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
@bean boy Probably not. Bruss's models are great, but the non-HECU humans in Half-Life weren't actually that bad model-wise to begin with (and those original models are already on the workshop). I love them but Valve clearly just shit out the HECU from previous versions of the game so porting this had a lot more of a point to it than the other humans from the game.
back to the drawing board.
Good luck with all this bullshit, I hate it too.
Here's the version I used for the HECU guys here https://drive.google.com/file/d/1ZEVSkkmLMOZ58sFDEBS301YS5X4OC5cB/view?usp=sharing
Make sure in the .qc it says $collisionjoints "arctic_physics.smd" cause I think Crowbar will automatically rename that line to whatever the model name is.
I extracted the default models, their phy files, and every related file.
but by the time I compile it again, even without changing anything, when reagdoll is enabled its spinny, spazzy, headshots dont work, ect.
it seems to happen regardless of which exact studiomdl program I use, gmod or not.
did you have to do anything special in the qc file?
all I wanted to do was change the limb constrains, but I'm tearing my hair out.