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https://gamebanana.com/mods/296990
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.
Nice addon by the way
plz
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
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.
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.
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.
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.
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)