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
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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
Offline
657 points Ranked 7126th
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.

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Credits

Authors
sigsegv
Author
FissionMetroid101
Red Sentry Buster texture

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sigsegv avatar
sigsegv Joined 3y ago
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657 points Ranked 7126th

sigsegv
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Category

Sub-category
Animations icon
Animations
Super-category
Robots icon
Robots

Attributes

Texture
Default

Stats

Posts
28
Views
30,530
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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