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
Are you also familiar with bodygroups? When the heavy eats the sandwich, it replaces the model with one that has a bite in it. So you'll need 2 models actually. As for the animation missing in-game, I don't know why that is happening. Are you using the testitem map? That feature is really bugged.
Here is a revised QC:
I've never made a sandwich replacement, so this QC might not work. I would have to test it out myself, but you can try. Make a smd called c_bananabar_bites.smd that has a bite in it. Then check in the HLMV if the bodygroup worked.
Do you know of any other ways to test my item other than the itemtest map? I am still having that animation problem.
Also should I create a LOD for my model? I based it off the fishcake which is 1240 tris and has no LODs. My model is 1400 tris. What do you thank?
This explains how to get high res for the HLMV.
As for testing, the best way to do it is to simply replace an in-game item and join a local server. I.e. you can compile your model as c_sandwich.mdl in the C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\weapons\c_models\c_sandwich\ folder. In-game, the sandwich will automatically be replaced with your model. Make sure to create the c_sandwich folder in your tf files if it doesn't exist.