Left 4 Dead 2

Left 4 Dead 2

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Fixed L4D2 Special Infected Animations + Generic Flinches
   
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31. pro. 2020 v 5.04
30. říj. v 20.31
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Fixed L4D2 Special Infected Animations + Generic Flinches

V 1 kolekci od uživatele Despair
Improved L4D2 Specials
8 položek
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YOU WILL NEED TO SUBSCRIBE TO MY UNIFIED L4D2 INFECTED MODS AS WELL!!!

The new models can be found here below.

(alternate model with jiggly left arm intact)


YOU WILL ALSO NEED TO SUBSCRIBE TO ONLY ONE OF THE FOLLOWING RAGDOLL MOD FILES!!!

The ragdoll files can be found here below.



Replaces/Fixes almost all of lazy/crappy animations for the L4D2 Specials.
This mod adds/reworks generic flinches, additional idle noise, aims/looks/poses to ALL of the SI introduced in L4D2.

This mod will not work with any L4D2 SI model replacements - UNLESS the mod uses the same skeletons found in the following models.
If you want to create a Special Infected mod using the skeletons found in the "new" models, feel free to go ahead and do so, no need to ask.

Animations edited/fixed are as follows:

All:

1. rotated skeletons to match original survivor/infected skeleton rotations (provides some rather helpful benefits like ik)
2. additionally added idle noise to animations that previously lacked it (ladder idles/dismounts, etc)
3. added flinches to all the L4D2 specials (flinch when shot)
4. added the survivors/hunters (unused) landing gesture to to all the L4D2 specials (when landing from being airborne)
5. added aims/looks to fitting animations that previously lacked them (SI move their heads up and down, left and right, when looking in the appropriate direction)
6. added appropriate fadein / fadeout to appropriate sequences / animations that were previously lacking them (greatly reduces snappy movement between standing idles and crouch idles, Spitter and Jockey benefit the most from this)
7. added footsteps to all stumbles. (now they make footstep sounds when they stumble)
8. fixed cases of climbing ascends / descends being too far from the climbable surface (ladder) such that the SI appeared they were climbing up air.

Jockey:

1. fixed the Standing_Idle being offset 15 units backwards (this seemed to be the case purely to benefit the Crouch_Idle, fix continued in 2.)
2. fixed the Crouch_Idle being offset from the crouch walks, and in tandem fixed the Standing Idle being offset for the Crouch Idle's benefit. (this fixes all cases of the Jockey phasing back and forth, most commonly visible when he clips backwards into walls, but also when blending/transitioning between walking/running/crouching/standing)
3. extended the length of the Jockey_Jump and Jockey_Pounce animations (fixes the Jockey double playing his Jump animation because it was too short)

Charger:

1. fixed toe compression on all animations not specifically made for the Charger
2. fixed all cases of the Charger's right clavicle being rotated in a way that would make it appear as if a chunk had been torn out of his back (appeared on almost all animations not created specifically for the Charger)
3. edited crouch idle, big arm no longer clips through the ground (originally unedited Smoker crouch anim)
4. edited crouch walk animations, big arm no longer held up as if holding a pistol (originally survivor single pistol crouch walk anim)
5. edited stumble anims, they now begin and end in the idle standing pose (originally unedited Smoker anims, excluding the backward stumble)
6. edited ladder climbing and dismount animations (originally unedited survivor animations, see 2. for details)
7. added proper rigging to Charger's little arm, it can now move it's fingers and is no longer jiggly, it will mostly just shake around, but I've made it clench it's fist for the pummeling anims, and it will "climb" during the ladder anims
8. added jigglebones to overalls (early Charger animations include these bones, it would seem that at one point these jiggles were intended to exist, but were scrapped for whatever reason)
9. retimed Nick/Ellis and Rochelle's Charger pound down animation to both match the length of Coach's and match the length of the actual survivor Charger pound animations (changing the length of these animations from 48 frames to 50 frames fixes the discrepancy with Coach taking damage slower than other survivors when being pounded by the Charger, everyone is now hurt by the Charger's pound at the same rate as Coach, who's animation is the default/baseline pound animation)
10. retimed and tweaked the Charger's punch/melee attack to match Spitter's melee wind up and follow through timings (much faster than L4D1 SI's melee timings but not as fast as the Jockey's)

Spitter:

1. edited stumble anims, they now begin and end in the current idle standing pose (originally they began and ended in the Spitter's outdated "beta" idle pose that was changed sometime before the game released)
2. added neck/throat engorging to the retail spit animation (reused the neck portion of the unused crouching spit coop animation)
3. added an unusable crouching spit sequence which I edited to use the current idle crouch pose (animation originally used the outdated "beta" idle crouch pose that was changed sometime before the game released)

The nature of any mod...

Finally I'd like to add that with any such "fixes" some of these changes are subjective and I understand if you don't like changes such as adding jigglebones to the Charger's overalls, or removing the jigglebones from his tiny arm, these were not decisions I made lightly and while still subjective they fit best for my vision for this mod.
Počet komentářů: 181
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 16. lis. v 11.40 
Understood, I'll try another one I found that is actually a VScript!
Despair  [autor] 16. lis. v 11.07 
Ah, well the an XDR mod will just replace his jump with the pounce, I am pretty sure there are sourcemod and or vscripts out there that will make the pounce animation play when he is actually near you and actively trying to ride you, as opposed to replacing his jump animation.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 16. lis. v 9.11 
I think it's because it's xdr..
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 16. lis. v 9.11 
There's a mod that restored it but seems to be incompatible with this one, they both cancel eachother out.
Despair  [autor] 15. lis. v 18.24 
Well, there's no way to "add" it besides a vscript or a sourcemod plugin, but if you have a vscript or a sourcemod plugin that makes it play at some point then this mod will support it since I've included all the animations that exist by default.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 15. lis. v 13.11 
Do you have any plans to add the unused Jockey pounce animation? Or would that be TOO different of a thing from Vanilla?
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 30. říj. v 17.20 
Thank you SO much for thisss!!! This is definitely a great middleground, it's not too fast or awkward, it feels like an official fix! It's not too off-timed either, it's great! Yeah, The Spitter's timing worked wonders!
whyme 30. říj. v 14.08 
Glad those little arm animations are back, always liked them more than his default jiggly arm. Thanks for the update.
Despair  [autor] 30. říj. v 2.24 
The Spitter's timing is undoubtably the best middle ground here but I'll be honest even the Spitter's melee appears to slow IMO if you're paying close attention.
I don't really think it's practical to have all the SI visually follow through and reach the target of their melee swings in a tenth of a second though. which is about the time it takes for a hit to register after their melee animation begins.
Despair  [autor] 30. říj. v 2.24 
Alrighty, the mod has been updated, the Charger's arm during the melee now reaches his centre front by about the same time as the Spitter's.
The timings on the Charger's melee animation was probably the most consistent of the L4D2 Special Infected with the original L4D1 SI though by default honestly.
Most of the L4D1 SI don't even have the arms fully wound back by the time a hit registers, I think the only reason people notice it so prominently on the Charger is because his arm is huge and in your face, and possibly because his windup to punch is a bit longer than the L4D1 SI, but his arm comes down at roughly the same (frame 20) time that the L4D1 SI do.
The Jockey's melee is very fast though, it looks the best no doubt, but naturally he is small and his animations are all very fast looking, I did re-time the Charger's melee to match with the Jockey's but it looked way too fast and unnatural.