Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
In qc there might be $definebone lines that re-define reference pose.
QC....
$ModelName "nf/vehicles/air/falcon/emp_nf_falconjet_mobile.mdl"
$Body airframe "nf_falcon_airframe.smd"
$model fanstar "nf_falcon_fan_Starboard.smd"
$model fanport "nf_falcon_fan_Port.smd"
$model fantail "nf_falcon_fan_Tail.smd"
$model cannon "nf_falcon_cannon.smd"
$SurfaceProp "metal"
$Contents "solid"
$CDMaterials "nf\vehicles\air\falcon\"
$sequence idle "nf_falcon_airframe.smd" fps 1
$keyvalues { "prop_data" { "base" "Metal.Large" "health" "100" } }
And a typical sub model smd file (minus all the triangle data)
SMD exported from blender...
version 1
nodes
0 "base_bone" -1
1 "TailFan_bone" 0
2 "PortFan_bone" 0
3 "GunTurret_bone" 0
4 "StarboardFan_bone" 0
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
1 -0.484572 -4.589298 0.473971 -1.571133 0.016496 0.016484
2 -0.137782 0.513171 3.614685 0.016491 -0.015916 1.570524
3 -0.130809 3.063153 0.001382 -0.006179 -0.001194 -0.349016
4 -0.267483 0.511181 -3.588485 0.016483 -0.000209 1.570783
end
And you mentioned (one) exported SMD while there are multiple smds in qc...
I suspect I'm not setting up something in blender to studiomdl's satisfaction, but at this point I don't know what.