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编译你的模型. A brief explanantion of how a HalfLife model compiles before we start: 一个简短的explanantion如何编制一个半衰期模型之前,我们开始: Half Life uses MDL files for player models in the game. 半条命使用游戏中的MDL模型文件的球员。 Whilst HalfLife apparently uses the Quake1 engine, the MDL files are not at all like the the Quake1 versions. 虽然半衰期明显使用Quake1发动机,MDL文件的版本不Quake1都喜欢的。 Each model MDL file contains a reference frame, the skin (or skins) and all necessary animation files. 每个模型的MDL文件包含一个参考框架,皮肤(或皮)和所有必要的动画文件。 The way it works is like this: You create your model mesh and skin it. 其工作方式是这样的:你创建模型网和皮肤上。 You then attach your mesh to the Biped skeleton using physique. 您然后附上您的双足骨架网使用体质。 What this does is tell the game which vertex in the mesh is controlled by which bone (We did all this in the previous tutorials). 这里做的事情就是告诉)游戏的顶点是在控制网骨(我们做这一切在以前的教程。 Therefore, in the game the skeleton controls the mesh . 因此,在游戏中的骨骼控制网格。 That means that the animation frames do not contain your mesh, they are skeletal animations. 这意味着,动画帧不包含您的网,它们是骨骼动画。 What this means is that if you use the standard Valve animations, the only thing you need to make yourself is your mesh and attach it to the Biped. 这意味着,如果你使用标准的阀门动画,你唯一需要做自己是你的网,并将它附加到双足。 All animation files and your biped-ed mesh are exported from Studio MAX as SMD files using the Valve Studio MAX exporter plugin called smdlexp.dle which you can get from the Valve toolkit on Wavelength . 所有的动画文件和你的双足,海关出口从Studio网最大的表面贴装文件使用Studio Max的出口阀门的插件叫smdlexp.dle,你可以从工具包对阀门波长 。 The standard Valve skeletal animations are also available ready-exported as SMDs in the Valve full SDK which, again, is available from Wavelength . 标准阀门骨骼动画也可以随时从出口可以作为基于SMDS在阀完整的SDK的,再次,是波长 。 The whole lot: Skins and SMDs are then compiled into an MDL using Valves Studiomdl.exe program (also part of the Valve tool kit available from Wavelength ). 整批货物:外观和基于SMDS,然后编译成一个MDL使用Valve的Studiomdl.exe程序(也从部分阀门工具试剂盒波长 )。 EXPORTING YOUR MESH 出口你的网 First and most important is to make sure that the smdlexp.dle file is in your Plugin folder in your Studio MAX folder. 首先,最重要的是确保smdlexp.dle文件夹是在您的最高插件文件夹在你的工作室。 Now open your model. 现在打开你的模型。 Be sure that you are happy with its skin and also the assignment of the vertexes to the Biped skeleton. 要确保你是它高兴的皮肤,也是顶点分配到的Biped骨架。 Now select Export from the File drop-down menu. 现在选择出口从文件的下拉菜单。 Now where it says 3D Studio (*.3DS) open the selection menu and select Valve SMD (*.SMD) - NOTE: This will not be listed if smdlexp.dle is not in your plugins folder.现在,它说:“三维工作室(*. 3DS的)”打开选择菜单,选择“阀门贴片(*.贴片)” - 注意:这不会是列出如果smdlexp.dle不在您的插件文件夹。 Now in the File name slot type the name of your model (ie: my_model.smd), decide where you want to save it and click Save现在,在文件名槽键入您的型号名称(如:my_model.smd),决定你要保存它,然后点击保存 You will now be presented with an option box, asking you if this is a skeletal animation or reference frame.现在您将看到一个选项框,询问你如果这是一个骨骼动画或参照系。 You will see that the Skeletal animation radio box is checked.你会看到骨骼动画无线电框被选中。 Check the reference box instead, as in my example here:检查参考框相反,就像在我的例子: and click OK.然后点击确定。 You have now exported your model as an SMD reference file.现在,您已经出口作为参考文件贴片你的模型。 Were almost there.我们快到了。 EDITING THE QC FILES 编辑档案的质量控制 Okay, let me first make a disclaimer. 好吧,让我先作出声明。 What follows is a brief disection of the main QC file that you need to compile your SMD file and the animation SMD files into an MDL. 以下是一个简短的disection的MDL的主要质量控制文件,您需要编译你的文件和贴片贴片成动画文件。 Now I need to make it clear here and now, that I am NOT a programmer. 现在我需要说清楚,现在在这里,我不是一个程序员。 I dont completely understand what all the elements of the QC file mean. 我不完全明白所有文件内容的QC的意思。 However I have made wild guesses based on experimentation. 不过我曾猜测实验基础。 If there is anyone who can put me straight on this, then please let me know. 如果还有人对谁可以把我一下子就这一点,那么请让我知道。 Okay then, lets proceed. 好吧,那么,让我们继续。 Another basic explanantion. 另一个基本explanantion。 To compile your SMDs into MDLs, you need to run the Studiomdl.exe program. 你的编译成的MDL基于SMDS,你需要运行Studiomdl.exe程序。 This program uses two QC files. 该程序使用两个质量控制文件。 Firstly the player-specific file which is the one we are about to disect. 首先是球员的具体文件,该文件是一个我们即将disect。 Secondly the player_shared.qc which Ill explain later. 其次,player_shared.qc我将在后面进行说明。 You need to be able to edit the player-specific QC file in order to compile your model. 您需要能够编辑玩家具体的质量控制文件,以便编译你的模型。 This is what it looks like: 这是什么样子: I have used the hgrunt.qc because the others have elements that I dont understand and this one has the bare essentials required to make a Deathmatch model.我已经使用了hgrunt.qc,因为其他人的元素,我不明白,这其中有必须作出死斗模式的最基本。 Both the Hgrunt.qc and player_shared.qc are included (amongst others) in the Valve full SDK.无论是Hgrunt.qc和player_shared.qc包括(其中包括)在阀门完整的SDK。 Okay, line one:好吧,行一个: $modelname valve/models/player/Hgrunt/Hgrunt.mdl $ modelname阀/模型/播放/ Hgrunt / Hgrunt.mdl This is telling Studiomdl.exe what your MDL file will be called and where to put it. 这是告诉你的Studiomdl.exe mdl文件将被调用,把它放在哪里。 So you will need to change the words Hgrunt to your own file name. 因此,你需要改变的话Hgrunt到自己的文件名。 For example, if the model you were making was called Geoff then youd want a geoff.mdl in the geoff folder. 例如,如果你制作的模型被称为杰夫,那么你会希望在一个文件夹geoff.mdl杰夫。 Thus, your line would look like this: 因此,您的线路是这样的: $modelname valve/models/player/Geoff/Geoff.mdl $ modelname阀/模型/播放/杰夫/ Geoff.mdl NOTE: You will need to create a Geoff folder in the path: valve/models/player/ 注意:您将需要创建一个文件夹中的路径杰夫:阀门/模型/播放器/ so that studiomdl.exe can actually put the compiled mdl file in there. 这样可以真正把studiomdl.exe mdl文件在那里已编译的。 Next line: 下一行: $cd valve/models/player $光盘阀/模型/播放 This sets up the base folder from which Studiomdl.exe works. 这就建立了相应的文件夹中的Studiomdl.exe作品。 $cdtexture valve/models/dmatch/lowcount/hgrunt $ cdtexture阀/模型/ dmatch / lowcount / hgrunt This is telling studiomdl where to find the skins for your MDL file. 这是告诉studiomdl mdl文件在哪里可以找到你的皮肤。 Again, youll need to create a Geoff (or whatever your model is called) folder in the path valve/models/dmatch/lowcount. 同样,你需要创建一个杰夫(或任何你的模型被称为)lowcount文件夹中的路径阀门/模型/ dmatch /。 $cliptotextures $ cliptotextures I am relaibly informed by Spider that this instructs Studiomdl.exe to compile the skin into the MDL file. 我relaibly通知蜘蛛,这指示Studiomdl.exe mdl文件编译到皮肤。 Apparently there is an alternative which is, $externaltextures that compiles the skins to seperate files. 显然还存在另一种是,$ externaltextures来编译皮肤,以单独的文件。 This is used primarily for monsters and these are the MDL files with a t at the end such as Gmant.mdl. 这是主要用于这些怪物,如Gmant.mdl的MDL文件以吨结束在。 Deathmatch models all use $cliptotextures so we will leave it alone. 死斗机型全部使用$ cliptotextures所以我们不要管它。 $scale 1.0 $规模1.0 Tells Studiomdl.exe to make the model actual scale. 告诉Studiomdl.exe使模型的实际规模。 You dont need to change this, but if you were to make the value 0.5 it would make the model half size and if you were to make the value 2.0 it would make the model twice size. 你并不需要改变,但如果你是使价值0.5它将使一半大小的模型,如果你让值2.0,将让模型的两倍大小。 Ive had some fun with this, but the weapons appear unaffected so its ultimately useless. 我已经受够了这一些乐趣,但似乎并不影响它的武器的最终毫无用处。 $origin 0 0 36 原产地0 0 36 $ This tells Studiomdl.exe where the models origin point or zero point is. 这告诉Studiomdl.exe其中模型原点或零点。 You dont need to change this. 你不需要改变这种情况。 / whole body / /整个身体 $bodygroup body $ bodygroup身体 These two are used together. 这两个一起使用。 It tells Studiomdl.exe that the model is one single element. 它告诉Studiomdl.exe,该模型是一个单一的元素。 It is possible for models to have seperate elements however Deathmatch models use only one so we will leave this. 这是有可能离开这个模式,以独立的元素不过死斗模式只使用一个,这样我们会的。 studio ./dmatch/lowcount/hgrunt/grunt(reference) 工作室“. / dmatch / lowcount / hgrunt /咕噜(参考)” This is telling Studiomdl.exe where to find your reference SMD file and what its called. 这是告诉Studiomdl.exe在哪里可以找到您的参考文件,以及它的表面贴装的要求。 Now this should be in the same place as the skins, so the path needs to be the same as earlier. 现在,这应该是在同一个地方的皮肤一样,因此路径需要较早相同。 For example, again, for argument sake, our model is called Geoff. 例如,同样,为了便于讨论,我们的模型被称为杰夫。 So you need it to point to the Geoff.smd. 所以你需要它来指向Geoff.smd。 You also need to have a Geoff folder in the path. 您还需要有一个文件夹的路径杰夫研究。 So your line might look like this: 所以,你行可能是这样的: studio ./dmatch/lowcount/geoff/geoff 工作室“. / dmatch / lowcount /杰夫/杰夫” note I have deleted the (reference) from the end of the line. 注意:我删除了(引用)从该行的末尾。 This was part of the name of the hgrunt reference SMD and not part of the code. 这是部分的SMD名称hgrunt参考,而不是代码部分。 The final line: 最后一行: $include valve/models/player/player_shared.qc $包括“阀门/模型/播放/ player_shared.qc” This is telling studiomdl.exe to now switch to the player_shared.qc file in the path: valve/models/player/ 这是告诉studiomdl.exe现在切换到文件的路径player_shared.qc:阀门/模型/播放器/ So you need to make sure it is in that path. 因此,您需要确保它在该路径。 The player_shared.qc is a list of the deathmatch player animation sequences. 在player_shared.qc是一个序列列表中的死亡竞赛选手动画。 It tells studiomdl.exe which animation smds to use to create which animation sequences. 它告诉studiomdl.exe哪个动画贴片的使用,创造的动画序列。 It also renames biped bones to the way the game uses them amongst other things. 它也将重命名的方式双足骨头游戏使用它们除其他事情。 You do not need to alter this file at all, so I wont bother studying it here. 你不需要改变这个文件的所有,所以我不想在这里学习。 Your edited QC file should now look like this: 您编辑的质量控制文件应该是这个样子: Now save it as Geoff.qc Or whatever your model is called.现在保存为Geoff.qc或任何你模型是所谓的。 Remember Im just using Geoff as an example.记得我只是作为一个例子杰夫。 Okay, To compile the whole thing you need to have the following in place:好了,要编译整个事情你需要有到位如下: studiomdl.exe in your Sierra/Half-life folder studiomdl.exe在塞拉利昂/半衰期夹 the QC file you just made in the Sierra/Half-Life folder 质量控制文件,你只是在塞拉利昂的/半条命夹 the player_shared.qc file in the Sierra/half-life/valve/models/player folder. 文件夹player_shared.qc玩家在Sierra /半衰期/阀门/模型/。 the 106 valve animation SMD files in the Sierra/Half-Life/Valve/Models/Player folder 阀门动画贴片的106文件夹在Sierra /半条命/阀门/模型/播放 a folder in the Sierra/Half-Life/Valve/Models/Player folder with the same name as your model. 一个模型文件夹中的塞拉利昂/半条命/阀门/模型/您的播放器文件夹名称相同。 For example a Geoff folder. 例如,一个杰夫文件夹。 a folder in the path Sierra/Half-life/Valve/models/DMatch/Lowcount with the same name as your model. 一个模型文件夹中的路径塞拉利昂/半/ Lowcount具有相同的名称作为您的生活/ / DMatch阀/模型。 For example a Geoff folder. 例如,一个杰夫文件夹。 This folder must have your skin or skins (8-bit 255 colour) and and your reference SMD file. 此文件夹必须有你的皮肤或皮肤(8位255色)和贴片和你的参考文件。 For example, Geoff.smd 例如,Geoff.smd You are now ready to compile 您现在准备编译 COMPILING 编译 It is apparently possible to simply drag your qc file on to the studiomdl.exe icon and off it goes. 这显然是不可能简单地拖动studiomdl.exe图标文件到质量控制和关闭不用。 Alternatively you can use the run command from the start bar and type studiomdl.exe Geoff.qc and off it goes. 另外,您可以使用它去Geoff.qc和关闭的运行命令从开始酒吧和类型studiomdl.exe。 However, I found that if there were any errors, the DOS screen flashed on and off the screen so fast that I couldnt read the damn thing. 然而,我发现,如果有任何错误,DOS屏幕屏幕闪烁和关闭这么快,我看不懂该死的东西。 SO I go straight to the DOS screen which you can find by clicking Start, then Programs and selecting MS Dos Prompt which gives you this screen. 所以我直接进入DOS画面,你可以通过点击开始,然后程序并选择的MS DOS提示符,让你有这个画面。 If your Half-life folder is on a different drive to the C: drive then youll need to switch to it first.如果您的半衰期文件夹位于不同的驱动器到C:驱动器,那么您需要切换到它。 Type the letter of the drive which your Sierra/Half-life folder is on followed by a colon.输入您的驱动器是塞拉利昂/半衰期文件夹后面跟一个冒号是字母。 For example if it is on the D drive, type:例如,如果它是在D盘,请键入: D: : Go to the folder that you placed Studiomdl.exe in. 转到文件夹放置Studiomdl.exe英寸 If you followed my instructions then it should be in the Half-life folder. 如果你按照我的指示那么它应该在半衰期文件夹。 So type this: 因此,这种类型: cdsierrahalf-lif

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