STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
1,155
IN-GAME
7,195
ONLINE
Founded
26 October, 2013
Language
English
Showing 1-9 of 9 entries
2
[DONE][REQ] Entropy:Zero 2 Publish Support
2
[FIXED][BUG] Packing With VPK.exe Orders Commands Incorrectly
3
[FIXED][BUG] Addon.json Not Displaying in G-Mod Packages
2
[FIXED][BUG] Double-Clicking Folders Does Nothing & Crashes
2
[FIXED][BUG] Invalid game passed to Hammer
3
[FIXED][BUG] Incomplete QC Files When Decompiling Black Mesa Player Models
5
[FIXED][BUG] L4D1 Survivors at beginning of The Passing animation broken.
1
[BUG] Postal III - Flexes on Bodygroups (and Maybe Other Stuff)
The Postal III studiomdl is capable of compiling bodygroups with flex animations and eyes. The format is the same as when applied to $model, only applied to the submodels of a $bodygroup. The Postal III SDK apps are available here[runningwithscissors.com] and a functioning model and it's sources that I tested with is available {LINK REMOVED}. It should be noted that I only tested this model in P3 version of the model viewer.

This version of studiomdl also includes a few other new commands, such as $fakevta, $bolton, $cloth, and $prefab, which defines prefabricated model setups for skins, bodygoups and boltons. All I know of those so far is that $bolton somehow uses groups called Pin1, Pin2, Ring1, Ring2, Hat, Earring1, Earring2, Bracelet1, Bracelet2, Masks, Glasses and Hair, and $prefab takes the name of the prefab as the first variable, and the id of a bodygroup/skin/bolton as the second. What this ID is, I don't know.
1
[UNPLANNED][REQ] Block Comment Definebone Lines
Showing 1-9 of 9 entries