Нужна помощь, компилирование.

Текстурные модификации, редактирование моделей
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MAFI
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#16 Сообщение 02.07.2009, 05:54

Я понел почему анимация пропадает, потомучто я компилировал с параметрами half-life, потом я переделал все нормально компилировалось с параметрами team fortress 2. Но почемуто я не вижу изменений в модели, как я понел нужно указывать добавленную модель в .qs фаил. Но я не знаю что именно туда добавить нужно и куда, подскажите пожалуйста.

[spoiler="".qc мадели демомана""]$cd "C:sourcesdk_content"
$modelname "player/demo.mdl"
$model "demo" "demo_morphs_low.dmx.smd" {
flexfile "mdldecompiler_expressions.vta" {
flexpair "CloseLidLo" 1.0 frame 1
flexpair "CloseLidUp" 1.0 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
flex "UH" frame 11
flex "AW" frame 12
flex "EE" frame 13
flex "PP" frame 14
flex "OH" frame 15
flex "TH" frame 16
flex "T" frame 17
flex "ER" frame 18
flex "DS" frame 19
flex "GK" frame 20
flex "N" frame 21
flex "EH" frame 22
flex "silence" frame 23
flex "madUpper" frame 24
flex "scaredUpper" frame 25
flex "painUpper" frame 26
flex "happyUpper" frame 27
flex "defaultFace" frame 28
flex "scared" frame 29
flex "mad" frame 30
flex "pain" frame 31
flex "happy" frame 32
flex "openJaw" frame 33
flex "evilHappy" frame 34
flex "screamingUpper" frame 35
flex "drunkHappy" frame 36
flex "dead" frame 37
}
eyeball righteye bip_head -1.424 78.598 3.375 eyeball_r 1.400 4.000 models/player/demo/demoman_red 0.600
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_right "mdldecompiler_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye
// eyelid lower_right "mdldecompiler_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye
flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000
flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000
flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000
flexcontroller blink blink "range" 0.000 1.000
flexcontroller GK GK "range" 0.000 1.000
flexcontroller happy happy "range" 0.000 1.000
flexcontroller happyUpper happyUpper "range" 0.000 1.000
flexcontroller AW AW "range" 0.000 1.000
flexcontroller dead dead "range" 0.000 1.000
flexcontroller evilHappy evilHappy "range" 0.000 1.000
flexcontroller T T "range" 0.000 1.000
flexcontroller EE EE "range" 0.000 1.000
flexcontroller drunkHappy drunkHappy "range" 0.000 1.000
flexcontroller UH UH "range" 0.000 1.000
flexcontroller TH TH "range" 0.000 1.000
flexcontroller DS DS "range" 0.000 1.000
flexcontroller mad mad "range" 0.000 1.000
flexcontroller scared scared "range" 0.000 1.000
flexcontroller defaultFace defaultFace "range" 0.000 1.000
flexcontroller N N "range" 0.000 1.000
flexcontroller ER ER "range" 0.000 1.000
flexcontroller painUpper painUpper "range" 0.000 1.000
flexcontroller PP PP "range" 0.000 1.000
flexcontroller OH OH "range" 0.000 1.000
flexcontroller madUpper madUpper "range" 0.000 1.000
flexcontroller scaredUpper scaredUpper "range" 0.000 1.000
flexcontroller pain pain "range" 0.000 1.000
flexcontroller screamingUpper screamingUpper "range" 0.000 1.000
flexcontroller EH EH "range" 0.000 1.000
flexcontroller silence silence "range" 0.000 1.000
flexcontroller WQ WQ "range" 0.000 1.000
flexcontroller OO OO "range" 0.000 1.000
flexcontroller MB MB "range" 0.000 1.000
flexcontroller SH SH "range" 0.000 1.000
flexcontroller Y Y "range" 0.000 1.000
flexcontroller FV FV "range" 0.000 1.000
flexcontroller AH AH "range" 0.000 1.000
flexcontroller AE AE "range" 0.000 1.000
flexcontroller openJaw openJaw "range" 0.000 1.000
flexcontroller eyes eyes_updown "range" -45.000 45.000
flexcontroller eyes eyes_rightleft "range" -45.000 45.000
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%EH = EH
%silence = silence
%madUpper = madUpper
%scaredUpper = scaredUpper
%painUpper = painUpper
%happyUpper = happyUpper
%defaultFace = defaultFace
%scared = scared
%mad = mad
%pain = pain
%happy = happy
%openJaw = openJaw
%evilHappy = evilHappy
%screamingUpper = screamingUpper
%drunkHappy = drunkHappy
%dead = dead
}
$model "smile" "UnknownModelName.smd"
$model "smile" "demo_smiley.dmx.smd"
$poseparameter body_pitch -45.00 45.00 360.00
$poseparameter body_yaw -45.00 45.00 360.00
$cdmaterials "modelsplayerdemo"
$cdmaterials ""
$texturegroup skinfamilies
{
{"models/player/demo/demoman_red.vmt"
"models/player/demo/demoman_head_red.vmt"
"models/player/demo/eyeball_r.vmt"
}
{"demoman_blue.vmt"
"demoman_head_blue.vmt"
"models/player/demo/eyeball_r.vmt"
}
{"demoman_red_invun.vmt"
"demoman_head_red_invun.vmt"
"eyeball_invun.vmt"
}
{"demoman_blue_invun.vmt"
"demoman_head_blue_invun.vmt"
"eyeball_invun.vmt"
}
}
$hboxset "demoman"
$hbox 1 "bip_head" -6.000 -8.000 -7.500 6.000 5.000 4.500
$hbox 0 "bip_pelvis" -9.000 0.000 -5.500 9.000 10.000 5.500
$hbox 3 "bip_spine_0" -10.000 -2.000 -10.000 10.000 4.000 6.000
$hbox 3 "bip_spine_1" -11.000 -3.000 -11.000 11.000 3.000 5.000
$hbox 2 "bip_spine_2" -11.500 -3.000 -11.000 11.500 3.000 5.000
$hbox 2 "bip_spine_3" -13.110 -4.000 -10.000 13.110 2.000 5.000
$hbox 4 "bip_upperArm_L" 0.000 -3.000 -4.750 16.000 3.000 2.750
$hbox 4 "bip_lowerArm_L" 0.000 -2.250 -4.250 13.000 2.250 2.750
$hbox 4 "bip_hand_L" -5.000 -10.000 -3.000 1.000 0.000 5.000
$hbox 5 "bip_upperArm_R" 0.000 -2.750 -3.000 16.000 4.750 3.000
$hbox 5 "bip_lowerArm_R" 0.000 -2.250 -2.600 13.000 4.250 2.100
$hbox 5 "bip_hand_R" -1.000 0.000 -5.000 5.000 10.000 3.000
$hbox 6 "bip_hip_L" 1.500 -5.000 -5.000 18.500 3.000 4.000
$hbox 6 "bip_knee_L" -0.500 -2.500 -4.500 20.500 3.000 2.500
$hbox 6 "bip_foot_L" -2.450 -11.500 -4.000 3.050 3.500 2.000
$hbox 7 "bip_hip_R" 1.500 -4.000 -3.000 18.500 5.000 5.000
$hbox 7 "bip_knee_R" -0.500 -3.000 -4.500 20.500 2.500 2.500
$hbox 7 "bip_foot_R" -3.050 -3.500 -2.000 2.450 11.500 4.000
// Model uses material "models/player/demo/demoman_red.vmt"
// Model uses material "models/player/demo/demoman_head_red.vmt"
// Model uses material "models/player/demo/eyeball_r.vmt"
// Model uses material "models/effects/smiley.vmt"
// Model uses material "demoman_blue.vmt"
// Model uses material "demoman_head_blue.vmt"
// Model uses material "demoman_red_invun.vmt"
// Model uses material "demoman_head_red_invun.vmt"
// Model uses material "eyeball_invun.vmt"
// Model uses material "demoman_blue_invun.vmt"
// Model uses material "demoman_head_blue_invun.vmt"
$attachment "eyes" "bip_head" 0.00 -2.43 -3.77 rotate 90.00 -90.00 0.00
$attachment "righteye" "bip_head" -1.42 -2.43 -3.77 rotate 90.00 -90.00 0.00
$attachment "foot_L" "bip_foot_L" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "foot_R" "bip_foot_R" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "partyhat" "bip_head" 0.00 -7.52 -0.62 rotate 90.00 -79.00 0.00
$attachment "head" "bip_head" 0.00 -8.82 -0.62 rotate 90.00 -90.00 0.00
$attachment "flag" "bip_spine_2" 0.27 1.65 9.72 rotate -0.35 -13.37 -4.65
$includemodel "player/demo_animations.mdl"
$surfaceprop "flesh"
$eyeposition -78.511 0.000 0.000
$illumposition 0.539 0.000 40.138
$sequence ref "ref" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand bip_hand_R knee 0.000 0.000 0.000
$ikchain lhand bip_hand_L knee 0.000 0.000 0.000
$ikchain rfoot bip_foot_R knee 0.000 0.000 0.000
$ikchain lfoot bip_foot_L knee 0.000 0.000 0.000
$collisionjoints "phymodel.smd" {

$mass 100.0
$inertia 10.00
$damping 0.00
$rotdamping 4.00
$rootbone "bip_pelvis"
$jointrotdamping "bip_pelvis" 0.00

$jointmassbias "bip_hip_r" 0.80
$jointconstrain "bip_hip_r" x limit -30.00 15.00 0.00
$jointconstrain "bip_hip_r" y limit -25.00 25.00 0.00
$jointconstrain "bip_hip_r" z limit -79.00 57.00 0.00

$jointmassbias "bip_knee_r" 1.20
$jointrotdamping "bip_knee_r" 3.00
$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_r" y limit 0.00 116.00 0.00
$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00

$jointmassbias "bip_hip_l" 0.80
$jointconstrain "bip_hip_l" x limit -15.00 25.00 0.00
$jointconstrain "bip_hip_l" y limit -70.00 50.00 0.00
$jointconstrain "bip_hip_l" z limit -25.00 30.00 0.00

$jointmassbias "bip_knee_l" 1.20
$jointrotdamping "bip_knee_l" 3.00
$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" y limit 0.00 116.00 0.00
$jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_foot_l" 0.75
$jointrotdamping "bip_foot_l" 7.00
$jointconstrain "bip_foot_l" x limit -10.00 30.00 0.00
$jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_l" z limit -25.00 30.00 0.00

$jointmassbias "bip_spine_1" 1.60
$jointrotdamping "bip_spine_1" 12.00
$jointconstrain "bip_spine_1" x limit -30.00 35.00 0.00
$jointconstrain "bip_spine_1" y limit -25.00 23.00 0.00
$jointconstrain "bip_spine_1" z limit -23.00 23.00 0.00

$jointmassbias "bip_upperarm_r" 0.80
$jointrotdamping "bip_upperarm_r" 16.00
$jointconstrain "bip_upperarm_r" x limit -50.00 60.00 0.00
$jointconstrain "bip_upperarm_r" y limit -19.00 55.00 0.00
$jointconstrain "bip_upperarm_r" z limit -80.00 55.00 0.00

$jointmassbias "bip_lowerarm_r" 1.80
$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" z limit -120.00 -6.00 0.00

$jointmassbias "bip_upperarm_l" 0.80
$jointrotdamping "bip_upperarm_l" 16.00
$jointconstrain "bip_upperarm_l" x limit -50.00 60.00 0.00
$jointconstrain "bip_upperarm_l" y limit -80.00 55.00 0.00
$jointconstrain "bip_upperarm_l" z limit -19.00 60.00 0.00

$jointmassbias "bip_lowerarm_l" 1.80
$jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_l" y limit -120.00 -6.00 0.00
$jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_hand_l" 0.60
$jointrotdamping "bip_hand_l" 8.00
$jointconstrain "bip_hand_l" x limit -30.00 25.00 0.00
$jointconstrain "bip_hand_l" y limit -60.00 55.00 0.00
$jointconstrain "bip_hand_l" z limit -30.00 40.00 0.00

$jointmassbias "bip_head" 1.50
$jointrotdamping "bip_head" 8.00
$jointconstrain "bip_head" x limit -30.00 10.00 0.00
$jointconstrain "bip_head" y limit -45.00 45.00 0.00
$jointconstrain "bip_head" z limit -30.00 30.00 0.00

$jointmassbias "bip_hand_r" 0.60
$jointrotdamping "bip_hand_r" 8.00
$jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00
$jointconstrain "bip_hand_r" y limit -60.00 55.00 0.00
$jointconstrain "bip_hand_r" z limit -30.00 40.00 0.00

$jointmassbias "bip_foot_r" 0.75
$jointrotdamping "bip_foot_r" 7.00
$jointconstrain "bip_foot_r" x limit -10.00 30.00 0.00
$jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00
}
$collisiontext {
break { "model" "playergibsdemogib006" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib001" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib003" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib005" "health" "0" "fadetime" "10"}
break { "model" "playergibs
andom_organ" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib002" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib004" "health" "0" "fadetime" "10"}
}[/spoiler]

[spoiler="".qc добавленной модели""]$cd "C:sourcesdk_content"
$modelname "playeritemsdemodemo_afro.mdl"
$model "Body" "demo_afro_reference.dmx.smd"
$cdmaterials "modelsplayerdemo"
$cdmaterials ""
$texturegroup skinfamilies
{
{ "models/player/demo/demoman_red.vmt" }
{ "demoman_blue.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244
// Model uses material "models/player/demo/demoman_red.vmt"
// Model uses material "demoman_blue.vmt"
$surfaceprop "plastic"
$illumposition 0.349 0.000 80.672
$sequence idle "idle" loop fps 30.00[/spoiler]

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Crash'n'Burn
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#17 Сообщение 02.07.2009, 06:31

MAFI
Перемести строку куда-нибудь выше

Код: Выделить всё

$includemodel "player/demo_animations.mdl"
Также не забудь добавить текстуры шапки в .qc

MAFI
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#18 Сообщение 02.07.2009, 07:12

Эту строку я перенес чуть чуть повыше. А что добавлять в qc фаил, не могу понять ?

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#19 Сообщение 02.07.2009, 07:31

MAFI
Ошибся наверное. Текстур у шапки навернное нет...

MAFI
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#20 Сообщение 02.07.2009, 07:39

[spoiler=""Я сделал вот так""]$cd "C:sourcesdk_content"
$modelname "player/demo.mdl"
$model "demo" "demo_morphs_low.dmx.smd" {
flexfile "mdldecompiler_expressions.vta" {
flexpair "CloseLidLo" 1.0 frame 1
flexpair "CloseLidUp" 1.0 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
flex "UH" frame 11
flex "AW" frame 12
flex "EE" frame 13
flex "PP" frame 14
flex "OH" frame 15
flex "TH" frame 16
flex "T" frame 17
flex "ER" frame 18
flex "DS" frame 19
flex "GK" frame 20
flex "N" frame 21
flex "EH" frame 22
flex "silence" frame 23
flex "madUpper" frame 24
flex "scaredUpper" frame 25
flex "painUpper" frame 26
flex "happyUpper" frame 27
flex "defaultFace" frame 28
flex "scared" frame 29
flex "mad" frame 30
flex "pain" frame 31
flex "happy" frame 32
flex "openJaw" frame 33
flex "evilHappy" frame 34
flex "screamingUpper" frame 35
flex "drunkHappy" frame 36
flex "dead" frame 37
}
eyeball righteye bip_head -1.424 78.598 3.375 eyeball_r 1.400 4.000 models/player/demo/demoman_red 0.600
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_right "mdldecompiler_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye
// eyelid lower_right "mdldecompiler_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye
flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000
flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000
flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000
flexcontroller blink blink "range" 0.000 1.000
flexcontroller GK GK "range" 0.000 1.000
flexcontroller happy happy "range" 0.000 1.000
flexcontroller happyUpper happyUpper "range" 0.000 1.000
flexcontroller AW AW "range" 0.000 1.000
flexcontroller dead dead "range" 0.000 1.000
flexcontroller evilHappy evilHappy "range" 0.000 1.000
flexcontroller T T "range" 0.000 1.000
flexcontroller EE EE "range" 0.000 1.000
flexcontroller drunkHappy drunkHappy "range" 0.000 1.000
flexcontroller UH UH "range" 0.000 1.000
flexcontroller TH TH "range" 0.000 1.000
flexcontroller DS DS "range" 0.000 1.000
flexcontroller mad mad "range" 0.000 1.000
flexcontroller scared scared "range" 0.000 1.000
flexcontroller defaultFace defaultFace "range" 0.000 1.000
flexcontroller N N "range" 0.000 1.000
flexcontroller ER ER "range" 0.000 1.000
flexcontroller painUpper painUpper "range" 0.000 1.000
flexcontroller PP PP "range" 0.000 1.000
flexcontroller OH OH "range" 0.000 1.000
flexcontroller madUpper madUpper "range" 0.000 1.000
flexcontroller scaredUpper scaredUpper "range" 0.000 1.000
flexcontroller pain pain "range" 0.000 1.000
flexcontroller screamingUpper screamingUpper "range" 0.000 1.000
flexcontroller EH EH "range" 0.000 1.000
flexcontroller silence silence "range" 0.000 1.000
flexcontroller WQ WQ "range" 0.000 1.000
flexcontroller OO OO "range" 0.000 1.000
flexcontroller MB MB "range" 0.000 1.000
flexcontroller SH SH "range" 0.000 1.000
flexcontroller Y Y "range" 0.000 1.000
flexcontroller FV FV "range" 0.000 1.000
flexcontroller AH AH "range" 0.000 1.000
flexcontroller AE AE "range" 0.000 1.000
flexcontroller openJaw openJaw "range" 0.000 1.000
flexcontroller eyes eyes_updown "range" -45.000 45.000
flexcontroller eyes eyes_rightleft "range" -45.000 45.000
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%EH = EH
%silence = silence
%madUpper = madUpper
%scaredUpper = scaredUpper
%painUpper = painUpper
%happyUpper = happyUpper
%defaultFace = defaultFace
%scared = scared
%mad = mad
%pain = pain
%happy = happy
%openJaw = openJaw
%evilHappy = evilHappy
%screamingUpper = screamingUpper
%drunkHappy = drunkHappy
%dead = dead
}
$model "smile" "UnknownModelName.smd"
$model "smile" "demo_smiley.dmx.smd"
$poseparameter body_pitch -45.00 45.00 360.00
$poseparameter body_yaw -45.00 45.00 360.00
$cdmaterials "modelsplayerdemo"
$cdmaterials ""
$texturegroup skinfamilies
{
{"models/player/demo/demoman_red.vmt"
"models/player/demo/demoman_head_red.vmt"
"models/player/demo/eyeball_r.vmt"
}
{"demoman_blue.vmt"
"demoman_head_blue.vmt"
"models/player/demo/eyeball_r.vmt"
}
{"demoman_red_invun.vmt"
"demoman_head_red_invun.vmt"
"eyeball_invun.vmt"
}
{"demoman_blue_invun.vmt"
"demoman_head_blue_invun.vmt"
"eyeball_invun.vmt"
}
}
$hboxset "demoman"
$hbox 1 "bip_head" -6.000 -8.000 -7.500 6.000 5.000 4.500
$hbox 0 "bip_pelvis" -9.000 0.000 -5.500 9.000 10.000 5.500
$hbox 3 "bip_spine_0" -10.000 -2.000 -10.000 10.000 4.000 6.000
$hbox 3 "bip_spine_1" -11.000 -3.000 -11.000 11.000 3.000 5.000
$hbox 2 "bip_spine_2" -11.500 -3.000 -11.000 11.500 3.000 5.000
$hbox 2 "bip_spine_3" -13.110 -4.000 -10.000 13.110 2.000 5.000
$hbox 4 "bip_upperArm_L" 0.000 -3.000 -4.750 16.000 3.000 2.750
$hbox 4 "bip_lowerArm_L" 0.000 -2.250 -4.250 13.000 2.250 2.750
$hbox 4 "bip_hand_L" -5.000 -10.000 -3.000 1.000 0.000 5.000
$hbox 5 "bip_upperArm_R" 0.000 -2.750 -3.000 16.000 4.750 3.000
$hbox 5 "bip_lowerArm_R" 0.000 -2.250 -2.600 13.000 4.250 2.100
$hbox 5 "bip_hand_R" -1.000 0.000 -5.000 5.000 10.000 3.000
$hbox 6 "bip_hip_L" 1.500 -5.000 -5.000 18.500 3.000 4.000
$hbox 6 "bip_knee_L" -0.500 -2.500 -4.500 20.500 3.000 2.500
$hbox 6 "bip_foot_L" -2.450 -11.500 -4.000 3.050 3.500 2.000
$hbox 7 "bip_hip_R" 1.500 -4.000 -3.000 18.500 5.000 5.000
$hbox 7 "bip_knee_R" -0.500 -3.000 -4.500 20.500 2.500 2.500
$hbox 7 "bip_foot_R" -3.050 -3.500 -2.000 2.450 11.500 4.000
// Model uses material "models/player/demo/demoman_red.vmt"
// Model uses material "models/player/demo/demoman_head_red.vmt"
// Model uses material "models/player/demo/eyeball_r.vmt"
// Model uses material "models/effects/smiley.vmt"
// Model uses material "demoman_blue.vmt"
// Model uses material "demoman_head_blue.vmt"
// Model uses material "demoman_red_invun.vmt"
// Model uses material "demoman_head_red_invun.vmt"
// Model uses material "eyeball_invun.vmt"
// Model uses material "demoman_blue_invun.vmt"
// Model uses material "demoman_head_blue_invun.vmt"
$includemodel "player/demo_animations.mdl"
$attachment "eyes" "bip_head" 0.00 -2.43 -3.77 rotate 90.00 -90.00 0.00
$attachment "righteye" "bip_head" -1.42 -2.43 -3.77 rotate 90.00 -90.00 0.00
$attachment "foot_L" "bip_foot_L" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "foot_R" "bip_foot_R" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "partyhat" "bip_head" 0.00 -7.52 -0.62 rotate 90.00 -79.00 0.00
$attachment "head" "bip_head" 0.00 -8.82 -0.62 rotate 90.00 -90.00 0.00
$attachment "flag" "bip_spine_2" 0.27 1.65 9.72 rotate -0.35 -13.37 -4.65
$surfaceprop "flesh"
$eyeposition -78.511 0.000 0.000
$illumposition 0.539 0.000 40.138
$sequence ref "ref" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand bip_hand_R knee 0.000 0.000 0.000
$ikchain lhand bip_hand_L knee 0.000 0.000 0.000
$ikchain rfoot bip_foot_R knee 0.000 0.000 0.000
$ikchain lfoot bip_foot_L knee 0.000 0.000 0.000
$collisionjoints "phymodel.smd" {

$mass 100.0
$inertia 10.00
$damping 0.00
$rotdamping 4.00
$rootbone "bip_pelvis"
$jointrotdamping "bip_pelvis" 0.00

$jointmassbias "bip_hip_r" 0.80
$jointconstrain "bip_hip_r" x limit -30.00 15.00 0.00
$jointconstrain "bip_hip_r" y limit -25.00 25.00 0.00
$jointconstrain "bip_hip_r" z limit -79.00 57.00 0.00

$jointmassbias "bip_knee_r" 1.20
$jointrotdamping "bip_knee_r" 3.00
$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_r" y limit 0.00 116.00 0.00
$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00

$jointmassbias "bip_hip_l" 0.80
$jointconstrain "bip_hip_l" x limit -15.00 25.00 0.00
$jointconstrain "bip_hip_l" y limit -70.00 50.00 0.00
$jointconstrain "bip_hip_l" z limit -25.00 30.00 0.00

$jointmassbias "bip_knee_l" 1.20
$jointrotdamping "bip_knee_l" 3.00
$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" y limit 0.00 116.00 0.00
$jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_foot_l" 0.75
$jointrotdamping "bip_foot_l" 7.00
$jointconstrain "bip_foot_l" x limit -10.00 30.00 0.00
$jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_l" z limit -25.00 30.00 0.00

$jointmassbias "bip_spine_1" 1.60
$jointrotdamping "bip_spine_1" 12.00
$jointconstrain "bip_spine_1" x limit -30.00 35.00 0.00
$jointconstrain "bip_spine_1" y limit -25.00 23.00 0.00
$jointconstrain "bip_spine_1" z limit -23.00 23.00 0.00

$jointmassbias "bip_upperarm_r" 0.80
$jointrotdamping "bip_upperarm_r" 16.00
$jointconstrain "bip_upperarm_r" x limit -50.00 60.00 0.00
$jointconstrain "bip_upperarm_r" y limit -19.00 55.00 0.00
$jointconstrain "bip_upperarm_r" z limit -80.00 55.00 0.00

$jointmassbias "bip_lowerarm_r" 1.80
$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" z limit -120.00 -6.00 0.00

$jointmassbias "bip_upperarm_l" 0.80
$jointrotdamping "bip_upperarm_l" 16.00
$jointconstrain "bip_upperarm_l" x limit -50.00 60.00 0.00
$jointconstrain "bip_upperarm_l" y limit -80.00 55.00 0.00
$jointconstrain "bip_upperarm_l" z limit -19.00 60.00 0.00

$jointmassbias "bip_lowerarm_l" 1.80
$jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_l" y limit -120.00 -6.00 0.00
$jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_hand_l" 0.60
$jointrotdamping "bip_hand_l" 8.00
$jointconstrain "bip_hand_l" x limit -30.00 25.00 0.00
$jointconstrain "bip_hand_l" y limit -60.00 55.00 0.00
$jointconstrain "bip_hand_l" z limit -30.00 40.00 0.00

$jointmassbias "bip_head" 1.50
$jointrotdamping "bip_head" 8.00
$jointconstrain "bip_head" x limit -30.00 10.00 0.00
$jointconstrain "bip_head" y limit -45.00 45.00 0.00
$jointconstrain "bip_head" z limit -30.00 30.00 0.00

$jointmassbias "bip_hand_r" 0.60
$jointrotdamping "bip_hand_r" 8.00
$jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00
$jointconstrain "bip_hand_r" y limit -60.00 55.00 0.00
$jointconstrain "bip_hand_r" z limit -30.00 40.00 0.00

$jointmassbias "bip_foot_r" 0.75
$jointrotdamping "bip_foot_r" 7.00
$jointconstrain "bip_foot_r" x limit -10.00 30.00 0.00
$jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00
}
$collisiontext {
break { "model" "playergibsdemogib006" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib001" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib003" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib005" "health" "0" "fadetime" "10"}
break { "model" "playergibs
andom_organ" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib002" "health" "0" "fadetime" "10"}
break { "model" "playergibsdemogib004" "health" "0" "fadetime" "10"}
}
$model "Body" "demo_afro_reference.dmx.smd"
$cdmaterials "modelsplayerdemo"
$cdmaterials ""
$texturegroup skinfamilies
{
{ "models/player/demo/demoman_red.vmt" }
{ "demoman_blue.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244
// Model uses material "models/player/demo/demoman_red.vmt"
// Model uses material "demoman_blue.vmt"
$surfaceprop "plastic"
$illumposition 0.349 0.000 80.672
$sequence idle "idle" loop fps 30.00[/spoiler]

Правильно ?

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Crash'n'Burn
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Маппер
Сообщения: 238
Зарегистрирован: 24.03.2007
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#21 Сообщение 02.07.2009, 16:18

MAFI
Думаю да
Еще попробуй переименовать SMD из .dmx.smd в .smd

MAFI
Сержант
Сержант
Сообщения: 45
Зарегистрирован: 30.09.2008

#22 Сообщение 03.07.2009, 06:31

Попробывал я компилировать так, не получается. Может быть я присоеденил шапку не так ? Я взял открыл модель демомена импортировал шапку(с костью),выбрал режим выделения полигонов, выделил все, выбрал Smoothing Groups на 1. Потом просто Експортирую в фаил demo_morphs_low.dmx.mdl и компилирую. А самому текстуру к мадели как сделать ? Такое возможно ?

Добавлено спустя 2 часа 44 минуты 24 секунды:
Оказывается тексутр шапки демомена и вправду нет. Поетому я решил попробывать изменить модель другого класса и взял медика. Как положенно декомпилировал модель и появились следующие файлы:
lod1_medic_morphs_low.dmx.smd
lod2_medic_morphs_low.dmx.smd
lod3_medic_morphs_low.dmx.smd
lod4_medic_morphs_low.dmx.smd
lod5_medic_morphs_low.dmx.smd
lod6_medic_morphs_low.dmx.smd
mdldecompiler.qc
mdldecompiler_expressions.qc
medic_morphs_low.dmx.smd
phymodel.smd
ragdoll.smd
ref.smd

Я добавил шапку все сохранил, начинаю компилировать и вылезает ошибка.
GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/

Created command line: "C:\Program Files\SourceSDK\bin\studiomdl.exe" -game "C:\Games\Team Fortress 2\tf" -nop4 -nox360 C:\sourcesdk_content\mdldecompiler.qc

qdir: "c:\sourcesdk_content\"
gamedir: "C:\Games\Team Fortress 2\tf\"
g_path: "mdldecompiler"
Working on "mdldecompiler.qc"
SMD MODEL C:\sourcesdk_content/medic_morphs_low.dmx.smd
VTA MODEL C:\sourcesdk_content/mdldecompiler_expressions.vta
ERROR: c:\sourcesdk_content\mdldecompiler.qc(156): - Unknown replace model 'medic_morphs_low'
ERROR: Aborted Processing on 'player/medic.mdl'
Потом попробывал без изменения компилировать, вылезает такаяже ошибка.
.qc модели медика
$cd "C:\sourcesdk_content"
$modelname "player/medic.mdl"
$model "medic" "medic_morphs_low.dmx.smd" {
flexfile "mdldecompiler_expressions.vta" {
flexpair "CloseLidLo" 1.0 frame 1
flexpair "CloseLidUp" 1.0 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
flex "UH" frame 11
flex "AW" frame 12
flex "EE" frame 13
flex "PP" frame 14
flex "OH" frame 15
flex "TH" frame 16
flex "T" frame 17
flex "ER" frame 18
flex "DS" frame 19
flex "GK" frame 20
flex "N" frame 21
flex "silence" frame 22
flex "happySmall" frame 23
flex "madUpper" frame 24
flex "specialAction01Upper" frame 25
flex "defaultFaceUpper" frame 26
flex "scaredUpper" frame 27
flex "painBigUpper" frame 28
flex "painSmallUpper" frame 29
flex "happyBigUpper" frame 30
flex "happySmallUpper" frame 31
flex "specialAction01" frame 32
flex "defaultFace" frame 33
flex "scared" frame 34
flex "mad" frame 35
flex "painBig" frame 36
flex "painSmall" frame 37
flex "happyBig" frame 38
flex "evilSmile" frame 39
flex "evilSmileUpper" frame 40
flex "openJaw" frame 41
flex "painScared" frame 42
flex "painScaredUpper" frame 43
flex "evilHappyUpper" frame 44
flex "yellingUpper" frame 45
}
eyeball righteye bip_head -1.040 78.959 3.836 eyeball_r 1.200 3.000 medic_red 0.500
eyeball lefteye bip_head 1.040 78.959 3.836 eyeball_l 1.200 -3.000 medic_red 0.500
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_right "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split 0.1 eyeball righteye
// eyelid lower_right "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split 0.1 eyeball righteye
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_left "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye
// eyelid lower_left "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye
flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000
flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000
flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000
flexcontroller blink blink "range" 0.000 1.000
flexcontroller T T "range" 0.000 1.000
flexcontroller painBigUpper painBigUpper "range" 0.000 1.000
flexcontroller evilSmileUpper evilSmileUpper "range" 0.000 1.000
flexcontroller mad mad "range" 0.000 1.000
flexcontroller GK GK "range" 0.000 1.000
flexcontroller yellingUpper yellingUpper "range" 0.000 1.000
flexcontroller painScared painScared "range" 0.000 1.000
flexcontroller specialAction01Upper specialAction01Upper "range" 0.000 1.000
flexcontroller N N "range" 0.000 1.000
flexcontroller evilHappyUpper evilHappyUpper "range" 0.000 1.000
flexcontroller TH TH "range" 0.000 1.000
flexcontroller madUpper madUpper "range" 0.000 1.000
flexcontroller scaredUpper scaredUpper "range" 0.000 1.000
flexcontroller happyBig happyBig "range" 0.000 1.000
flexcontroller painSmall painSmall "range" 0.000 1.000
flexcontroller painBig painBig "range" 0.000 1.000
flexcontroller painSmallUpper painSmallUpper "range" 0.000 1.000
flexcontroller defaultFaceUpper defaultFaceUpper "range" 0.000 1.000
flexcontroller scared scared "range" 0.000 1.000
flexcontroller silence silence "range" 0.000 1.000
flexcontroller happySmall happySmall "range" 0.000 1.000
flexcontroller specialAction01 specialAction01 "range" 0.000 1.000
flexcontroller defaultFace defaultFace "range" 0.000 1.000
flexcontroller evilSmile evilSmile "range" 0.000 1.000
flexcontroller painScaredUpper painScaredUpper "range" 0.000 1.000
flexcontroller happyBigUpper happyBigUpper "range" 0.000 1.000
flexcontroller happySmallUpper happySmallUpper "range" 0.000 1.000
flexcontroller DS DS "range" 0.000 1.000
flexcontroller ER ER "range" 0.000 1.000
flexcontroller WQ WQ "range" 0.000 1.000
flexcontroller OO OO "range" 0.000 1.000
flexcontroller MB MB "range" 0.000 1.000
flexcontroller SH SH "range" 0.000 1.000
flexcontroller Y Y "range" 0.000 1.000
flexcontroller FV FV "range" 0.000 1.000
flexcontroller AH AH "range" 0.000 1.000
flexcontroller AE AE "range" 0.000 1.000
flexcontroller UH UH "range" 0.000 1.000
flexcontroller AW AW "range" 0.000 1.000
flexcontroller EE EE "range" 0.000 1.000
flexcontroller PP PP "range" 0.000 1.000
flexcontroller OH OH "range" 0.000 1.000
flexcontroller openJaw openJaw "range" 0.000 1.000
flexcontroller eyes eyes_updown "range" -45.000 45.000
flexcontroller eyes eyes_rightleft "range" -45.000 45.000
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%silence = silence
%happySmall = happySmall
%madUpper = madUpper
%specialAction01Upper = specialAction01Upper
%defaultFaceUpper = defaultFaceUpper
%scaredUpper = scaredUpper
%painBigUpper = painBigUpper
%painSmallUpper = painSmallUpper
%happyBigUpper = happyBigUpper
%happySmallUpper = happySmallUpper
%specialAction01 = specialAction01
%defaultFace = defaultFace
%scared = scared
%mad = mad
%painBig = painBig
%painSmall = painSmall
%happyBig = happyBig
%evilSmile = evilSmile
%evilSmileUpper = evilSmileUpper
%openJaw = openJaw
%painScared = painScared
%painScaredUpper = painScaredUpper
%evilHappyUpper = evilHappyUpper
%yellingUpper = yellingUpper
}
$lod 11
{
replacemodel "medic_morphs_low.dmx" "lod1_medic_morphs_low.dmx"
}
$lod 22
{
replacemodel "medic_morphs_low.dmx" "lod2_medic_morphs_low.dmx"
}
$lod 33
{
replacemodel "medic_morphs_low.dmx" "lod3_medic_morphs_low.dmx"
}
$lod 44
{
replacemodel "medic_morphs_low.dmx" "lod4_medic_morphs_low.dmx"
}
$lod 55
{
replacemodel "medic_morphs_low.dmx" "lod5_medic_morphs_low.dmx"
}
$shadowlod
{
replacemodel "medic_morphs_low.dmx" "lod6_medic_morphs_low.dmx"
}
$poseparameter body_pitch -45.00 45.00 360.00
$poseparameter body_yaw -45.00 45.00 360.00
$cdmaterials "models\player\medic\"
$texturegroup skinfamilies
{
{"medic_red.vmt"
"medic_head_red.vmt"
"eyeball_r.vmt"
"eyeball_l.vmt"
}
{"medic_blue.vmt"
"medic_head_blue.vmt"
"eyeball_r.vmt"
"eyeball_l.vmt"
}
{"medic_red_invun.vmt"
"medic_head_red_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
}
{"medic_blue_invun.vmt"
"medic_head_blue_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
}
}
$hboxset "medic"
$hbox 1 "bip_head" -5.000 -8.000 -7.500 5.000 5.000 3.500
$hbox 0 "bip_pelvis" -9.000 -1.000 -6.000 9.000 11.000 5.000
$hbox 3 "bip_spine_0" -8.000 -1.500 -8.000 8.000 3.500 4.000
$hbox 3 "bip_spine_1" -7.500 -2.000 -8.500 7.500 4.000 3.500
$hbox 2 "bip_spine_2" -8.500 -3.000 -8.750 8.500 3.000 3.750
$hbox 2 "bip_spine_3" -10.000 -2.000 -5.000 10.000 2.000 3.000
$hbox 4 "bip_upperArm_L" -0.500 -3.000 -2.250 12.500 3.500 2.750
$hbox 4 "bip_lowerArm_L" 0.000 -2.350 -3.000 12.000 3.150 3.000
$hbox 4 "bip_hand_L" -3.500 -9.500 -3.250 1.500 -0.500 3.250
$hbox 5 "bip_upperArm_R" -0.500 -3.500 -2.750 12.500 3.000 2.250
$hbox 5 "bip_lowerArm_R" 0.000 -3.000 -3.150 12.000 3.000 2.350
$hbox 5 "bip_hand_R" -1.500 0.500 -3.250 3.500 9.500 3.250
$hbox 6 "bip_hip_L" 4.000 -3.250 -2.500 18.000 5.250 5.500
$hbox 6 "bip_knee_L" 0.500 -2.750 -3.500 19.500 4.250 3.500
$hbox 6 "bip_foot_L" -2.000 -10.000 -4.000 2.000 2.000 2.000
$hbox 7 "bip_hip_R" 4.000 -2.500 -3.250 18.000 5.500 5.250
$hbox 7 "bip_knee_R" 0.500 -3.500 -2.750 19.500 3.500 4.250
$hbox 7 "bip_foot_R" -2.000 -2.000 -2.000 2.000 10.000 4.000
// Model uses material "medic_red.vmt"
// Model uses material "medic_head_red.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "medic_backpack_red.vmt"
// Model uses material "medic_blue.vmt"
// Model uses material "medic_head_blue.vmt"
// Model uses material "medic_backpack_blue.vmt"
// Model uses material "medic_red_invun.vmt"
// Model uses material "medic_head_red_invun.vmt"
// Model uses material "eyeball_invun.vmt"
// Model uses material "..\..\effects\invulnfx_red.vmt"
// Model uses material "medic_blue_invun.vmt"
// Model uses material "medic_head_blue_invun.vmt"
// Model uses material "..\..\effects\invulnfx_blue.vmt"
$attachment "eyes" "bip_head" 0.00 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment "righteye" "bip_head" -0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment "lefteye" "bip_head" 0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment "partyhat" "bip_head" -0.10 -6.71 -1.26 rotate 88.00 90.00 -180.00
$attachment "head" "bip_head" -0.10 -7.81 -1.26 rotate 88.30 89.90 179.80
$attachment "flag" "bip_spine_2" 1.02 3.24 7.93 rotate 1.53 -4.33 -4.18
$includemodel "player/medic_animations.mdl"
$surfaceprop "flesh"
$eyeposition -78.915 0.000 0.000
$illumposition -13.521 6.828 40.495
$sequence ref "ref" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand bip_hand_R knee 0.000 0.000 0.000
$ikchain lhand bip_hand_L knee 0.000 0.000 0.000
$ikchain rfoot bip_foot_R knee 0.000 0.000 0.000
$ikchain lfoot bip_foot_L knee 0.000 0.000 0.000
$ikchain medicHose joint_hose05 knee 0.000 0.000 0.000
$collisionjoints "phymodel.smd" {

$mass 100.0
$inertia 10.00
$damping 0.00
$rotdamping 7.00
$rootbone "bip_pelvis"
$jointrotdamping "bip_pelvis" 0.00

$jointmassbias "prp_coat_front_1_r" 0.75
$jointconstrain "prp_coat_front_1_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_1_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_1_r" z limit -17.00 15.00 0.00

$jointmassbias "prp_coat_back_1_r" 0.75
$jointconstrain "prp_coat_back_1_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_1_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_1_r" z limit -17.00 10.00 0.00

$jointmassbias "prp_coat_back_2_r" 0.75
$jointconstrain "prp_coat_back_2_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_2_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_r" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_1_m" 0.75
$jointconstrain "prp_coat_back_1_m" x limit -3.00 22.00 0.00
$jointconstrain "prp_coat_back_1_m" y limit -35.00 35.00 0.00
$jointconstrain "prp_coat_back_1_m" z limit -18.00 18.00 0.00

$jointmassbias "prp_coat_back_2_m" 0.75
$jointconstrain "prp_coat_back_2_m" x limit -3.00 22.00 0.00
$jointconstrain "prp_coat_back_2_m" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_m" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_1_l" 0.75
$jointconstrain "prp_coat_back_1_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_1_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_1_l" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_2_l" 0.75
$jointconstrain "prp_coat_back_2_l" x limit -18.00 25.00 0.00
$jointconstrain "prp_coat_back_2_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_l" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_front_1_l" 0.75
$jointconstrain "prp_coat_front_1_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_1_l" y limit -35.00 30.00 0.00
$jointconstrain "prp_coat_front_1_l" z limit -10.00 24.00 0.00

$jointmassbias "prp_coat_front_2_l" 0.75
$jointconstrain "prp_coat_front_2_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_2_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_2_l" z limit -17.00 24.00 0.00

$jointmassbias "bip_hip_r" 0.80
$jointrotdamping "bip_hip_r" 4.00
$jointconstrain "bip_hip_r" x limit -20.00 30.00 0.00
$jointconstrain "bip_hip_r" y limit -15.00 15.00 0.00
$jointconstrain "bip_hip_r" z limit -12.00 80.00 0.00

$jointmassbias "bip_knee_r" 1.20
$jointrotdamping "bip_knee_r" 3.00
$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_r" y limit -8.00 25.00 0.00
$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00

$jointmassbias "prp_coat_front_2_r" 0.75
$jointconstrain "prp_coat_front_2_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_2_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_2_r" z limit -25.00 15.00 0.00

$jointmassbias "bip_hip_l" 0.80
$jointrotdamping "bip_hip_l" 4.00
$jointconstrain "bip_hip_l" x limit -20.00 30.00 0.00
$jointconstrain "bip_hip_l" y limit -79.00 24.00 0.00
$jointconstrain "bip_hip_l" z limit -12.00 20.00 0.00

$jointmassbias "bip_knee_l" 1.20
$jointrotdamping "bip_knee_l" 3.00
$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" y limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" z limit -25.00 8.00 0.00

$jointmassbias "bip_foot_l" 0.75
$jointconstrain "bip_foot_l" x limit -15.00 30.00 0.00
$jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_l" z limit -17.00 24.00 0.00

$jointmassbias "bip_spine_1" 1.60
$jointrotdamping "bip_spine_1" 12.00
$jointconstrain "bip_spine_1" x limit -30.00 30.00 0.00
$jointconstrain "bip_spine_1" y limit -16.00 16.00 0.00
$jointconstrain "bip_spine_1" z limit -20.00 15.00 0.00

$jointmassbias "bip_upperarm_r" 0.80
$jointrotdamping "bip_upperarm_r" 16.00
$jointconstrain "bip_upperarm_r" x limit -50.00 40.00 0.00
$jointconstrain "bip_upperarm_r" y limit -32.00 55.00 0.00
$jointconstrain "bip_upperarm_r" z limit -80.00 25.00 0.00

$jointmassbias "bip_lowerarm_r" 1.80
$jointrotdamping "bip_lowerarm_r" 4.00
$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" z limit -120.00 12.00 0.00

$jointmassbias "bip_upperarm_l" 0.80
$jointrotdamping "bip_upperarm_l" 16.00
$jointconstrain "bip_upperarm_l" x limit -40.00 50.00 0.00
$jointconstrain "bip_upperarm_l" y limit -15.00 48.00 0.00
$jointconstrain "bip_upperarm_l" z limit -35.00 70.00 0.00

$jointmassbias "bip_lowerarm_l" 1.80
$jointrotdamping "bip_lowerarm_l" 4.00
$jointconstrain "bip_lowerarm_l" x limit -25.00 25.00 0.00
$jointconstrain "bip_lowerarm_l" y limit -110.00 13.00 0.00
$jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_head" 1.50
$jointrotdamping "bip_head" 8.00
$jointconstrain "bip_head" x limit -44.00 20.00 0.00
$jointconstrain "bip_head" y limit -35.00 35.00 0.00
$jointconstrain "bip_head" z limit -26.00 30.00 0.00

$jointmassbias "bip_hand_r" 0.60
$jointrotdamping "bip_hand_r" 8.00
$jointconstrain "bip_hand_r" x limit -10.00 30.00 0.00
$jointconstrain "bip_hand_r" y limit -8.00 30.00 0.00
$jointconstrain "bip_hand_r" z limit -20.00 40.00 0.00

$jointmassbias "bip_foot_r" 0.75
$jointconstrain "bip_foot_r" x limit -10.00 22.00 0.00
$jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00
}
$collisiontext {
break { "model" "player\gibs\medicgib007" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib001" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib005" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib006" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib002" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib003" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib004" "health" "0" "fadetime" "10"}
break { "model" "player\gibs\medicgib008" "health" "0" "fadetime" "10"}
}
.qc шапки
$cd "C:\sourcesdk_content"
$modelname "player\items\medic\medic_helmet.mdl"
$model "Body" "medic_helmet_reference.smd"
$cdmaterials "\models\player\items\medic\"
$cdmaterials ""
$texturegroup skinfamilies
{
{ "models/player/items/medic/medic_helmet.vmt" }
{ "medic_helmet_blue.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" -3.828 -14.331 -7.813 3.828 0.318 3.483
// Model uses material "models/player/items/medic/medic_helmet.vmt"
// Model uses material "medic_helmet_blue.vmt"
$surfaceprop "metal"
$illumposition 1.600 0.000 83.540
$sequence idle "idle" loop fps 30.00
$collisionmodel "phymodel2.smd" {

$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
Подскажите пожалуйста что сделать нужно чтоб исправить ету ошибку

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Crash'n'Burn
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#23 Сообщение 03.07.2009, 08:15

MAFI
MAFI писал(а):Может быть я присоеденил шапку не так ?
Выделяешь режим полигонов, жмешь кнопку Attach и выбираешь шапку. Кость шапки удаляешь и еще надо проверить как кость головы присоединилась к шапке. Выбираешь модификатор Skin, выделяешь кость и жмешь Edit Envelopes. Если вся голова станет красной, значит все в порядке
MAFI писал(а):А самому текстуру к мадели как сделать ? Такое возможно ?
Тоесть ? Ты хочешь наложить оригинальную текстуру или создать свою ?
MAFI писал(а):Я добавил шапку все сохранил, начинаю компилировать и вылезает ошибка.
Можешь удалить эти строки, но у тебя не будет оптимизации модели на дальних расстояниях, тоесть заместо ухудшеной модели-лод у тебя будет оригинальная

Код: Выделить всё

}
$lod 11
{
replacemodel "medic_morphs_low.dmx" "lod1_medic_morphs_low.dmx"
}
$lod 22
{
replacemodel "medic_morphs_low.dmx" "lod2_medic_morphs_low.dmx"
}
$lod 33
{
replacemodel "medic_morphs_low.dmx" "lod3_medic_morphs_low.dmx"
}
$lod 44
{
replacemodel "medic_morphs_low.dmx" "lod4_medic_morphs_low.dmx"
}
$lod 55
{
replacemodel "medic_morphs_low.dmx" "lod5_medic_morphs_low.dmx"
}
$shadowlod
{
replacemodel "medic_morphs_low.dmx" "lod6_medic_morphs_low.dmx"
}

MAFI
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#24 Сообщение 03.07.2009, 16:05

Спасибо большое за помощь. Я сделал свою первую модель пиро. Но существует одна проблема шапка у синих и у красных красным цветом. Подскажите пожалуйста как ето исправить .

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#25 Сообщение 03.07.2009, 21:08

MAFI
Добавь к параметру новые текстуры
$texturegroup skinfamilies
Должно выглядеть так
$texturegroup skinfamilies

Код: Выделить всё

{
	{"models/player/medic/medic_red.vmt"
 "models/player/medic/medic_backpack_red.vmt"
 "models/player/medic/medic_head_red.vmt"
 "models/player/medic/eyeball_r.vmt"
 "models/player/items/medic/medic_helmet.vmt"

 	{"medic_blue.vmt"
 "medic_backpack_blue.vmt"
 "medic_head_blue.vmt"
 "models/player/medic/eyeball_r.vmt"
 "models/player/items/medic/medic_helmet_blue.vmt"
}
 	{"medic_red_invun.vmt"
 "..\..\effects\invulnfx_red.vmt"
 "medic_head_red_invun.vmt"
 "eyeball_invun.vmt"
}
 	{"medic_blue_invun.vmt"
 "..\..\effects\invulnfx_blue.vmt"
 "medic_head_blue_invun.vmt"
 "eyeball_invun.vmt"
}

MAFI
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#26 Сообщение 04.07.2009, 09:10

Спасибо большое за помощь :Yahoo!: :Yahoo!: :Yahoo!: .

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