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报告翻译问题
So its no real use.
But I assume different Source Engine branches have their own physics iterations
Beside client side and server side ragdolls, there also included hardcoded classes and separated surfaceprop materials which also affect the simulation in general
The model that built and works fine with GMod, may works a bit different in L4D2, resulting bad collision detection and weird mass/interia distribution that makes ragdolls stucked in a walls, poor selfcollision and pushouts in momentum of solver deactivator. It's usually seen very well on any Valve's model since HL2. VPhysics is very strange and non predictable thing I have ever worked within
Well anyways, thanks for clearing this up, seems like there's only way through VPK package when it comes to ragdoll stage, unfortunately
But you could always use Gmod to test the models over and over, and then when you're happy you can compile it for l4d.
Its all painfully annoying workarounds, sure. But there is a way
But how to manage the entire content then ?
I'm looking for a way where I can compile the models without exiting from the game.
I do specific things related to ragdoll data and constraints. Every time I should recompile the model to make the actual changes on it. The amount of those compilations goes crazy, like 40-70 times. Just imagine: every time I should to pack VPK ( as an addon or dir ), then enter the game, load the map, check if it works how I wanted, and If not, then we start again. Almost one minute for all stuffs
As I said, in CSS I still remain on main menu in windowed mode, simply compile the model and then load any map with already updated model and it takes about 10 seconds
I wish if there was the same way for l4d2, but I cant found a way to use relative game path rather than annoying VPK
You make the "actual" vmt that the model uses a simple patch.
Like this:
patch
{
include "materials/ -path to the actual vmt you edit here- .vmt"
insert
{
}
}
Then you pack that into the pak01.
After that, you can edit whatever vmt you're loading through the packed vmt and reload that one ingame.
Another alternative is modifying the model itself to load another cdmaterials folder (hex editing, very bottom of file has the paths) and then slap your vmt files in there.
that way you don't need to repack materials either, but you got a custom model instead.
I want to update one shader that is used by the model. Let's call it "skin.vmt"
I can do the changes on it, then without exiting from game I can dump console command "mat_reloadmaterial skin" and it will reaload the shader...
But not in L4D, because the shader is packed onto VPK which requires rebuilding and game restart = 1 minute of wasting time
The way how it works in GMod and CSS are straight enough
But simply having this folder is not enough to require new soundcaches.