Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
Export this new low-poly model as a .smd file with a different name. If your regular model was called "c_model.smd", then name your new lod something like "c_model_lod1.smd".
Finally, add the following lines to your QC and compile:
Note that the number 10 can be changed. This value represents units per pixel. Basically the larger this number, the further away the model has to be in-game for the default model to swap into the lod version. Read more here.
You can also have multiple lods: Just make various low-polygon versions of your model (each model being lower in polys than the previous), and add more lines to your QC file like such:
How do you apply Jiggle bones to your Model?
I did it on your Sample Model but it gave me an error in the
GUIStudioMDL.