Left 4 Dead 2

Left 4 Dead 2

True CT Playermodels (L4D/L4D2)
62 Comments
《Happi Doggo》 28 Jun @ 4:56am 
can be a GIGN for Nick?
PaK 11 Jun @ 7:32pm 
Overall a nice add-on, but - for unused weird urban model instead of the SAS :(
Nick 12 Aug, 2024 @ 2:55pm 
for the love of god, please just make this all seperate, i just want this to replace the l4d1 cast, not all 8 survivors!
Tradewind 14 Jan, 2024 @ 7:17am 
Out of curiosity is it possible to access the textures of the models somehow, say if I wanted to recolour them all to grey or black?
Desmond 28 Sep, 2023 @ 11:13am 
it is incompatible with first person animations
Nick "Gaz" Garrick 27 Jul, 2023 @ 3:32pm 
Version only with css arms?
Bastian 18 Jul, 2023 @ 5:14pm 
I found this gamebanana mod that has accurate ct and t viewmodels. Maybe you can port the ct arms to these survivors?
https://gamebanana.com/mods/296990
K 19 Mar, 2023 @ 3:01am 
this is great!
BenL4D2 7 Mar, 2023 @ 1:15pm 
you cannot
Flonno 5 Feb, 2023 @ 10:42am 
The arms look horrid how may I disable them?
Џомба 24 Sep, 2022 @ 9:04am 
make terrorists
Wata 30 Jul, 2022 @ 11:13pm 
All of these Look good
Joyous 23 May, 2022 @ 2:53pm 
now it looks like the survivors are stopping a riot
OwO 12 Apr, 2022 @ 5:49pm 
the fingers on certain guns seem kinda off, but it`s still rlly rlly good
芝士雪豹 25 Jan, 2022 @ 2:47am 
It‘s cool,but I prefer SAS:steamthumbsup:
mae-dae 15 Jan, 2022 @ 9:43am 
is there a L4D2 team only version?
John27 13 Oct, 2021 @ 6:42pm 
is there a split/one-by-one survivors version?
A Knight 21 Aug, 2021 @ 10:12pm 
This is gold brother, love it.
ChickenChucker96 10 Aug, 2021 @ 2:35am 
ok cool
Blue  [author] 9 Aug, 2021 @ 1:34pm 
@mr.unoriginal

It is an unused playermodel that exists in CS:S files to this date. It is named counterterrorist.mdl and references the Urban CT's textures. However, the UV's are broken and different in many areas (the Urban model is very likely derived from the OG model, many parts are the same) so Rochelle is using a custom skin made for the model, pulled from the internet. I prefer this model over the SAS.
ChickenChucker96 19 Jul, 2021 @ 10:54am 
what CT is Rochelle supposed to be? I've never seen that model before
German Empireball 2 Jul, 2021 @ 9:12am 
The Only Main Menu Icons I See Is Coach
Shun 16 May, 2021 @ 6:49pm 
I love it :steamhappy::steamthumbsup:
딩고 14 May, 2021 @ 1:43am 
GOOD
T-HYP 6 May, 2021 @ 7:18am 
un buen mod la verdad
Raiden 4 May, 2021 @ 6:23am 
Awesome
Pyotrious 30 Apr, 2021 @ 8:26am 
terrorists planted a chemical bomb and now they have to escape
ChickenChucker96 27 Apr, 2021 @ 4:02am 
its da gamer police
saan 12 Apr, 2021 @ 7:19pm 
Left 4 Dead 2 x Counter Strike Global Offensive
dbender_rs 12 Apr, 2021 @ 11:21am 
Bom!!
:] 7 Apr, 2021 @ 12:33am 
Counter Terrorists Win!
E7ajamy 6 Apr, 2021 @ 11:10pm 
the CT
Edison Gar 17 Mar, 2021 @ 10:42pm 
Kinda wondering if there would be Terrorist replacement as well.
Nice addon by the way :health:
ralphrm 14 Mar, 2021 @ 7:42am 
where is the sas playermodel
убійца кілер 6 Mar, 2021 @ 9:27am 
Can make only for L4D2 Survivor
plz :steamsad:
TehDeadFlame90 6 Mar, 2021 @ 9:17am 
Can you Please make cs 1.6 survivors
Blue  [author] 6 Mar, 2021 @ 7:35am 
@kib04060

I almost always design my mods now to look good with Vanilla L4D2 first since addon choice comes naturally for the player. I cant really say for certain that any specific addon goes good with this one, as I myself dont use any serious model changing addons, but the vibe from this addon mostly revolves around Military/Counter-terrorism/Field survival gear. Maybe a first responder first-aid-kit replacement would be in order, or my straight up personal all time favorite gun replacement: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=390019433
kib04060 5 Mar, 2021 @ 6:19pm 
This mod is actually good nice job. is there any mods out in the workshop that would be great to use alongside this?
Pensie 28 Feb, 2021 @ 6:38am 
You do you man, i will still play with this regardless of them bugs cuz they really minor and i don't really see em so much anyway.
Blue  [author] 28 Feb, 2021 @ 6:20am 
@Mei Mei

Its okay, I just personally designed this mod around the squad of 4 style for myself though which is why the 1 and 2 survivors share the same textures and animations. In fact actually on that notion, i remember the previous PM "versions" were definitely made with bigger servers (20+) in mind which I used to be a big fan of but i am more of a 4 squad person now.

There are a lot of ways to go about fixing it, I could for example scale the OG model's body size to match that of Zoey's body size so it looks proper when reverting her animation set to default, (she'll be smaller than the rest of the crew as a result) but im personally prefer the whole blank-slate, same animations that the CS:S models originally went for.

I do like the idea of taking the darker textures from the previous mod though and using them on either the first or second survivor group. It sounds like a really good idea, everyone looks identifiable and its still pretty much the same thing.
Pensie 28 Feb, 2021 @ 2:08am 
After i tried some things, this is basically the only thing i could think of
Pensie 27 Feb, 2021 @ 11:49am 
Maybe that would bypass the problem, not really fix it but still.
Pensie 27 Feb, 2021 @ 11:24am 
Well that i think about it, there is a fix tho. You could use individual animations for every one of this models, i mean zoey using her animations and such. And to not confuse the game you could use black retextures like the ones you used years ago for the l4d1 survivors and a more bluish style for l4d2 survivors,therefore everyone having their respective animation set.
Pensie 26 Feb, 2021 @ 6:58pm 
I understand the process,bun dont worry bout it,it works just fine
Blue  [author] 26 Feb, 2021 @ 5:08pm 
A fix is likely far away right now and if I did manage to recompile the problematic animations hopefully with correct order it would beef my addon size to probably around 200-600 mb range. :steamsad:
Blue  [author] 26 Feb, 2021 @ 5:03pm 
This whole ordeal also raises worse questions, IE: Why at runtime are Coach's shotgun animations even called upon at all, even though sequence 86 has been force replaced using declaresequence and namvet anims coming first, thus it has runtime priority, and if we expect it to behave like the rest of the animations, shouldnt be present at all? Its very difficult and there doesnt seem to be an easy solution.
Sorry for the long response, I've just got a lot to share about this since its like, the #1 modding problem ive ran into in my entire hobby career.
Blue  [author] 26 Feb, 2021 @ 5:00pm 
Its very angering and likely a Valve side effect, and it goes against knowledge of what we know about animations. The frustrating logic here is you think if Coach's sequence 86 (shotgun anim) has been substituted for Bill's shotgun animation through declaresequence, both online and offline it would call upon it due to the Weight and the Order # being correct.

Ideal outcome: Server calls on sequence 86, shotgun anim played, done. Local Host (You) calls upon animation pool TERROR_ACT_SHOTGUN_RUN with a weight of 1 (1/1), shotgun anim played, done.

But, for the offline "Ideal outcome", this doesnt happen, and for other animations, both dont even happen at all. Which leads me to believe through possible bad coding a select few animations are called upon a third method, likely the NAME of the animation. As far as I know this is NOT how we understand animations to be called so far which means the likely only fix is to replace the animation itself.
Blue  [author] 26 Feb, 2021 @ 4:54pm 
Its oddly only a select few animations, such as Zoey's one handed melee/healing, or all survivors downed animations, and the differences between them are few and far and even more confusing which leads me to believe its an unfix-able engine side effect.

Example: Offline, Coach will run into the pistol and shotgun animation problem while online they wont ever appear once. In contrast, Zoey both offline and online will always call upon her original one handed animation (even though she has been set to compile with Bill's through declaresequence) and if it is missing she will T-pose when running even though she has a perfectly functional and correctly ordered for her, Bill animation set on runtime.
Blue  [author] 26 Feb, 2021 @ 4:54pm 
There seems to be almost no solution to the game calling upon the original survivor animations sometimes despite the sequences being replaced in correct order with "declaresequence." If you use HLMV on my custom Coach for example, you can see that at runtime for some unknown reason Coach's original pistol and shotgun animations are called upon at the very, very end of the list even though they've been substituted for Bill's shotgun and pistol animations near the beginning of the list. This is where the problems begin.

Attempting to modify the QC to where the survivors only have "includemodel" namvet lines so those animations arent called at all results in T-pose errors when the game STILL, for some reason, tries to call upon these animations despite them technically not existing in both sequence order for online (1, 2, 3, etc) and weight order for offline. (Probability pool of animation tied to EVENT category is 1/X)