Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
Now the thing is, only the cubes are solid, and will effectively "hold stuff", but the ropes are not solid (and no, cant be made solid either) so they dont "hold stuff", now think about a cloth, its a grid of solid dots connected by non solid lines, that tend to be elastic (because thats just how ropes work in Source)
Now you should be getting a picture in your head as to why the cloth will suck at holding ragdolls (and in fact most 'thin'/small objects) the ragdoll would just rest on some solid dots, but because the Cloth is partially elastic, the thing will sag under the weight of the ragdoll, wich in turn increases the distance between the solid dots, creating big gaps of not solid stuff.
So to summarize, what happens is that the ragdoll simply falls trough the cloth because as far as the physics engine is aware, the cloth isnt a single solid object, its a grid of tiny solid objects roped together, and the ragdoll fits trough the gaps with ease, even at the highest quality setting.
I will try come up with some solution to this problem for the "MeshCloth Pro" (see other thread for details on what that is) but dont pin me down on it, it very much remains to be seen if itll ever be possible to overcome this bug.