Статистика: Добавлено Vit_amiN — 31.03.2020, 05:09
Статистика: Добавлено tonline_kms65 — 23.03.2020, 05:10
Статистика: Добавлено tonline_kms65 — 23.03.2020, 04:56
Да, главное верно задать имя parent bone модели.Можно на любую кость цеплять, оказывается.
Статистика: Добавлено Vit_amiN — 04.03.2020, 00:00
Статистика: Добавлено tonline_kms65 — 03.03.2020, 07:09
Статистика: Добавлено Vit_amiN — 27.02.2020, 23:04
Статистика: Добавлено tonline_kms65 — 27.02.2020, 12:02
Статистика: Добавлено Vit_amiN — 26.02.2020, 01:11
Статистика: Добавлено tonline_kms65 — 22.02.2020, 03:35
Уточняю: $attachment — способ, а скелет — используемое им средство.для сочленений разумнее использовать скелет и аттачменты
Ответ на вопрос — «никак».Как эти 2 модели можно "сцепить" [...] без использования аттачей
Статистика: Добавлено tonline_kms65 — 21.02.2020, 06:36
Уточняю: $attachment — способ, а скелет — используемое им средство.для сочленений разумнее использовать скелет и аттачменты
Ответ на вопрос — «никак».Как эти 2 модели можно "сцепить" [...] без использования аттачей
Статистика: Добавлено Vit_amiN — 12.02.2020, 23:48
Очень интересно как это сделать. Если есть возможность - хотел бы понять.для сочленений разумнее использовать скелет.
Статистика: Добавлено tonline_kms65 — 09.02.2020, 13:51
Статистика: Добавлено pasha707 — 27.01.2016, 18:31
Статистика: Добавлено BPS — 25.05.2015, 16:00
Статистика: Добавлено ty123 — 01.01.2015, 16:33
Статистика: Добавлено Vit_amiN — 01.01.2015, 15:39
Статистика: Добавлено ty123 — 01.01.2015, 15:22
Статистика: Добавлено Vit_amiN — 01.01.2015, 15:04
Статистика: Добавлено ty123 — 24.12.2014, 03:59
Статистика: Добавлено Vit_amiN — 23.12.2014, 23:17
Статистика: Добавлено ty123 — 23.12.2014, 21:56
Статистика: Добавлено Vit_amiN — 13.12.2014, 03:52
Статистика: Добавлено ty123 — 13.12.2014, 00:09
Статистика: Добавлено Fuego-Fuego — 04.05.2014, 02:12
Статистика: Добавлено Fuego-Fuego — 03.05.2014, 21:46
CODE:
$cd "D:\Games\css\SteamApps\common\SourceSDK\bin\ep1\bin\Modding\decompiled"$modelname "player\knifelemon\santa.mdl"$model "ct_sas" "ct_sas_reference.smd"$poseparameter move_yaw -180.00 180.00$poseparameter body_pitch -90.00 90.00$poseparameter body_yaw -90.00 90.00$cdmaterials "models\player\knifelemon_santa\"$hboxset "cstrike"$hbox 3 "ValveBiped.Bip01_Pelvis" -8.299 -7.727 -5.429 8.299 2.007 6.583$hbox 6 "ValveBiped.Bip01_L_Thigh" 4.576 -5.377 -3.432 22.880 3.775 4.576$hbox 6 "ValveBiped.Bip01_L_Calf" -0.291 -4.295 -3.432 20.883 3.151 3.432$hbox 6 "ValveBiped.Bip01_L_Foot" -2.288 -1.144 -2.579 5.720 4.576 2.007$hbox 6 "ValveBiped.Bip01_L_Toe0" -2.860 -2.808 -2.860 4.004 1.196 1.716$hbox 7 "ValveBiped.Bip01_R_Thigh" 4.576 -5.377 -3.432 22.880 3.775 4.576$hbox 7 "ValveBiped.Bip01_R_Calf" -0.291 -4.295 -3.432 20.883 3.151 3.432$hbox 7 "ValveBiped.Bip01_R_Foot" -2.288 -1.144 -2.007 5.720 4.576 2.579$hbox 7 "ValveBiped.Bip01_R_Toe0" -2.860 -2.808 -1.716 4.004 1.196 2.860$hbox 3 "ValveBiped.Bip01_Spine1" -9.152 -1.258 -8.008 4.576 11.326 8.008$hbox 2 "ValveBiped.Bip01_Spine2" -3.068 -3.432 -9.693 13.572 10.317 9.693$hbox 1 "ValveBiped.Bip01_Neck1" -0.104 -4.576 -2.860 5.512 2.288 2.860$hbox 1 "ValveBiped.Bip01_Head1" -0.416 -6.240 -3.640 9.360 4.441 3.016$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402$hbox 4 "ValveBiped.Bip01_L_Hand" 0.291 -2.465 -1.716 6.583 1.550 2.860$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402$hbox 5 "ValveBiped.Bip01_R_Hand" 0.291 -2.465 -2.860 6.583 1.550 1.716// Model uses material "SPASTiC_SANTA_1.vmt"// Model uses material "SPASTiC_SANTA_2.vmt"// Model uses material "Hands.vmt"// Model uses material "militiahead3.vmt"$attachment "grenade0" "ValveBiped.Bip01_Spine" 6.41 3.85 5.73 rotate 68.11 91.48 93.56$attachment "grenade1" "ValveBiped.Bip01_Spine" 6.23 1.36 5.58 rotate 42.63 88.51 93.85$attachment "grenade2" "ValveBiped.Bip01_Spine" -0.55 4.14 -7.33 rotate -83.93 63.84 118.98$attachment "grenade3" "ValveBiped.Bip01_Spine" 0.64 1.28 -7.35 rotate -70.87 -71.14 -105.92$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.76 2.91 -4.93 rotate -1.57 -9.00 75.29$attachment "primary" "ValveBiped.Bip01_Spine2" 9.00 -3.07 -7.75 rotate -27.69 173.65 -13.75$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.05 -4.98 rotate -73.06 90.93 179.75$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 7.83 -3.91 1.49 rotate 80.18 -62.03 112.43$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0.00 5.20 0.00 rotate -0.00 -0.00 -0.00$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 -0.00 0.00 rotate 0.00 -0.00 0.00$includemodel "player/cs_player_shared.mdl"$includemodel "player/ak_anims_ct.mdl"$surfaceprop "flesh"$eyeposition 0.000 -0.000 73.000$illumposition -0.882 0.019 37.487$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000$collisionjoints "phymodel.smd" {$mass 100.0$inertia 10.00$damping 0.05$rotdamping 5.00$rootbone "valvebiped.bip01_pelvis"$jointrotdamping "valvebiped.bip01_pelvis" 3.00$jointmassbias "valvebiped.bip01_spine1" 8.00$jointconstrain "valvebiped.bip01_spine1" x limit -10.00 10.00 0.00$jointconstrain "valvebiped.bip01_spine1" y limit -16.00 16.00 0.00$jointconstrain "valvebiped.bip01_spine1" z limit -20.00 30.00 0.00$jointmassbias "valvebiped.bip01_spine2" 9.00$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00$jointmassbias "valvebiped.bip01_r_clavicle" 4.00$jointrotdamping "valvebiped.bip01_r_clavicle" 6.00$jointconstrain "valvebiped.bip01_r_clavicle" x limit -15.00 15.00 0.00$jointconstrain "valvebiped.bip01_r_clavicle" y limit -10.00 10.00 0.00$jointconstrain "valvebiped.bip01_r_clavicle" z limit 0.00 45.00 0.00$jointmassbias "valvebiped.bip01_l_clavicle" 4.00$jointrotdamping "valvebiped.bip01_l_clavicle" 6.00$jointconstrain "valvebiped.bip01_l_clavicle" x limit -15.00 15.00 0.00$jointconstrain "valvebiped.bip01_l_clavicle" y limit -10.00 10.00 0.00$jointconstrain "valvebiped.bip01_l_clavicle" z limit 0.00 45.00 0.00$jointmassbias "valvebiped.bip01_l_upperarm" 5.00$jointrotdamping "valvebiped.bip01_l_upperarm" 2.00$jointconstrain "valvebiped.bip01_l_upperarm" x limit -15.00 20.00 0.00$jointconstrain "valvebiped.bip01_l_upperarm" y limit -40.00 32.00 0.00$jointconstrain "valvebiped.bip01_l_upperarm" z limit -80.00 25.00 0.00$jointmassbias "valvebiped.bip01_l_forearm" 4.00$jointrotdamping "valvebiped.bip01_l_forearm" 4.00$jointconstrain "valvebiped.bip01_l_forearm" x limit -40.00 15.00 0.00$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00$jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 10.00 0.00$jointrotdamping "valvebiped.bip01_l_hand" 1.00$jointconstrain "valvebiped.bip01_l_hand" x limit -25.00 25.00 0.00$jointconstrain "valvebiped.bip01_l_hand" y limit -35.00 35.00 0.00$jointconstrain "valvebiped.bip01_l_hand" z limit -50.00 50.00 0.00$jointmassbias "valvebiped.bip01_r_upperarm" 5.00$jointrotdamping "valvebiped.bip01_r_upperarm" 2.00$jointconstrain "valvebiped.bip01_r_upperarm" x limit -15.00 20.00 0.00$jointconstrain "valvebiped.bip01_r_upperarm" y limit -40.00 32.00 0.00$jointconstrain "valvebiped.bip01_r_upperarm" z limit -80.00 25.00 0.00$jointmassbias "valvebiped.bip01_r_forearm" 4.00$jointrotdamping "valvebiped.bip01_r_forearm" 4.00$jointconstrain "valvebiped.bip01_r_forearm" x limit -40.00 15.00 0.00$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 10.00 0.00$jointrotdamping "valvebiped.bip01_r_hand" 1.00$jointconstrain "valvebiped.bip01_r_hand" x limit -25.00 25.00 0.00$jointconstrain "valvebiped.bip01_r_hand" y limit -35.00 35.00 0.00$jointconstrain "valvebiped.bip01_r_hand" z limit -50.00 50.00 0.00$jointmassbias "valvebiped.bip01_r_thigh" 7.00$jointrotdamping "valvebiped.bip01_r_thigh" 7.00$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00$jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 15.00 0.00$jointconstrain "valvebiped.bip01_r_thigh" z limit -55.00 25.00 0.00$jointmassbias "valvebiped.bip01_r_calf" 4.00$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 0.00$jointmassbias "valvebiped.bip01_l_thigh" 7.00$jointrotdamping "valvebiped.bip01_l_thigh" 7.00$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 25.00 0.00$jointconstrain "valvebiped.bip01_l_thigh" y limit -10.00 15.00 0.00$jointconstrain "valvebiped.bip01_l_thigh" z limit -55.00 25.00 0.00$jointmassbias "valvebiped.bip01_l_calf" 4.00$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00$jointmassbias "valvebiped.bip01_head1" 4.00$jointrotdamping "valvebiped.bip01_head1" 3.00$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00$jointconstrain "valvebiped.bip01_head1" y limit -20.00 20.00 0.00$jointconstrain "valvebiped.bip01_head1" z limit -26.00 30.00 0.00}
Статистика: Добавлено melaf — 26.03.2014, 16:54
Статистика: Добавлено melaf — 26.03.2014, 16:09
Статистика: Добавлено melaf — 23.02.2014, 16:00
Статистика: Добавлено Kapraptor — 20.02.2014, 00:06
Статистика: Добавлено melaf — 19.02.2014, 21:40
добавить rotate -90 перед fpsCODE:
$sequence idle "idle" ACT_VM_IDLE 1 fps 16.00$sequence shoot1 "shoot1" ACT_VM_PRIMARYATTACK 1 fps 45.00 {...}$sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK 1 fps 45.00 {...}$sequence reload "reload" ACT_VM_RELOAD 1 fps 28.00 {...}$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 {...}
Статистика: Добавлено h4uja2 — 19.02.2014, 20:35
Статистика: Добавлено melaf — 19.02.2014, 19:24
Статистика: Добавлено Kapraptor — 18.02.2014, 00:34
Статистика: Добавлено sweran — 25.01.2014, 20:07
Статистика: Добавлено ty123 — 10.11.2013, 22:38
Статистика: Добавлено tonline_kms65 — 28.09.2013, 08:08
Может быть нужно ставить не имя партидля а сам код?$cd "D:\Ultimate SSDK v3\SourceSDK_Content\csgo\modelsrc"
$modelname "F18/F18_placeholder.mdl"
$model "main" "smd/f18_proxy_reference.smd"
$cdmaterials "models\F18\"
$attachment 0 "Bone01" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment 1 "Bone_Fire_L" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment 2 "Bone_Fire_R" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$sequence home "smd/f18_proxy_reference.smd" fps 10.00
$sequence bridge_b1 "bridge_b1" fps 30.00
$sequence bridge_b4 "bridge_b4" fps 30.00
$keyvalues
{
particles //энтитька info_particle_system
{
effect
{
name"smoke_burning_engine_01" // дым
attachment_point"Bone_Fire_L" //кость на самолете левый движек.
}
}
}
Статистика: Добавлено tonline_kms65 — 15.09.2013, 10:38
Статистика: Добавлено Fast_zombie — 21.07.2013, 18:02
Статистика: Добавлено haos9cr — 04.06.2013, 19:45
Статистика: Добавлено AxeP_H — 19.05.2013, 23:17