Decompiled Garry's mod stuff you might find useful
Nothing much to add to the title. Those are files that might be useful whenever you want to do a little further than simply porting the model. I'll explain what's what
rar
blackout source.rar114.13 Kb
"blackout.mdl" is used for wake up sequences you see at the start of Portal 1, Half-life Episode 1 and Lost Coast. The one with camera animation. There's a good guide on how to use it, but with files available you can see little nuisances that might help you get custom wake up animation too.
https://duckytopia.wordpress.com/tutorials/gordon-wakes-up/
https://duckytopia.wordpress.com/tutorials/gordon-wakes-up/
I highly encourage you to use some kind of a rig and only then adjust the animation for use in wake up sequence following the source files example. Reason is simple - by following the guide you'll see that it's all just "parent camera to X" kind of workflow, so it's more optimal to follow with most comfortable workflow you have and then adjust the result so it can be used.
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male animations source.rar7.74 Mb
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female animations source.rar8.09 Mb
male/female animations are somewhat self-explanatory, "f_anm.mdl" and "m_anm.mdl" are included in every PM and those models only have animations for playermodel. Yes, PM, not NPC (it's different set of animations).
But, model will always prioritize animations that are defined by $sequence parameter. In short words - if you have sequence called the same way as one in "f_anm.mdl" for example, it's always going to be sequence that'll play, not "f_anm.mdl" animation. This means that you can easily override animations of your specific models without creating any conflicts and they'll also be visible if model is used via Outfitter and equivalents.
It's also just helpful in general to see how default animations work there, so that you can properly add your own new animations to the model, or perhaps even in this "f_anm.mdl" and "m_anm.mdl" files. Keep in mind that changing those files will create conflicts with addons that do the same, for example "Custom Taunt" addon as far as i remember - changes those models in order to work.
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colourable pm.rar846.34 Kb
if you want to add colourable textures on your PM (which tbf already have a lot of guides on how to do just that, but i'll add here still), all you have to do is utilize basetexture alpha channel to define parts that should be colourable or not, and add "Proxy" to the .vmt file.
In this archive I gathered one example from metropolice PM so you can have a prime example on how to make colourable textures right. I also added a copy of .vmt but in .txt format. I dunno exactly why would that be needed, since those formats are interchangeable, but let it be there i guess.
garry's mod
gmod