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f94041003
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感覺怪怪的.......後面那比較像是......
樹枝.........
謝謝分享 表情


獻花 x0 回到頂端 [40 樓] From:台灣台固 | Posted:2010-11-07 16:33 |
awzbcfepxa
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真的很棒 觸角會動耶~


獻花 x0 回到頂端 [41 樓] From:台灣中華電信 | Posted:2010-11-10 23:35 |
無敵小狗
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這太酷好久沒看到這種疆屍我把加進去 表情


獻花 x0 回到頂端 [42 樓] From:歐洲 | Posted:2010-11-16 21:45 |
Play_123
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 這個模組真酷

用來當屍王模組一流

謝啦表情 


獻花 x0 回到頂端 [43 樓] From:香港有線寬頻 | Posted:2010-11-16 22:11 |
aazxc753
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我有進行反編譯了
但是失敗
只有解出一些檔案

檔案如下:
b1.smd
b2.smd
CompByFRK_14.smd
p1.smd
p2.smd
posrte.qc


QC檔內容如下:

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

posrte.mdl

Original internal name:
"urban.mdl"

==============================================================================
*/

$modelname "posrte.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "studio" "CompByFRK_14"

$body "studio" "b1"

$body "studio" "b2"

$body "studio" "p1"

$body "studio" "p2"


// 2 skin families
$texturegroup skinfamilies
{
{ "T_M001_all_D.bmp" }
{ "T_M001_all_S.bmp" }
}

// 18 hit box(es)
$hbox 3 "Bip01 Pelvis" -1.110000 -6.590000 -7.350000 8.694866 5.570000 8.760000
$hbox 3 "Bip01 Spine" -0.840000 -8.760000 -8.170000 8.120000 6.300000 9.610000
$hbox 2 "Bip01 Spine1" -3.740000 -7.840000 -9.240000 8.210000 5.600000 10.490000
$hbox 4 "Bip01 L Clavicle" -1.290000 -5.320000 -3.750000 9.910000 4.870000 4.090000
$hbox 4 "Bip01 L UpperArm" -0.630000 -3.620000 -4.340000 10.050000 4.340000 3.230000
$hbox 4 "Bip01 L Forearm" -9.360000 -3.640000 -3.200000 9.384060 5.410000 5.450000
$hbox 4 "Bip01 L Hand" -3.410000 -2.940000 -2.840000 22.910000 2.920000 3.330000
$hbox 5 "Bip01 R Clavicle" -0.970000 -5.360000 -3.730000 7.300000 3.780000 1.560000
$hbox 5 "Bip01 R UpperArm" -3.180000 -3.530000 -3.090000 10.330000 3.330000 3.030000
$hbox 5 "Bip01 R Forearm" 0.000000 -2.560000 -2.720000 7.409473 2.790000 1.830000
$hbox 5 "Bip01 R Hand" -1.680000 -2.180000 -2.700000 4.430000 2.290000 2.750000
$hbox 1 "Bip01 Head" -0.970000 -4.000000 -3.530000 6.570000 3.930000 3.400000
$hbox 6 "Bip01 L Thigh" -0.540000 -4.600000 -4.210000 13.420815 5.480000 5.510000
$hbox 6 "Bip01 L Calf" -0.040000 -4.950000 -4.420000 17.539608 5.590000 7.930000
$hbox 7 "Bip01 R Thigh" -0.610000 -4.900000 -2.760000 13.420811 5.040000 4.040000
$hbox 7 "Bip01 R Calf" -0.140000 -5.050000 -3.090000 17.539610 6.340000 4.320000
$hbox 7 "Bip01 R Foot" 0.000000 -3.250000 -2.350000 5.800000 4.938025 2.480000
$hbox 6 "Bip01 L Foot" 0.000000 -3.230000 -2.630000 5.790000 4.938025 2.200000

// 111 animation sequence(s)
$sequence "CompByFRK_14" "CompByFRK_14" fps 24 loop
$sequence "idle1" "idle1" fps 30 loop ACT_IDLE 1
$sequence "crouch_idle" "crouch_idle" fps 30 loop ACT_CROUCHIDLE 1
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1
$sequence "run" "run" LX fps 30 loop ACT_RUN 1
$sequence "crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "longjump" "longjump" fps 30 ACT_LEAP 1
$sequence "swim" "swim" fps 30 loop ACT_SWIM 1
$sequence "treadwater" "treadwater" fps 24 loop ACT_HOVER 1
$sequence "crouch_aim_carbine" "crouch_aim_carbine" fps 30 loop
$sequence "crouch_shoot_carbine" "crouch_shoot_carbine" fps 30 loop
$sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30 loop
$sequence "ref_aim_carbine" "ref_aim_carbine" fps 30 loop
$sequence "ref_shoot_carbine" "ref_shoot_carbine" fps 30 loop
$sequence "ref_reload_carbine" "ref_reload_carbine" fps 30 loop
$sequence "crouch_aim_onehanded" "crouch_aim_onehanded" fps 30 loop
$sequence "crouch_shoot_onehanded" "crouch_shoot_onehanded" fps 30 loop
$sequence "crouch_reload_onehanded" "crouch_reload_onehanded" fps 30
$sequence "ref_aim_onehanded" "ref_aim_onehanded" fps 30 loop
$sequence "ref_shoot_onehanded" "ref_shoot_onehanded" fps 30 loop
$sequence "ref_reload_onehanded" "ref_reload_onehanded" fps 30
$sequence "crouch_aim_dualpistols_1" "crouch_aim_dualpistols_1" fps 30 loop
$sequence "crouch_shoot_dualpistols_1" "crouch_shoot_dualpistols_1" fps 30 loop
$sequence "crouch_shoot2_dualpistols_1" "crouch_shoot2_dualpistols_1" fps 30 loop
$sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30
$sequence "ref_aim_dualpistols_1" "ref_aim_dualpistols_1" fps 30 loop
$sequence "ref_shoot_dualpistols_1" "ref_shoot_dualpistols_1" fps 30 loop
$sequence "ref_shoot2_dualpistols_1" "ref_shoot2_dualpistols_1" fps 30 loop
$sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30 loop
$sequence "crouch_aim_rifle" "crouch_aim_rifle" fps 30 loop
$sequence "crouch_shoot_rifle" "crouch_shoot_rifle" fps 30 loop
$sequence "crouch_reload_rifle" "crouch_reload_rifle" fps 30 loop
$sequence "ref_aim_rifle" "ref_aim_rifle" fps 30 loop
$sequence "ref_shoot_rifle" "ref_shoot_rifle" fps 30 loop
$sequence "ref_reload_rifle" "ref_reload_rifle" fps 30 loop
$sequence "crouch_aim_mp5" "crouch_aim_mp5" fps 30 loop
$sequence "crouch_shoot_mp5" "crouch_shoot_mp5" fps 30 loop
$sequence "crouch_reload_mp5" "crouch_reload_mp5" fps 30 loop
$sequence "ref_aim_mp5" "ref_aim_mp5" fps 30 loop
$sequence "ref_shoot_mp5" "ref_shoot_mp5" fps 30 loop
$sequence "ref_reload_mp5" "ref_reload_mp5" fps 30 loop
$sequence "crouch_aim_shotgun" "crouch_aim_shotgun" fps 30 loop
$sequence "crouch_shoot_shotgun" "crouch_shoot_shotgun" fps 30 loop
$sequence "crouch_reload_shotgun" "crouch_reload_shotgun" fps 30
$sequence "ref_aim_shotgun" "ref_aim_shotgun" fps 30 loop
$sequence "ref_shoot_shotgun" "ref_shoot_shotgun" fps 30 loop
$sequence "ref_reload_shotgun" "ref_reload_shotgun" fps 30 loop
$sequence "crouch_aim_m249" "crouch_aim_m249" fps 30 loop
$sequence "crouch_shoot_m249" "crouch_shoot_m249" fps 30 loop
$sequence "crouch_reload_m249" "crouch_reload_m249" fps 30 loop
$sequence "ref_aim_m249" "ref_aim_m249" fps 30 loop
$sequence "ref_shoot_m249" "ref_shoot_m249" fps 30 loop
$sequence "ref_reload_m249" "ref_reload_m249" fps 30 loop
$sequence "CompByFRK_14_2" "CompByFRK_14_2" fps 30 loop
$sequence "so_am_I" "so_am_I" fps 30
$sequence "ref_aim_grenade" "ref_aim_grenade" fps 30
$sequence "ref_shoot_grenade" "ref_shoot_grenade" fps 30
$sequence "crouch_aim_grenade" "crouch_aim_grenade" fps 30
$sequence "crouch_shoot_grenade" "crouch_shoot_grenade" fps 30
$sequence "crouch_aim_c4" "crouch_aim_c4" fps 30 loop
$sequence "crouch_shoot_c4" "crouch_shoot_c4" fps 30 loop
$sequence "ref_aim_c4" "ref_aim_c4" fps 30 loop
$sequence "ref_shoot_c4" "ref_shoot_c4" fps 30 loop
$sequence "ref_reload_c4" "ref_reload_c4" fps 30 loop
$sequence "crouch_aim_dualpistols_2" "crouch_aim_dualpistols_2" fps 30 loop
$sequence "crouch_shoot_dualpistols_2" "crouch_shoot_dualpistols_2" fps 30 loop
$sequence "crouch_shoot2_dualpistols_2" "crouch_shoot2_dualpistols_2" fps 30 loop
$sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30 loop
$sequence "ref_aim_dualpistols_2" "ref_aim_dualpistols_2" fps 30 loop
$sequence "ref_shoot_dualpistols_2" "ref_shoot_dualpistols_2" fps 30 loop
$sequence "ref_shoot2_dualpistols_2" "ref_shoot2_dualpistols_2" fps 30 loop
$sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30 loop
$sequence "crouch_aim_knife" "crouch_aim_knife" fps 30
$sequence "crouch_shoot_knife" "crouch_shoot_knife" fps 30
$sequence "ref_aim_knife" "ref_aim_knife" fps 30
$sequence "ref_shoot_knife" "ref_shoot_knife" fps 30
$sequence "crouch_aim_ak47" "crouch_aim_ak47" fps 30 loop
$sequence "crouch_shoot_ak47" "crouch_shoot_ak47" fps 30 loop
$sequence "crouch_reload_ak47" "crouch_reload_ak47" fps 30 loop
$sequence "ref_aim_ak47" "ref_aim_ak47" fps 30 loop
$sequence "ref_shoot_ak47" "ref_shoot_ak47" fps 30 loop
$sequence "ref_reload_ak47" "ref_reload_ak47" fps 30 loop
$sequence "crouch_aim_shieldgren" "crouch_aim_shieldgren" fps 30 loop
$sequence "crouch_shoot_shieldgren" "crouch_shoot_shieldgren" fps 30 loop
$sequence "ref_aim_shieldgren" "ref_aim_shieldgren" fps 30 loop
$sequence "ref_shoot_shieldgren" "ref_shoot_shieldgren" fps 30 loop
$sequence "crouch_aim_shieldknife" "crouch_aim_shieldknife" fps 30 loop
$sequence "crouch_shoot_shieldknife" "crouch_shoot_shieldknife" fps 30 loop
$sequence "ref_aim_shieldknife" "ref_aim_shieldknife" fps 30 loop
$sequence "ref_shoot_shieldknife" "ref_shoot_shieldknife" fps 30 loop
$sequence "crouch_aim_shieldgun" "crouch_aim_shieldgun" fps 30 loop
$sequence "crouch_shoot_shieldgun" "crouch_shoot_shieldgun" fps 30 loop
$sequence "crouch_reload_shieldgun" "crouch_reload_shieldgun" fps 30 loop
$sequence "ref_aim_shieldgun" "ref_aim_shieldgun" fps 30 loop
$sequence "ref_shoot_shieldgun" "ref_shoot_shieldgun" fps 30 loop
$sequence "ref_reload_shieldgun" "ref_reload_shieldgun" fps 30 loop
$sequence "crouch_aim_shielded" "crouch_aim_shielded" fps 30 loop
$sequence "ref_aim_shielded" "ref_aim_shielded" fps 30 loop
$sequence "gut_flinch" "gut_flinch" fps 30
$sequence "head_flinch" "head_flinch" fps 30
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 0 }
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 0 }
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 0 }
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 0 }
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 0 }
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 0 }
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 0 }
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 0 }
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 0 }
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 0 }

// End of QC script.


所以也就是說
他總共有111個動作...


CS1.6原廠模組請詳見CS模組版
獻花 x0 回到頂端 [44 樓] From:台灣新世紀資通 | Posted:2010-11-22 18:18 |
aazxc753
個人頭像
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小人物
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推文 x0 鮮花 x25
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不知道這個人物是否可以支援拿槍動作...


CS1.6原廠模組請詳見CS模組版
獻花 x0 回到頂端 [45 樓] From:台灣新世紀資通 | Posted:2010-11-22 18:21 |
ivan13265
個人文章 個人相簿 個人日記 個人地圖
路人甲
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推文 x0 鮮花 x0
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好型呀~~


獻花 x0 回到頂端 [46 樓] From:未知地址 | Posted:2010-11-25 22:36 |
a7760737 手機
個人頭像
個人文章 個人相簿 個人日記 個人地圖
初露鋒芒
級別: 初露鋒芒 該用戶目前不上站
推文 x354 鮮花 x353
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下面是引用 ling751tw 於 2010-11-22 18:18 發表的 : 到引言文
我有進行反編譯了
但是失敗
只有解出一些檔案
檔案如下:
b1.smd
.......

鎖起來的模型最好不要亂反編譯發出來..
畢竟作者鎖起來就是不希望別人反編..表情


Photobucket圖片空間網站改成收費了...請直接點不能看的圖片就可以看到圖,抱歉
要黑岩,柊鏡,巡音,我綁定的女角等模組請點我的暱稱,自行探索
以前以後發的模都在這,高娛自由改造集團: https://khf.e....me
獻花 x0 回到頂端 [47 樓] From:台灣中華電信 | Posted:2010-12-01 00:31 |
yil070809
個人文章 個人相簿 個人日記 個人地圖
小人物
級別: 小人物 該用戶目前不上站
推文 x0 鮮花 x3
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隻手好似用鐵做


獻花 x0 回到頂端 [48 樓] From:未知地址 | Posted:2010-12-19 21:07 |
19970305
數位造型
個人文章 個人相簿 個人日記 個人地圖
路人甲
級別: 路人甲 該用戶目前不上站
推文 x0 鮮花 x0
分享: 轉寄此文章 Facebook Plurk Twitter 複製連結到剪貼簿 轉換為繁體 轉換為簡體 載入圖片

帥~~


獻花 x0 回到頂端 [49 樓] From:澳門 | Posted:2010-12-24 12:25 |

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