Robot animation fixes

A Skin Mod for Team Fortress 2

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Updates

Version 3d
  • Fixed pyro and pyro_boss models not compiling due to bone-related issues (oops)
  • Fixed bad paths to user_animations model files
sigsegv avatar
sigsegv Joined 3y ago
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sigsegv
2y
Version 3c
  • Fixed Valve using wrong invuln textures on spybot model
  • Added spybot skins for disguise masks
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sigsegv Joined 3y ago
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sigsegv
2y

Enables animations that are otherwise missing for the robot models

The MvM robot models are lacking many animations that are not normally used by robots in MvM, or which have been added to the game more recently than the Mann vs Machine Update.

This mod changes the robot models so that if they are missing a particular animation, they will fall back to the regular human animation for their class, instead of having no animation at all.

The engineer bot model already does this (apparently due to Valve being too lazy to give the engiebot a full set of custom robot animations). My mod just extends the same "fallback to human animation" behavior to the rest of the robot models.

This mod works for all classes, giant and non-giant (including the Sentry Buster). And it will continue to work in the future, even for animations that haven't been added to the game yet, because each model file simply _references_ the file with the human animations, rather than copying any of its contents.

This mod also integrates my Sentry Buster model fixes mod, which fixes the missing uber and jarate effects on the Sentry Buster model.

Video demonstration of this mod in action

Note about sv_pure

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

This mod **will not work** on sv_pure servers (including Valve servers). It will only work on servers that don't enforce sv_pure on the files that are modified.

How I made this

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

I decompiled the bot model files with the Crowbar tool. Then I made a very simple addition to the main QC file. I'll show an example here with the non-giant soldier model.

bot_soldier.qc (before):

$includemodel "bots/soldier/bot_soldier_animations.mdl"

bot_soldier.qc (after):

$includemodel "bots/soldier/bot_soldier_animations.mdl"

$includemodel "player/soldier_animations.mdl"

For giants, I made them fallback to the non-giant bot animations first, and then fallback to the human animations. It might not make much of a difference, but I believe there are a few animations that are missing in the giant bot models but present in the non-giant bot models.

bot_soldier_boss.qc (before):

$includemodel "bots/soldier_boss/bot_soldier_boss_animations.mdl"

bot_soldier_boss.qc (after):

$includemodel "bots/soldier_boss/bot_soldier_boss_animations.mdl"

$includemodel "bots/soldier/bot_soldier_animations.mdl"

$includemodel "player/soldier_animations.mdl"

After making this small modification, I recompiled the model files with Crowbar.

Files

Posts

  • 2y
    sigsegv avatar
    sigsegv Joined 3y ago
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    Today I realized that I made a mistake on previous versions of this mod. The hitbox definitions were getting reset to automatic defaults when I decompiled and recompiled the MDL files. I've fixed this in the latest version.

    Part of the blame falls on the Crowbar tool for automatically commenting out lines that it thinks are unimportant, which happens to include the hitbox definitions. And part of the blame goes on me for not checking the hitboxes in the model viewer.

    Fortunately, the hitboxes being mis-defined wouldn't make any noticeable difference to you unless the VPK happened to be installed on the _server_ you were playing on; in practice, this pretty much means that the only way you would notice something was screwy is if you started a local server from the TF2 main menu (a listen server).

    I had the model files installed on a dedicated server I was running (I wanted to see if it would be possible to automatically use the modified models without clients having to download them separately). And then I noticed that it was impossible to headshot bots. Eventually I turned on r_drawentities 3 and realized that every hitbox had its hitgroup set to 0 (hitgroup 1 is used on the head hitbox for headshot detection), and that the sizes weren't quite right as well. D'oh.
    • Win x 1
    Bananite
  • 2y
    lolznoboz avatar
    lolznoboz Joined 3y ago
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    > **Posted by Gam3rfreak1290**
    >
    > My guess is this works with the Enhanced Bots skin?

    Actually yes but that has robots with human animations
    STAAAAAAPH
  • 2y
    The_Necromancer avatar
    The_Necromancer Joined 5y ago
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    My guess is this works with the Enhanced Bots skin?
    Dave Strider is best time lord
  • 2y
    lolznoboz avatar
    lolznoboz Joined 3y ago
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    > **Posted by Zwip-Zwap Zapony**
    >
    > > **Posted by OMFG435656**
    > >
    > > Could you fix the weapon taunts?
    >
    > What do you mean? They work, they're just using animations intended for different weapons. And for that, blame VALVe.
    >
    > Edit: Well, this assumption is based on the standard Mann Versus Machine robots, not this mod.

    Can you just make a skin that makes all robot animations to human ones
    also when robots do conga and kazotsky kick with this they don't move
    STAAAAAAPH
  • 3y
    Zwip-Zwap Zapony avatar
    Zwip-Zwap Zapony username pic Joined 5y ago
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    > **Posted by OMFG435656**
    >
    > Could you fix the weapon taunts?

    What do you mean? They work, they're just using animations intended for different weapons. And for that, blame VALVe.

    Edit: Well, this assumption is based on the standard Mann Versus Machine robots, not this mod.
    *Insert User Title here*
  • 3y
    lolznoboz avatar
    lolznoboz Joined 3y ago
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    Could you fix the weapon taunts?
    STAAAAAAPH
  • 3y
    sigsegv avatar
    sigsegv Joined 3y ago
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    > **Posted by Zwip-Zwap Zapony**
    >
    > > **Posted by sigsegv**
    > > It's weird that the regular player model scripts don't actually have an $includemodel reference for that file, so I guess it's handled in an automatic fashion by the game engine? Huh.
    >
    > Define "the regular player model scripts". The outdated ones from 2009-ish included with the Source SDK?

    I was referring to the QC scripts I get when I decompile the player MDL files in the latest version of TF2.

    And upon looking again... I guess they _do_ have $includemodel references to the workshop animation files after all. So I must have been mistaken before, huh.
    Bananite
  • 3y
    Zwip-Zwap Zapony avatar
    Zwip-Zwap Zapony username pic Joined 5y ago
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    > **Posted by sigsegv**
    >
    > > **Posted by Zwip-Zwap Zapony**
    > >
    > > > **Posted by Father Gibus**
    > > >
    > > > > **Posted by Zwip-Zwap Zapony**
    > > > >
    > > > > Enhanced Bots already does this.
    > > >
    > > > Does it have Love & War taunts? This includes it
    > >
    > > I'm not sure if it loads models/workshop/player/animations/class_animations.mdl, but it does load models/player/class_animations.mdl (which has all Love & War taunts, but not the 4 most recent taunts).
    >
    > Aha, I was wondering why some of the animations were missing. Didn't think to look in the workshop directory...
    >
    > It's weird that the regular player model scripts don't actually have an $includemodel reference for that file, so I guess it's handled in an automatic fashion by the game engine? Huh.

    Define "the regular player model scripts". The outdated ones from 2009-ish included with the Source SDK?
    *Insert User Title here*
  • 3y
    sigsegv avatar
    sigsegv Joined 3y ago
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    > **Posted by Zwip-Zwap Zapony**
    >
    > > **Posted by Father Gibus**
    > >
    > > > **Posted by Zwip-Zwap Zapony**
    > > >
    > > > Enhanced Bots already does this.
    > >
    > > Does it have Love & War taunts? This includes it
    >
    > I'm not sure if it loads models/workshop/player/animations/class_animations.mdl, but it does load models/player/class_animations.mdl (which has all Love & War taunts, but not the 4 most recent taunts).

    Aha, I was wondering why some of the animations were missing. Didn't think to look in the workshop directory...

    It's weird that the regular player model scripts don't actually have an $includemodel reference for that file, so I guess it's handled in an automatic fashion by the game engine? Huh.
    Bananite
  • 3y
    Sigma788 avatar
    Sigma788 Joined 3y ago
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    984 points Ranked 4970th
    I'm almost certain this fixes the new taunts added. I tried it as a robot sniper with the new russian dance taunt. Worked like a charm.

    10

    • Helpful x 1
    • Interesting x 1
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    Mantra
    This isn't your house, Jim!

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sigsegv
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FissionMetroid101
Red Sentry Buster texture

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Category

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Animations icon
Animations
Super-category
Robots icon
Robots

Attributes

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Default

Stats

Posts
28
Views
30,517
Downloads
10,353
Total Downloads
10,353
Date Added
3y
Date Modified
6mo
Date Updated
2y

Scores

77 bScore
9.5 Rating

6 voters

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