| TF CITIZENS | http://source.maxofs2d.net/ —— How to use Those models are designed with sequencing in mind; they do not have facial animations or PHY files. They are, as of July 2012, optimized for use with Source Filmmaker. —— Why? Prototyped during the first months of development of EarthBound Fortress 2 (around december 2010), reskinned HL2 citizens had a lot of issues: wasted UV space, scale not consistent with the TF2 assets, etc. Fast-forward to August 2011, and Onett needed some life in the background. It was easy to make canned looping animations for people to be walking around the city, so the HL2 citizens were torn apart (with the help of the original sources), and modified to allow a lot of modularity. —— Technical details The "common denominator" of a single model is the head. Each part of the body has its own mesh, UV and materials. This allows for a lot of modularity, and a lot of combinations to simulate a crowd of different-looking people. You're essentially limited by the number of textures and meshes. • Authored using 3ds Max 2011 and Blender • Each part of the body is a separate mesh, with its own UV and material set • Bone count reduced to 53 (counting fingers) • Head textures: 512x256 DXT1 (phong $rimmask shared by all heads) • Body textures: 1024x512 DXT1 CAT rigs available at http://source.maxofs2d.net/index.php?dir=rigs —— Credits • Original base by Valve Software • Special thanks to Garry Newman for technical help • All-around stuff by Maxime "MaxOfS2D" Lebled • Weightmapping and modelling by Rebecca "Rebbacus" Pursley • Additional texturing by Robby "Robbydude" Fregosi