Left 4 Dead 2

Left 4 Dead 2

M16 Overhaul
69 Comments
Bitz 1 Sep, 2022 @ 9:10pm 
The dust cover opens and then closes during the draw animation when it should stay open (if i know my very limited knowledge of guns)
Nietabs 10 Jun, 2022 @ 10:13pm 
what map is that? i've seen a lot of modders showcase their weapons in that place
Nea 21 May, 2021 @ 4:51am 
dude why is that flashlight so fucking T h i c c
frookey 14 Jan, 2021 @ 2:14pm 
The Christmas update seems to have introduced a bug with the shoving anims.
Shoving plays a frame or two of the old shoving animation before playing the new one
CL_low 19 Feb, 2020 @ 8:57am 
Map?
Zombie_destroyer 22 Jun, 2019 @ 6:48am 
i got it sorry i did say not that i got it already nice mod
CTriggerHurt  [author] 22 Jun, 2019 @ 6:32am 
@rizkirafu
You need the shared content that's listed in the required items section of this page
rizkirafu 21 Jun, 2019 @ 9:16pm 
missing texture on the flashlight
Evan de Aspecto Ozaru 25 Jan, 2019 @ 9:06pm 
It's cause me crashes when I play single player :(
Zombie_destroyer 13 Jan, 2019 @ 8:07am 
was a good Gun mod but its gifs error on flashlight did all out maps and mods still error ?????
CTriggerHurt  [author] 4 Jan, 2019 @ 12:17pm 
Ah, I see. No problem, glad you got it working.
pi¶ipi¶ipi¶i alëca 4 Jan, 2019 @ 11:45am 
I deleted al my mods and Made a better collection with an “all weapons reanimated” mod, everything works fine now. Thank you for your help though! :cozybethesda:
CTriggerHurt  [author] 4 Jan, 2019 @ 7:56am 
You probably have a mod that overwrites the M16 and SCAR viewmodels then. Whatever it is, it could even overwrite them with the default (or seemingly default) models. Mods that conflict will usually still work, because every mod is basically just a fancy looking folder, so only the files that actually conflict will be overruled by other addons. Look for mods that specifically contain models/v_models/v_rifle.mdl and/or models/v_models/v_desert_rifle.mdl (and similarly named files). That mod is the one trumping your other addons, for whatever reason.
pi¶ipi¶ipi¶i alëca 4 Jan, 2019 @ 2:04am 
Well almost every mod ''conflicts'' but its not true because they dont conflict at all and work fine, idk whats the problem cause any other mods for m16 and scar dont work anymore. you can see the model but not when in first person, but thanks anyways. :ChipWink:
CTriggerHurt  [author] 3 Jan, 2019 @ 4:22pm 
@AmShak You probably have another M16 addon installed. Before painstakingly looking at your addons, you should open up the console after your addons load. In there will be a list of addons that conflict, if any. If you can't find anything in the console, then you can always look through your addons manually to find any. If that doesn't work, you could have accidentally disabled it without knowing.
pi¶ipi¶ipi¶i alëca 3 Jan, 2019 @ 12:45am 
I have everything downloaded but the anims still dont work, any way to solve it?
CTriggerHurt  [author] 4 Oct, 2018 @ 7:00pm 
Alright, so I tested it, everything should be fine now.
CTriggerHurt  [author] 4 Oct, 2018 @ 5:38pm 
ALSO. To everyone experiencing crashes, you must be playing the game locally and not on a dedicated server, because it doesn't occur outside of a single player game. You'll have to excuse me for not catching this sooner, as I always test these on my own private local server for maximum accuracy, which is hosted on a different machine, and didn't see the problem until actually needing to play without it. I've identified the problem long ago and forgot to actually fix it. It's related to the way I implemented blank animations; You see, certain animations on every gun are hidden and are just used to tell the game how long it should wait before counting that action (such as reloading) as "complete". I didn't provide enough information to these animations, which L4D2's animation system does not compensate for, resulting in crashes. I'll be looking into fixing it and uploading what I have shortly. Super sorry about the wait.
CTriggerHurt  [author] 4 Oct, 2018 @ 5:27pm 
@MechaNecromancer
I would have, but there are a few adjustments made to the model and texture that are easy to miss at first glance that are either broken or missing on the default M16. Namely:
1. The magazine interior is custom (including the bullets that appear for a split second)
2. Some moving parts don't already exist. Examples include the trigger, magazine eject button, bolt release, and the extra magazine used in the reload (the transition is done off-screen and is not visible without a very high FOV)
3. The safety is corrected on the righthand side
4. I'm not a fan of the flashlight placement on the default model (although I do like the flashlight itself). Flashlights generally don't work when you jam a piece of metal through them.
5. The magazine well doesn't have an interior on the default M16
Mecha 4 Oct, 2018 @ 4:43pm 
This weapon is an almost perfect reanimation mod. Would you consider uploading a standalone version that is just the animation, and nothing else added?
Ol' Dreaddy 20 Jun, 2018 @ 4:24pm 
Same here but with me it's with all weapons (other than melee) have made me crash. Like it's a 50/50 chance that I'll crash and I know it's this mod because without it my game works fine.
Pyri 11 Apr, 2018 @ 8:05pm 
It's nice but everytime when i swap the weapon if my m16 is low on ammo, my game keeps crashing.
Pingas 27 Jan, 2018 @ 11:03am 
Great job with your overhaul animations! Looking forward to what you have in store next! There's a disturbing lack of GOOD SCAR animations on the workshop, IMO.
jayjaymcfrytheflyestguy 14 Jan, 2018 @ 1:31pm 
Great job! The animated bullet casings kind of turn me off though.
CTriggerHurt  [author] 22 Nov, 2017 @ 8:14am 
I've been slowly working on the CS:GO G3 to make it compatible with the MSG-90 in terms of scale and the animations in general; I'll still have to make custom animations for it due to a slightly different bolt handle but it otherwise fits so well that little needs to be done to make it work.

While mixing the parts could be interesting, I think it would create a multitude of unnecessary alternate versions of the same weapon. Though, for the record, once scaled up to match, the weapons are very similar.
Alex_D #NoWar 22 Nov, 2017 @ 1:13am 
Thanks for that! Off topic, are you going to mix the CS:GO G3 with the Mil.Sniper Rifle model (as in keep the MSG90 stock and trigger group)? It isn't important, but it's something that's possible to do in real life.
CTriggerHurt  [author] 21 Nov, 2017 @ 7:54pm 
@Alex_D_Vasilkov
I've decided to go the easy route and just create a working environment containing the required files. Here you go:
https://www.dropbox.com/s/hulm5dfclddevk7/M16A2.7z?dl=0
I've confirmed that they compile in their current state.
CTriggerHurt  [author] 21 Nov, 2017 @ 6:21pm 
Eh, the $includemodel trick is sort of like cheating. It's by no means the best way to go about doing it, seeing as it's not recompiling properly, which would allow studioMDL to correctly optimize the bones out that don't get used, and would also allow you to edit the animations to fit on the existing rig rather than hoping it fits correctly, but given that it may be some time before I finish re-organizing my source files, it should suffice for now. Now that reorganization and optimization are on my mind, I'll probably have them completely re-organized before the military sniper releases.
Alex_D #NoWar 21 Nov, 2017 @ 10:56am 
It is delightful (and relieving) to hear that. Thank you.

As for the source files, well, you can give them to me when you tweak them or whatever. So far, the $includeModel "trick" worked like a charm. It feels a little like cheating, though, since it is a combination of "hexing" and actual compiling.
CTriggerHurt  [author] 21 Nov, 2017 @ 10:27am 
@Alex_D_Vasilkov
Nicely done. I would offer to send my setup for source files which might be easier to compile/edit, but it would most likely just be completely broken due to how many source files are shared between these projects (something i'll be looking into tweaking). I have no problem with you using the animations, of course.
Alex_D #NoWar 16 Nov, 2017 @ 12:56pm 
Hey, do you guys mind if I compile my Commando thingy on this set of animations?
Eery Jan 12 Nov, 2017 @ 12:08pm 
Great t'hear <:
CTriggerHurt  [author] 12 Nov, 2017 @ 9:19am 
I prefer to work on them one at a time, to prevent cluttering too many together. Some of them are technically double uploads in the sense that there are multiple skins available for the same/similar animations. For example, in the military sniper that's coming up, I'm considering adding the SCAR-20 and G3SG1 as optional replacements on the same animaitons. I want to release them all sooner or later, but life stuff (the same fate most modders suffer) is starting to get in the way again. Not giving up though.
Eery Jan 12 Nov, 2017 @ 2:33am 
Hey so the Military Rifle is next, what's after that? Will we by any chance ever get a double upload or a few at once or are you keeping it singular releases to work on them all by themselves?
Holy Panda 28 Sep, 2017 @ 10:42pm 
OMG... an m16 mod... with GOOD animations... Hug.
CTriggerHurt  [author] 5 Sep, 2017 @ 6:23am 
Though, I have no idea what you meant by "That Reload Won't Here m16". If you would please elaborate on what you meant to say, it would be much appreciated.
CTriggerHurt  [author] 5 Sep, 2017 @ 6:22am 
It will work with skins if you do not subscribe to, or disable, the textures, which are in a separate addon .
Dude Pivot 5 Sep, 2017 @ 12:16am 
That Reload Won't Here m16
Dude Pivot 4 Sep, 2017 @ 11:37pm 
Does this works with skins
Eery Jan 28 Aug, 2017 @ 1:14pm 
I do noot understand half of the stuff you said but I get the basic picture and I am lovin' it!
CTriggerHurt  [author] 28 Aug, 2017 @ 6:26am 
Appreciate it. Consistency is my policy.

Most of my overhauls that are currently in-progress/have released actually share a lot of animations. Using a technique involving animation subtraction and layering, I can share most draw animations, some fire animations, all walking animations, most bashing animations, and all aiming animations between one another. Perhaps if I took a little more time to mess with it, I could have the base content VPK contain the shared animations instead of recompiling them uniquely for each weapon.
Eery Jan 27 Aug, 2017 @ 11:35pm 
I love how all of your animations are completely consistent down to the bashing and walking animations, that's pretty rare, keep it up! uwu
CTriggerHurt  [author] 24 Aug, 2017 @ 11:43am 
@TFK
Apologies for not getting back sooner. If you want to make your own, I suggest reading into using Blender, Crowbar, Windows Batch files, GCFScape, and Notepad++. Aside for the possible need of 7-zip to unpack compressed 7z mods, that's all you really need. I should probably make a guide to this thing once I finish all of these.
Farron 24 Aug, 2017 @ 8:07am 
WOW,breaking news !
CTriggerHurt  [author] 24 Aug, 2017 @ 7:08am 
When it releases, I will also be changing the shove and draw animations for the previous two overhauls. I came up with new versions of both that look much better.
CTriggerHurt  [author] 24 Aug, 2017 @ 7:08am 
You hopefully won't have to wait for too long. The AWP is nearing its completion.
Farron 9 Aug, 2017 @ 8:49am 
Back form vacation, still no new release , so sad. But I can wait:B1:
Farron 24 Jul, 2017 @ 3:11am 
I know and I do look forward to it, just cant wait to see the new stuff caome from you:ironfist:
CTriggerHurt  [author] 21 Jul, 2017 @ 12:25pm 
Indeed. I plan to overhaul pretty much every weapon and item.