
{
}
skin 0
}
//Sci_03
Sci03_Lobby
{
flex_data
{
cheek_fat_max .5
head_w_max .0
neck_size .3
ears_height 1.0
eyes_ang_min .5
lowlip_size .5
uplip_size .7
mouth_w_max .7
mouth_h_max .5
nose_h_min .2
nose_angle .5
nost_height .7
nost_width .3
nose_tip .7
hairline_puff .75
}
bodygroup_data
{
glasses 5
}
skin 7
}
//sci_04 Female
Sci04_SideOffice
{
flex_data
{
}
skin 0
}
//Sci_05
Sci05_Lobby
{
flex_data
{
cheek_fat_min 1.0
head_w_min .5
ears_height 1.0
lowlip_size 1.0
mouth_h_min 1.0
nose_w_max 1.0
nose_h_min 1.0
nose_angle 1.0
hairline_puff 1.0
}
skin 8
}
//Sci_06
Sci06_NetworkHallway
{
flex_data
{
cheek_fat_min .5
head_height 1.0
head_w_min .5
ears_angle 1.0
ears_height 1.0
mouth_w_max 1.0
mouth_depth .5
nose_w_max 1.0
nost_width 1.0
}
bodygroup_data
{
glasses 4
}
model "models/humans/scientist_02.mdl"
skin 1
}
//Sci_07
Sci07_ResearchWing
{
flex_data
{
cheek_depth .5
cheek_fat_max .5
chin_butt 1.0
chin_width .5
head_w_max 0.7
ears_angle 1.0
ears_height .5
eyes_ang_min .5
jaw_depth .5
lowlip_size 1.0
mouth_w_max .1
mouth_h_min .4
mouth_depth .3
nose_w_min .5
nose_angle .5
nost_height .5
nost_width .9
nose_tip .5
}
bodygroup_data
{
glasses 2
}
skin 12
}
//Sci_08
Sci08_NetworkRoom
{
flex_data
{
cheek_fat_max .4
chin_height .3
head_w_max .9
neck_size .5
ears_angle 1.0
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .3
mouth_depth .5
nose_w_min .3
nose_h_max .3
nose_angle .5
nost_width 1.0
}
skin 2
}
//Sci_09
Sci09_NetworkRoom
{
flex_data
{
eyes_size 0
cheek_fat_max 0.75
chin_width 0.75
chin_butt 0.5
}
bodygroup_data
{
glasses 1
}
skin 6
}
//Sci_10 female
Sci10_NetworkRoom
{
flex_data
{
neck_size 1.0
lowlip_size 0.5
mouth_h_min 1.0
nose_h_min 1.0
}
bodygroup_data
{
glasses 1
}
bodygroup_data
{
hair 3
}
skin 2
}
//Sci_11
Sci11_NetworkRoom
{
flex_data
{
}
bodygroup_data
{
glasses 6
}
skin 9
}
//Sci_12
Sci12_GmanRoom
{
flex_data
{
chin_butt 1.0
chin_width 1.0
chin_height .3
head_height 1.0
head_w_min .25
ears_angle 1.0
ears_height 1.0
eyes_ang_min .7
eyes_size .3
lowlip_size .5
uplip_size .5
nose_h_min 1.0
nose_angle .5
nose_tip .5
}
skin 1
}
//Sci_13
Sci13_Research
{
flex_data
{
}
model "models/humans/scientist_02.mdl"
skin 7
}
//Sci_14 female
Sci14_Research
{
flex_data
{
chin_height 1.0
ears_angle 0.5
ears_height 0.75
eyes_height 0.5
jaw_depth 0.5
mouth_depth 0.5
nose_h_max 1.0
nose_angle 0.5
nost_width 1.0
}
bodygroup_data
{
glasses 2
hair 2
}
skin 1
}
//Sci_15
Sci15_Truman
{
flex_data
{
}
bodygroup_data
{
glasses 6
}
skin 14
}
//Sci_16
Sci16_Breakroom
{
flex_data
{
cheek_fat_min .9
}
bodygroup_data
{
glasses 6
}
skin 3
}
//Sci_17
Sci17_Locker
{
flex_data
{
chin_width 1.0
ears_angle 1.0
jaw_depth 1.0
lowlip_size 1.0
mouth_w_max 0.5
mouth_h_min 0.5
mouth_depth 0.5
nost_width 1.0
}
bodygroup_data
{
glasses 4
}
model "models/humans/scientist_02.mdl"
skin 3
}
//Sci_18
Sci18_Bathroom
{
flex_data
{
cheek_depth 1.0
cheek_fat_max 1.0
neck_size .5
ears_angle 1.0
ears_height 1.0
uplip_size 1.0
mouth_w_min .5
mouth_depth 1.0
nose_h_max .6
nose_angle .6
nost_width .6
}
bodygroup_data
{
glasses 2
}
skin 0
}
//Sci_19
Sci19_Bathroom
{
flex_data
{
cheek_fat_min 0.7
head_w_max .5
ears_angle 1.0
mouth_w_max .7
nose_h_max .3
nose_angle 1.0
nost_width 1.0
}
skin 10
}
//Sci_20
Sci20_lab01
{
flex_data
{
cheek_depth .4
cheek_fat_min .5
chin_butt .5
chin_width .5
chin_height .8
head_height .5
head_w_min .5
ears_angle 1.0
eyes_ang_min .4
uplip_size .3
mouth_w_min .3
mouth_h_min .5
mouth_depth .4
nose_w_min 1.0
nose_w_max 1.0
nose_h_min .3
nose_h_max .3
nose_angle .3
nost_width .3
hairline_puff .75
}
skin 9
}
//Sci_21
Sci21_lab01
{
flex_data
{
cheek_fat_min 0.8
chin_butt .7
face_d_max .25
head_height .95
head_w_min .0
ears_angle .7
ears_height .7
eyes_ang_min 1.0
eyes_height .5
jaw_depth .7
lowlip_size 1.0
uplip_size .6
mouth_w_max 1.0
mouth_h_min .5
nose_w_max .5
nose_h_max .5
nose_angle .5
nose_d_max 1.0
nost_width 1.0
hairline_puff .75
}
bodygroup_data
{
glasses 6
}
skin 7
}
//Sci_22 Female
Sci22_lab01
{
flex_data
{
eyes_ang_min 0.4
eyes_height 0.2
nose_w_min 0.2
nose_h_max 0.3
nose_tip 0.2
nose_d_max 0.3
nose_angle 0.2
nost_width 0.1
mouth_h_max 0.3
mouth_w_min 0.3
face_d_min 0.2
jaw_depth 0.2
}
bodygroup_data
{
hair 2
}
bodygroup_data
{
glasses 4
}
skin 1
}
//Sci_23
Sci23_lab02
{
flex_data
{
cheek_fat_max .4
chin_height .3
head_w_max .5
neck_size .5
ears_angle 1.0
eyes_height .5
lowlip_size .5
uplip_size 1.0
mouth_w_max .3
mouth_h_min .3
mouth_depth .5
nose_w_min .3
nose_h_max .3
nose_angle .5
nost_width 1.0
}
skin 5
}
SCI23_Bathroom
{
flex_data
{
cheek_fat_max .4
chin_height .3
head_w_max .5
neck_size .5
ears_angle 1.0
eyes_height .5
lowlip_size .5
uplip_size 1.0
mouth_w_max .3
mouth_h_min .3
mouth_depth .5
nose_w_min .3
nose_h_max .3
nose_angle .5
nost_width 1.0
}
skin 5
}
//Sci_24
Sci24_lab03
{
flex_data
{
cheek_depth .5
cheek_fat_min .5
chin_width .6
chin_height .6
face_d_max .8
head_height .5
head_w_min .6
neck_size .6
ears_angle .6
eyes_ang_min .4
lowlip_size 1.0
uplip_size 1.0
mouth_w_min .5
mouth_h_max .8
nose_h_max 1.0
nost_height .5
nost_width .5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
glasses 1
}
skin 5
}
//Sci_25 Female
Sci25_Lab04
{
flex_data
{
ears_angle 1.0
}
bodygroup_data
{
glasses 5
}
skin 0
}
//Sci_26
Sci26_DevHall
{
flex_data
{
chin_butt .5
chin_width .5
face_d_max 1.0
head_height 1.0
ears_angle 1.0
ears_height 1.0
eyes_ang_max .5
jaw_depth .4
lowlip_size .7
uplip_size .7
mouth_w_max .2
mouth_h_min .2
nose_h_min .4
nost_width .5
nose_tip .7
}
skin 0
}
//Sci_27
Sci27_TVroom
{
flex_data
{
brow_h 0.3
cheek_fat_max .7
chin_width 1.0
chin_height 1.0
neck_size 1.0
ears_angle .5
uplip_size 1.0
lowlip_size 1.0
nose_w_max 1.0
nose_h_max 0.5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
glasses 2
}
model "models/humans/scientist_02.mdl"
skin 4
}
//Sci_28
Sci28_Lab05
{
flex_data
{
}
bodygroup_data
{
glasses 6
}
model "models/humans/scientist_02.mdl"
skin 6
}
//Sci_29
Sci29_Lab05
{
flex_data
{
cheek_fat_min .3
chin_butt .7
face_d_max .25
head_height .75
head_w_min .4
ears_angle .7
ears_height .7
eyes_ang_min .5
eyes_height .5
jaw_depth .7
lowlip_size 1.0
uplip_size .6
mouth_w_max 1.0
mouth_h_min .5
nose_w_max .5
nose_h_max .5
nose_angle .5
nose_d_max 1.0
nost_width 1.0
}
bodygroup_data
{
glasses 4
}
skin 6
}
//Sci_30 Female
Sci30_Lab05
{
flex_data
{
cheek_fat_min 1.0
chin_width 1.0
ears_angle 1.0
eyes_ang_min 0.4
uplip_size 1.0
mouth_h_min 1.0
nose_h_max 1.0
}
bodygroup_data
{
hair 4
}
skin 2
}
//Sci_31
Sci31_Generator
{
flex_data
{
cheek_fat_max .5
head_w_max .5
neck_size .4
ears_angle 1.0
lowlip_size 1.0
mouth_w_max .5
mouth_h_max 1.0
mouth_depth .9
nose_h_max 1.0
nost_width 1.0
}
model "models/humans/scientist_02.mdl"
skin 5
}
//Sci_32
Sci32_Generator
{
flex_data
{
neck_size .5
ears_angle .5
ears_height .5
eyes_height .25
lowlip_size .25
uplip_size .25
mouth_h_min .7
mouth_depth .7
nose_angle 1.0
nost_width .5
nose_tip 1.0
hairline_puff 1.0
}
skin 8
}
//Sci_34
Sci34_Laser
{
flex_data
{
}
bodygroup_data
{
glasses 5
}
skin 11
}
//Sci_35
Sci35_Laser
{
flex_data
{
cheek_depth .4
cheek_fat_min .5
chin_width .5
head_w_min .5
uplip_size .3
mouth_w_min .3
mouth_h_min .5
mouth_depth .4
nose_w_min 1.0
nose_w_max 1.0
nose_h_min .3
nose_h_max .3
nose_angle .3
nost_width .3
hairline_puff .75
}
skin 5
}
//Sci_36
Sci36_Ionization
{
flex_data
{
ears_angle 1.0
eyes_size 0.25
lowlip_size 1.0
mouth_h_min 0.2
mouth_depth 1.0
nose_w_max 1.0
nose_h_min 0.5
nose_angle 1.0
nose_d_max .5
nost_height .7
nost_width .5
}
skin 1
}
//Sci_37
Sci37_Ionization
{
flex_data
{
cheek_fat_min 1.0
head_height 1.0
neck_size 1.0
ears_height 1.0
eyes_height 1.0
lowlip_size 1.0
mouth_w_min .5
mouth_h_min 1.0
nose_tip 1.0
}
bodygroup_data
{
glasses 3
}
skin 10
}
//sci_38
Sci38_Ionization
{
flex_data
{
cheek_depth 1.0
cheek_fat_max .8
chin_butt .5
chin_width .4
chin_height .4
head_height .25
head_w_max .8
neck_size .4
ears_height .3
eyes_ang_min .3
lowlip_size 0.5
uplip_size 0.5
mouth_w_min .5
nose_h_min .3
nose_d_max .3
nost_height 0.5
nost_width .2
}
skin 11
}
//sci_39
Sci39_Ionization
{
flex_data
{
cheek_depth .3
cheek_fat_max .8
chin_width .7
chin_height .7
neck_size .4
lowlip_size .5
uplip_size 1.0
mouth_w_max .7
mouth_depth .3
nose_h_max .5
nose_angle .9
nose_d_max .9
nost_height .9
nost_width .5
}
bodygroup_data
{
glasses 3
}
skin 12
}
//Sci_40
Sci40
{
flex_data
{
cheek_depth .3
cheek_fat_max .8
chin_width .7
chin_height .7
neck_size .4
lowlip_size .5
uplip_size 1.0
mouth_w_max .7
mouth_depth .3
nose_h_max .5
nose_angle .9
nose_d_max .9
nost_height .9
nost_width .5
hairline_puff 1.0
}
bodygroup_data
{
glasses 3
}
skin 7
}
//Sci_41
Sci41
{
flex_data
{
cheek_fat_max .3
chin_butt .7
chin_height 1.0
head_height .8
head_w_min 1.0
ears_angle 1.0
ears_height .8
lowlip_size .3
uplip_size .3
mouth_w_max .3
mouth_h_min 1.0
mouth_depth .5
nose_h_min 1.0
nose_angle .5
nost_width .3
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
glasses 2
}
skin 8
}
//Sci_42
Sci42
{
flex_data
{
hairline_puff 0.75
}
skin 4
}
//Sci_43
Sci43_Plasma
{
flex_data
{
cheek_fat_max .5
head_w_max .5
neck_size .4
ears_angle 1.0
lowlip_size 1.0
mouth_w_max .5
mouth_h_max 1.0
mouth_depth .9
nose_h_max 1.0
nost_width 1.0
nose_tip 1.0
}
bodygroup_data
{
glasses 1
}
skin 10
}
//Sci_43a
Sci43a
{
flex_data
{
cheek_fat_min 0.5
chin_butt 0.5
chin_width 0.5
chin_height 0.5
head_w_min 0.5
ears_angle 0.5
ears_height 0.5
jaw_depth 0.5
lowlip_size 0.5
uplip_size 0.5
}
bodygroup_data
{
glasses 5
}
model "models/humans/scientist_02.mdl"
skin 2
}
//Sci_44
Sci44_TCHallway
{
flex_data
{
cheek_fat_max .3
chin_butt 1.0
chin_width .6
chin_height .6
head_height .8
head_w_min .6
neck_size .4
ears_height 1.0
eyes_ang_min .4
lowlip_size .8
mouth_w_max .5
mouth_depth .2
nose_w_max .5
nose_h_max .5
nose_angle .5
nost_height .8
nost_width 1.0
nose_tip .8
hairline_puff 1.0
}
bodygroup_data
{
glasses 1
}
skin 9
}
//Sci_45
Sci45_TCHallway
{
flex_data
{
cheek_fat_min 1.0
chin_butt 1.0
chin_width .6
face_d_min .6
head_height 1.0
ears_angle 1.0
jaw_depth .5
lowlip_size 1.0
mouth_w_min .5
mouth_h_min .6
nose_w_min .5
}
bodygroup_data
{
glasses 1
}
skin 2
}
Sci46_TCHallway
{
flex_data
{
neck_size 1.0
lowlip_size 0.5
mouth_h_min 1.0
nose_h_min 1.0
}
bodygroup_data
{
glasses 2
}
bodygroup_data
{
hair 3
}
skin 2
}
//sci_47
Sci47_TCHallway
{
flex_data
{
cheek_fat_min 0.8
chin_butt .7
face_d_max .25
head_height .95
head_w_min .0
ears_angle .7
ears_height .7
eyes_ang_min 1.0
eyes_height .5
jaw_depth .7
lowlip_size 1.0
uplip_size .6
mouth_w_max 1.0
mouth_h_min .5
nose_w_max .5
nose_h_max .5
nose_angle .5
nose_d_max 1.0
nost_width 1.0
hairline_puff .75
}
bodygroup_data
{
glasses 6
}
skin 7
}
//Sci_48
Sci48_TCHallway
{
flex_data
{
brow_h .8
chin_width 1.0
chin_height .8
head_height .8
head_w_max .2
neck_size .5
ears_height .8
eyes_ang_max .2
eyes_height .5
jaw_depth 1.0
uplip_size 1.0
mouth_w_min .4
nose_h_max .5
nose_angle 1.0
nose_tip .5
}
skin 7
}
//Sci49
Sci49_TChamberFoyer
{
flex_data
{
chin_width 1.0
chin_height 1.0
head_height 1.0
head_w_min 0.5
neck_size 0.5
mouth_w_max 0.5
mouth_h_min 1.0
nose_h_min 1.0
nost_width 0.5
nose_tip 0.5
hairline_puff 1.0
}
skin 8
}
//Sci_50
Sci50_TChamberFoyer
{
flex_data
{
neck_size .5
ears_angle .5
ears_height .5
eyes_height .25
lowlip_size .25
uplip_size .25
mouth_h_min .7
mouth_depth .7
nose_angle 1.0
nost_width .5
nose_tip 1.0
}
bodygroup_data
{
glasses 6
}
skin 12
}
SCI05_Transmission
{
flex_data
{
cheek_fat_min .7
chin_butt 0.8
chin_width 0.4
head_w_min .1
neck_size .6
ears_height .5
jaw_depth .0
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .0
mouth_depth .5
nose_w_max .2
nose_angle 0.4
nost_width 1.0
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
glasses 4
}
skin 8
}
SCI03
{
flex_data
{
cheek_fat_min .7
chin_butt 0.8
chin_width 0.4
head_w_min .1
neck_size .1
ears_height .5
jaw_depth .0
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .0
mouth_depth .5
nose_w_max .2
nose_angle 0.4
nost_width .4
nose_tip .2
hairline_puff 1
}
bodygroup_data
{
glasses 1
}
skin 10
}
SCI04
{
flex_data
{
}
bodygroup_data
{
glasses 2
hair 3
}
skin 2
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC GUARDS//////////////////////////////
//////////////////////////////////////////////////////////
GRD00_Door
{
flex_data
{
}
bodygroup_data
{
helmet 0
chest 2
holster 1
}
skin 1
}
GRD01_Checkpoint
{
flex_data
{
}
bodygroup_data
{
helmet 1
chest 1
}
skin 9
}
GRD02_Lobby
{
flex_data
{
}
bodygroup_data
{
helmet 1
chest 2
holster 0
flashlight 0
}
skin 6
}
GRD03_NetworkRoom
{
flex_data
{
cheek_fat_max .3
chin_butt 1.0
chin_width 1.0
head_w_min .5
neck_size .5
ears_height .5
jaw_depth .5
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .3
mouth_depth .9
nose_w_max .3
nose_angle 1.0
nost_width .3
nose_tip .5
hairline_puff 1.0
}
bodygroup_data
{
helmet 1
chest 0
holster 0
flashlight 0
}
model "models/humans/guard_02.mdl"
skin 4
}
GRD04_Coolant
{
flex_data
{
chin_butt .2
chin_width .5
face_d_max .8
head_w_min .4
neck_size .3
ears_angle .9
eyes_ang_min .6
lowlip_size .6
mouth_w_min .3
mouth_w_max .5
mouth_depth .9
nose_angle .3
nost_height .8
nose_tip .9
hairline_puff .9
}
bodygroup_data
{
helmet 0
chest 1
holster 1
flashlight 1
}
skin 8
}
GRD05_BreakRoom
{
flex_data
{
brow_h 0.5
cheek_fat_min .4
chin_width .3
chin_height .3
face_d_max .2
head_height .5
head_w_max .5
neck_size .5
ears_height .5
lowlip_size 1.0
mouth_w_max .5
mouth_h_max .5
mouth_depth .9
nose_h_max .8
nose_angle .9
nose_d_max .9
nost_width .8
nose_tip .8
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 1
}
skin 10
}
GRD06_DevHall
{
flex_data
{
brow .5
cheek_depth 1.0
cheek_fat_max .3
cheek_fat_min .8
chin_butt .5
chin_width .5
head_height .5
head_w_min 0.8
neck_size .5
ears_angle .8
ears_height .4
jaw_depth 1.0
lowlip_size .4
uplip_size .4
mouth_w_max 1.0
mouth_depth .2
nose_w_min .2
nose_h_min .2
nose_h_max 1.0
nose_angle .5
nose_d_max .8
nost_width 1.0
nose_tip .8
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 1
}
skin 2
}
GRD07_Laser
{
flex_data
{
cheek_depth 1.0
chin_width .8
chin_height 1.0
head_w_min .3
neck_size .5
ears_height .2
eyes_ang_min .5
jaw_depth .8
lowlip_size .8
uplip_size 1.0
mouth_w_min .5
nose_w_min .5
nose_angle .3
nose_d_max .8
hairline_puff 1.0
}
bodygroup_data
{
helmet 0
chest 2
holster 1
flashlight 1
}
skin 5
}
GRD08_TChallway
{
flex_data
{
brow .5
cheek_depth .8
chin_butt .5
chin_width .2
chin_height .5
face_d_max .5
head_height .9
head_w_min .3
neck_size .5
ears_angle .8
ears_height .1
jaw_depth .8
lowlip_size .2
uplip_size .2
mouth_w_max .5
mouth_h_min .5
mouth_depth .3
nose_h_max .2
nose_angle .5
nose_d_max .9
nost_height .2
nost_width .8
}
bodygroup_data
{
helmet 0
chest 1
holster 1
flashlight 0
}
skin 13
}
Grd01_Storage
{
flex_data
{
brow .5
cheek_depth .8
chin_butt .5
chin_width .2
chin_height .5
face_d_max .5
head_height .9
head_w_min .3
neck_size .5
ears_angle .8
ears_height .1
jaw_depth .8
lowlip_size .2
uplip_size .2
mouth_w_max .5
mouth_h_min .5
mouth_depth .3
nose_h_max .2
nose_angle .5
nose_d_max .9
nost_height .2
nost_width .8
}
bodygroup_data
{
helmet 0
chest 1
holster 1
flashlight 0
}
skin 13
}
GRD01_PowerUpControl
{
flex_data
{
cheek_fat_max 0.67
chin_width 0.5
chin_height 0.5
face_d_max 0.25
head_w_max 0.33
neck_size 0.5
ears_angle 0.5
ears_height 0.33
jaw_depth 0.25
lowlip_size 0.75
uplip_size 0.75
mouth_w_min 1.0
nost_width 0.5
nose_tip 0.5
right_inner_raiser 0.75
left_inner_raiser 0.75
blink 0.25
}
bodygroup_data
{
body 1
helmet 1
chest 2
holster 1
flashlight 1
}
model "models/humans/guard_hurt.mdl"
skin 1
}
c2a1a_brown
{
flex_data
{
cheek_fat_min 0.67
chin_butt 1
chin_width 0.33
chin_height 0.5
face_d_max 0.33
head_w_max 0.33
neck_size 0.5
ears_height 0.5
jaw_depth 0.5
mouth_w_min 0.5
mouth_depth 0.25
nose_w_min 0.67
nost_width 0.5
nose_tip 0.5
}
bodygroup_data
{
body 1
helmet 1
chest 1
holster 1
flashlight 1
}
skin 9
}
GRD02
{
flex_data
{
brow .5
cheek_depth 1.0
cheek_fat_max .3
cheek_fat_min .8
chin_butt .5
chin_width .5
neck_size .5
ears_angle .8
ears_height .4
jaw_depth 1.0
lowlip_size .4
uplip_size .4
mouth_w_max 1.0
mouth_depth .2
nose_w_min .2
nose_h_min .2
nose_h_max 1.0
nose_angle .5
nose_d_max .8
nost_width 1.0
nose_tip .8
}
bodygroup_data
{
body 1
helmet 1
chest 2
holster 3
flashlight 1
}
skin 2
}
grd02_dead
{
flex_data
{
brow .5
cheek_depth 1.0
cheek_fat_max .3
cheek_fat_min .8
chin_butt .5
chin_width .5
neck_size .5
ears_angle .8
ears_height .4
jaw_depth 1.0
lowlip_size .4
uplip_size .4
mouth_w_max 1.0
mouth_depth .2
nose_w_min .2
nose_h_min .2
nose_h_max 1.0
nose_angle .5
nose_d_max .8
nost_width 1.0
nose_tip .8
}
bodygroup_data
{
body 1
helmet 1
chest 2
holster 2
flashlight 1
}
skin 2
}
GRD01_lookdown
{
flex_data
{
}
bodygroup_data
{
helmet 1
chest 0
}
skin 6
}
GRD02_chopper
{
flex_data
{
}
bodygroup_data
{
helmet 0
chest 2
holster 2
flashlight 1
}
skin 6
}
GRD03_control
{
flex_data
{
}
bodygroup_data
{
helmet 0
chest 2
holster 2
flashlight 1
}
skin 10
}
GRD02_Shack
{
flex_data
{
brow_h 0.3
head_w_max 0.5
cheek_fat_max .7
chin_width 1.0
neck_size 1.0
ears_angle .5
uplip_size 1.0
lowlip_size 1.0
nose_w_max 1.0
nose_h_max 0.5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
helmet 1
chest 2
holster 1
flashlight 0,1
}
model "models/humans/guard.mdl"
skin 4
}
GRD02_Shack_DeathGuy
{
flex_data
{
brow_h 0.3
head_w_max 0.5
cheek_fat_max .7
chin_width 1.0
neck_size 1.0
ears_angle .5
uplip_size 1.0
lowlip_size 1.0
nose_w_max 1.0
nose_h_max 0.5
nose_tip 1.0
hairline_puff 1.0
}
bodygroup_data
{
body 1
helmet 1
chest 2
holster 2
flashlight 0,1
}
model "models/humans/guard_hurt.mdl"
skin 4
}
GRD04_walkpast
{
flex_data
{
cheek_fat_max 0.67
chin_butt 0.5
chin_width 0.5
chin_height 0.5
head_w_max 0.5
neck_size 1
ears_angle 0.5
eyes_height 0.5
jaw_depth 0.25
lowlip_size 0.75
uplip_size 0.75
mouth_w_min 0.33
mouth_h_max 0.25
nose_w_max 0.67
nose_h_min 0.67
nose_angle 0.25
nost_height 0.67
nose_width 0.33
nose_tip 0.33
hairline_puff 0.25
}
bodygroup_data
{
helmet 1
chest 2
}
model "models/humans/guard_02.mdl"
skin 5
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC Characters_WGH//////////////////////
//////////////////////////////////////////////////////////
//SCI02_SiloDoorsController
SCI02_SiloDoorsController
{
bodygroup_data
{
glasses 2, 3, 4, 6, 7
}
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC Characters_APPR/////////////////////
//////////////////////////////////////////////////////////
//SCI01_ChallengerDeep
SCI01_Icthy
{
model "models/humans/scientist_hurt.mdl"
}
//SCI02_Cryo
SCI02_Cryo
{
model "models/humans/scientist_hurt.mdl"
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC Characters_QE///////////////////////
//////////////////////////////////////////////////////////
GRD01_Office
{
flex_data
{
cheek_fat_max .3
chin_butt 0.2
chin_width 0.4
head_w_min .5
neck_size .5
ears_height .5
jaw_depth .5
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .3
mouth_depth .9
nose_w_max .4
nose_angle 0.4
nost_width 1.0
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
helmet 0
chest 2
holster 1
flashlight 0
}
model "models/humans/guard_02.mdl"
skin 2
}
SCI01_Surgery
{
flex_data
{
cheek_fat_min .5
chin_butt 0.6
chin_width 0.4
head_w_min .1
neck_size .5
ears_height .5
jaw_depth .0
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .0
mouth_depth .5
nose_w_max .4
nose_angle 0.4
nost_width 1.0
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
glasses 1
}
skin 12
}
//Sci02_Surgery female
SCI02_Surgery
{
flex_data
{
}
bodygroup_data
{
glasses 6
hair 4
}
skin 5
}
SCI03_Surgery
{
flex_data
{
cheek_fat_min .5
chin_butt 0.6
chin_width 0.4
head_w_min .1
neck_size .5
ears_height .5
jaw_depth .0
lowlip_size 1.0
uplip_size 1.0
mouth_w_max .3
mouth_h_min .0
mouth_depth .5
nose_w_max .4
nose_angle 0.4
nost_width 1.0
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
glasses 2
}
skin 6
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC Characters_ST///////////////////////////
//////////////////////////////////////////////////////////
//SCI01_Ordnance
SCI01_Ordnance
{
model "models/humans/scientist_hurt.mdl"
}
h_hangar_guard
{
flex_data
{
eyes_ang_max 0.1
cheek_fat_min 0.3
chin_butt 0.7
chin_width 0.5
head_w_max 0.3
neck_size .3
ears_height 0.0
ears_angle 0.5
jaw_depth 0.4
lowlip_size 0.4
uplip_size 1.0
mouth_w_max .2
mouth_h_min .0
mouth_depth .3
nose_w_max 0.0
nose_angle 0.1
nost_width 0.3
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
helmet 1
chest 1
holster 1
flashlight 1
}
skin 0
}
GRD02_HiveHand
{
flex_data
{
eyes_ang_max 0.1
cheek_fat_min 0.3
chin_butt 0.7
chin_width 0.5
head_w_max 0.3
neck_size .3
ears_height 0.0
ears_angle 0.5
jaw_depth 0.4
lowlip_size 0.4
uplip_size 1.0
mouth_w_max .2
mouth_h_min .0
mouth_depth .3
nose_w_max 0.0
nose_angle 0.1
nost_width 0.3
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
helmet 1
chest 1
holster 1
flashlight 0
}
skin 1
}
c2a5f_barney
{
flex_data
{
eyes_ang_max 0.1
cheek_fat_min 0.3
chin_butt 0.7
chin_width 0.5
head_w_max 0.3
neck_size .3
ears_height 0.0
ears_angle 0.5
jaw_depth 0.4
lowlip_size 0.4
uplip_size 1.0
mouth_w_max .2
mouth_h_min .0
mouth_depth .3
nose_w_max 0.0
nose_angle 0.1
nost_width 0.3
nose_tip .5
hairline_puff 0
}
bodygroup_data
{
helmet 1
chest 1
holster 1
flashlight 0
}
model "models/humans/guard_02.mdl"
skin 2
}
//////////////////////////////////////////////////////////
/////////////SPECIFIC Characters_LC///////////////////////////
//////////////////////////////////////////////////////////
SCI02_gluongun
{
flex_data
{
cheek_fat_max .8
chin_butt 0.6
chin_width 0.4
head_w_max .3
neck_size .5
jaw_depth .0
lowlip_size 1.0
uplip_size 0.0
mouth_w_max .2
mouth_depth .5
nose_w_min .4
nose_angle 0.1
nost_width 0.2
ears_height .5
ears_angle 0.6
}
bodygroup_data
{
glasses 1
}
skin 12
}
SCI03_Reactor
{
model "models/humans/scientist_hurt.mdl"
skin 12
}
GRD04_SupplyDepot
{
flex_data
{
brow_h 0.5
cheek_fat_min 0.67
chin_butt 1.0
chin_width 0.5
head_height 0.5
head_w_max 0.25
neck_size 0.5
ears_angle 0.5
ears_height 0.5
eyes_height 0.5
jaw_depth 0.75
lowlip_size 0.5
uplip_size 0.5
mouth_w_min 0.5
nose_w_max 0.67
nose_h_min 0.5
nose_angle 0.75
nost_height 0.5
nost_width 0.25
nose_tip 0.25
}
bodygroup_data
{
helmet 1
chest 1
}
model "models/humans/guard_02.mdl"
skin 6
}
SCI07_SupplyDepot
{
flex_data
{
cheek_fat_min 0.5
face_d_max 0.25
head_w_min 0.25
ears_angle 1.0
eyes_height 0.75
nose_w_min 0.5
nose_angle 1.0
nost_height 0.5
}
bodygroup_data
{
glasses 6
}
skin 6
}
SCI08
{
flex_data
{
cheek_fat_min 0.5
jaw_depth 0.25
lowlip_size 0.5
uplip_size 0.5
nose_d_max 1.0
nost_height 0.5
nost_width 0.5
nose_tip 0.25
}
bodygroup_data
{
glasses 1
}
model "models/humans/scientist_02.mdl"
skin 1
}
SCI09_LC
{
flex_data
{
cheek_fat_min 1.0
cheek_depth 0.8
chin_butt 1.0
chin_width 0.6
jaw_depth 0.0
mouth_depth 0.2
mouth_h_max 0.3
nose_w_min 1.0
nose_angle 0.9
nose_h_max 0.1
nost_width 1.0
head_w_max 0.2
head_height 0.4
hairline_puff 0.7
}
bodygroup_data
{
glasses 4
}
skin 4
}
SCI10_Steinman
{
flex_data
{
cheek_depth 0.6
cheek_fat_max 0.5
ears_angle 0.2
ears_height 0.2
eyes_angle_max 0.5
mouth_h_max 0.2
nose_w_min 0.3
nose_angle 0.5
nost_width 1.0
}
bodygroup_data
{
glasses 5
hair 2
}
skin 1
}
SCI11
{
flex_data
{
cheek_fat_max 1.0
head_height 0.5
neck_size 0.5
lowlip_size 1.0
uplip_size 1.0
mouth_w_max 0.5
nose_w_max 1.0
nose_tip 1.0
hairline_puff 0.5
}
bodygroup_data
{
glasses 7
}
skin 9
}
}
|
External Links
- BMCE Addon - Black Mesa Character Expansion Revised - https://steamcommunity.com/sharedfiles/filedetails/?id=2668159678
- BMCE - Black Mesa Character Expansion - https://steamcommunity.com/workshop/filedetails/?id=2068862348
- Writing a character_manifest file with Black Mesa: Character Expansion - https://steamcommunity.com/sharedfiles/filedetails/?id=2426031385