安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
1. I am using Jed's Model viewer to decompile, which works fine and is GREAT for re-texturing.
2. I then use the Blender Source Tools and import the reference or template SMDs into Blender (ex: Barney-X_Template_Biped1.smd, python_gun.smd, python_hands.smd)
3. I edit the mesh until it fits my fancy and DO NOT touch any of the bones or edit their names.
4. When finished, I export the SMD to its proper folder.
5. I drag the SMD and drop it on the S2GS Converter - it crashes immediately with no error message. (BUT, I'll admit that this hasn't had any adverse effect on the world models)
6. I drag the QC onto the GUIStudioMDL and the compile fails - it usually gives me errors like: "Unknown bonecontroller link Bip01 head" and, if I edit the QC with Notepad++ and take it out, it usually lists some other bone or "bbox" that it cannot find.
Things to take note of:
1. When I decompile and attempt to recompile the QC of a model that I have not edited nor imported into Blender - it compiles without a hitch.
Conversely:
2. If I so much as import an NPC reference SMD or Viewmodel reference SMD (Or anything with more than one bone or animation) into Blender (I don't even have to touch any part of it) and export it and drag it onto the S2GS Converter and attempt to compile its QC with GUIStudioMDL - it will still have compile issues.
AND:
3. If I import the entire QC (All reference models and anims at the same time) into Blender, I noticed 2 things. ONE: The rig's origin in in a different spot than it would be if I opened up the SMDs separately, and TWO: I the meshes disappear when I attempt to edit them...