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




Modeling / Exporting a weapon is a very similar process to hat making. The key difference lies in the fact that instead of using the bone rig of the character model, we will be using the bones of a pre-existing weapon that we want to replace. So for example, if we wanted to make a Sandman replacement, we wouldn't import the scout model, but rather the Sandman model to see what bones it comes with. The following is a process on how to export a weapon from Blender (c_models):
For more complicated weapons, you just assign your model to multiple bones. The flaregun is a good example: Most of the model is assigned to weapon_bone, but the trigger and barrel are assigned to other bones. When you compile your model, the engine will use the animations for the flaregun, and the parts corresponding to your model will animate automatically. Custom animations are much harder since you'll need to create animation smds and then have the engine recognize them via the QC file.
Say if i wanted to create a weapon that was similar to the spycicle. I would import the model into blender then delete it once i had rigged my model in the same way using the same bones? This will give me the same animation as the spycicle ingame??
Thanks
So yeah, importing a decompiled weapon will do two things for you:
1) It will give you the necessary bones that you'll need to attach your own model to
2) It will give you a good idea of where to position your model
So once your done modeling your own weapon, you'll want to just position it correctly and then delete the spycicle.
One thing I have imported the spy and spycicle into blender and assume there is a way to place the spycicle in the hand of the spy like it would appear in game or do you just have to in edit mode place it approximately? Just want to check iv decompiled all the correct stuff.
http://puu.sh/5nkix.jpg
Also if you want to pose your character, you'll need to import animation .smd files. You can do that by decompiling a character model and then importing an animation smd file after importing the spy model.
http://puu.sh/5yXpU.png
http://puu.sh/5yXxS.png
I'm a bit concerned as I cant seem to find my Source sdk folder under my username:
http://puu.sh/5yXHf.jpg
Thanks