* * * Форумы на Наша-Life THREAD * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THREAD : (CS:GO)На клиенте c моделью ок, на сервере проблемы Started at 13-11-2016 19:01 by OLAF Visit at https://forums.nashalife.ru/showthread.php?threadid=58225 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : OLAF Date : 13-11-2016 19:01 Title : (CS:GO)На клиенте c моделью ок, на сервере проблемы Доброго времени суток уважаемые форумчане,отредактировал на заказ человеку модель игрока вот [url=http://gamebanana.com/skins/141078]эту[/url]. Были внесены изменения по добавлению и редактированию модели и текстуры. После чего модель была скомпилирована и протестирована в игре, проблем не обнаружено, в консоли так же все чисто. [youtube]https://www.youtube.com/watch?v=D6om1TWYa7Y[/youtube] Но заказчик поставив модель на сервер утверждает что модель не двигает руками и ногами: [youtube]https://www.youtube.com/watch?v=_DrU8Z0bxwU[/youtube] Как видно модель использует только default анимацию(стойку). После уточнения всех деталей выяснилось что отсутствовали файлы анимаций игрока animset_ct.mdl. Они были переданы, но проблемы это не устранило. Вот собсвтвенно говоря qc-файл сборки и исходник модели(внизу): [quote] $ModelName "player/olaf/fb 2.0.mdl" $BodyGroup "studio" { studio "part_1.smd" } $BodyGroup "studio" { studio "part_2.smd" } $BodyGroup "studio" { studio "part_3.smd" } $BodyGroup "studio" { studio "part_4.smd" } $BodyGroup "studio" { studio "part_5.smd" } $BodyGroup "studio" { studio "part_6.smd" } $BodyGroup "studio" { studio "face.smd" } $SurfaceProp "flesh" $Contents "solid" $EyePosition 0 0 73 // $MaxEyeDeflection 90 $Opaque $CDMaterials "models\player\olafremade\" $Attachment "legacy_weapon_bone" "ValveBiped.weapon_bone" 0 0 0 rotate 0 0 0 $Attachment "weapon_hand_L" "weapon_hand_L" 0 0 0 rotate 0 0 0 $Attachment "weapon_hand_R" "weapon_hand_R" 0 0 0 rotate 0 0 0 $Attachment "primary" "primary_jiggle_jnt" 2.5 -2 1 rotate 0 -170 -170 $Attachment "pistol" "pelvis" 0 1 2 rotate 0 0 0 $Attachment "knife" "pelvis" 2 2.5 0 rotate 90 20 0 $Attachment "eholster" "leg_upper_L" 3 -1.5 4.5 rotate 8 -90 87 $Attachment "grenade0" "spine_0" 1.7 7 -3.5 rotate 90 0 0 $Attachment "grenade1" "spine_0" 1.8 -1.3 -7.4 rotate 90 0 0 $Attachment "grenade2" "spine_0" 1.8 -3 6.5 rotate 90 0 0 $Attachment "grenade3" "spine_0" 1.8 -3.1 -6 rotate 89 0 -1 $Attachment "grenade4" "spine_0" 2.2 6.5 3 rotate 90 0 0 $Attachment "defusekit" "spine_0" 0 -4.4 0 rotate 0 90 90 $Attachment "c4" "spine_3" 1 -5 2.5 rotate -2 0 84 $Attachment "facemask" "head_0" 1.6 4.1 0 rotate 0 73 90 $Attachment "clip_limit" "head_0" 7 6 0 rotate 0 0 0 $Attachment "primary_smg" "primary_jiggle_jnt" 2.5 -2 1 rotate 0 -170 -170 $CBox 0 0 0 0 0 0 $BBox -13 -13 0 13 13 72 // $HBoxSet "cstrike" // $HBox 1 "head_0" 0 -0.3 0 2.1 0 0 0 0 0 "" // $HBox 1 "neck_0" -0.3 -2.8 -2.1 4.2 0.8 2.1 0 -2.1 0 "" // $HBox 2 "neck_0" -0.8 0.1 0 0 0.4 0 0 0 0 "" // $HBox 3 "pelvis" -2.7 1.1 -3.2 -2.7 1.1 3.2 0 0 0 "" // $HBox 3 "spine_0" 1.4 0.8 3.1 1.4 0.8 -3.1 0 0 0 "" // $HBox 2 "spine_1" 3.8 0.8 -2.4 3.8 0.4 2.4 0 0 0 "" // $HBox 2 "spine_2" 4.8 0.15 -4.1 4.8 0.15 4.1 0 0 0 "" // $HBox 2 "spine_3" 2.5 -0.6 -6 2.5 -0.6 6 0 0 0 "" // $HBox 6 "leg_upper_L" 1.3 0 0 16.5 0 0 0 0 0 "" // $HBox 7 "leg_upper_R" 1.3 0 0 16.5 0 0.7 0 0 0 "" // $HBox 6 "leg_lower_L" 0.1 0 0.2 17 -0.4 0.7 0 0 0 "" // $HBox 7 "leg_lower_R" 0.1 0 0.2 17 -0.4 0.7 0 0 0 "" // $HBox 6 "ankle_L" -2.5 -3.8 -2.8 10.4 -0.2 2 0 24.1 0 "" // $HBox 7 "ankle_R" -10.4 0.3 -2 2.6 4 2.8 0 24.5 0 "" // $HBox 4 "hand_L" -2 -2 -2 4.6 2 2 0 13.2 0 "" // $HBox 5 "hand_R" -5 -2 -2 2 2 2 180 194.600006 0 "" // $HBox 4 "arm_upper_L" 0 0 0 11.2 0 0 0 0 0 "" // $HBox 4 "arm_lower_L" 0 0 0 10 0 0 0 0 0 "" // $HBox 5 "arm_upper_R" 0 0 0 11.2 0 0 0 0 0 "" // $HBox 5 "arm_lower_R" 0 0 0 10 0 0 0 0 0 "" // $SkipBoneInBBox $BoneMerge "pelvis" $BoneMerge "spine_0" $BoneMerge "spine_1" $BoneMerge "spine_2" $BoneMerge "spine_3" $BoneMerge "neck_0" $BoneMerge "head_0" $BoneMerge "clavicle_L" $BoneMerge "arm_upper_L" $BoneMerge "arm_lower_L" $BoneMerge "hand_L" $BoneMerge "finger_thumb_0_L" $BoneMerge "finger_thumb_1_L" $BoneMerge "finger_thumb_2_L" $BoneMerge "finger_index_meta_L" $BoneMerge "finger_index_0_L" $BoneMerge "finger_index_1_L" $BoneMerge "finger_index_2_L" $BoneMerge "finger_middle_meta_L" $BoneMerge "finger_middle_0_L" $BoneMerge "finger_middle_1_L" $BoneMerge "finger_middle_2_L" $BoneMerge "finger_ring_meta_L" $BoneMerge "finger_ring_0_L" $BoneMerge "finger_ring_1_L" $BoneMerge "finger_ring_2_L" $BoneMerge "finger_pinky_meta_L" $BoneMerge "finger_pinky_0_L" $BoneMerge "finger_pinky_1_L" $BoneMerge "finger_pinky_2_L" $BoneMerge "weapon_hand_L" $BoneMerge "lh_ik_driver" $BoneMerge "arm_lower_L_TWIST1" $BoneMerge "arm_lower_L_TWIST" $BoneMerge "arm_upper_L_TWIST" $BoneMerge "arm_upper_L_TWIST1" $BoneMerge "clavicle_R" $BoneMerge "arm_upper_R" $BoneMerge "arm_lower_R" $BoneMerge "hand_R" $BoneMerge "finger_thumb_0_R" $BoneMerge "finger_thumb_1_R" $BoneMerge "finger_thumb_2_R" $BoneMerge "finger_index_meta_R" $BoneMerge "finger_index_0_R" $BoneMerge "finger_index_1_R" $BoneMerge "finger_index_2_R" $BoneMerge "finger_middle_meta_R" $BoneMerge "finger_middle_0_R" $BoneMerge "finger_middle_1_R" $BoneMerge "finger_middle_2_R" $BoneMerge "finger_ring_meta_R" $BoneMerge "finger_ring_0_R" $BoneMerge "finger_ring_1_R" $BoneMerge "finger_ring_2_R" $BoneMerge "finger_pinky_meta_R" $BoneMerge "finger_pinky_0_R" $BoneMerge "finger_pinky_1_R" $BoneMerge "finger_pinky_2_R" $BoneMerge "weapon_hand_R" $BoneMerge "arm_lower_R_TWIST1" $BoneMerge "arm_lower_R_TWIST" $BoneMerge "arm_upper_R_TWIST" $BoneMerge "arm_upper_R_TWIST1" $BoneMerge "leg_upper_L" $BoneMerge "leg_lower_L" $BoneMerge "ankle_L" $BoneMerge "ball_L" $BoneMerge "lfoot_lock" $BoneMerge "leg_upper_L_TWIST" $BoneMerge "leg_upper_L_TWIST1" $BoneMerge "leg_upper_R" $BoneMerge "leg_lower_R" $BoneMerge "ankle_R" $BoneMerge "ball_R" $BoneMerge "rfoot_lock" $BoneMerge "leg_upper_R_TWIST" $BoneMerge "leg_upper_R_TWIST1" $BoneMerge "lean_root" //$JiggleBone "Jiggle_Left_1" //{ // is_flexible // { // length 65 // tip_mass 0 // pitch_stiffness 85 // pitch_damping 7 // yaw_stiffness 85 // yaw_damping 7 // allow_length_flex // along_stiffness 100 // along_damping 0 // angle_constraint 45.000002 // } //} $JiggleBone "Jiggle_Left_2" { is_flexible { length 60 tip_mass 0 pitch_stiffness 80 pitch_damping 7 yaw_stiffness 80 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Left_3" { is_flexible { length 55 tip_mass 0 pitch_stiffness 75 pitch_damping 7 yaw_stiffness 75 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Left_4" { is_flexible { length 50 tip_mass 0 pitch_stiffness 70 pitch_damping 7 yaw_stiffness 70 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } //$JiggleBone "Jiggle_Middle_1" //{ // is_flexible // { // length 65 // tip_mass 0 // pitch_stiffness 85 // pitch_damping 7 // yaw_stiffness 85 // yaw_damping 7 // allow_length_flex // along_stiffness 100 // along_damping 0 // angle_constraint 45.000002 // } //} $JiggleBone "Jiggle_Middle_2" { is_flexible { length 60 tip_mass 0 pitch_stiffness 80 pitch_damping 7 yaw_stiffness 80 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Middle_3" { is_flexible { length 55 tip_mass 0 pitch_stiffness 75 pitch_damping 7 yaw_stiffness 75 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Middle_4" { is_flexible { length 50 tip_mass 0 pitch_stiffness 70 pitch_damping 7 yaw_stiffness 70 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } //$JiggleBone "Jiggle_Right_1" //{ // is_flexible // { // length 65 // tip_mass 0 // pitch_stiffness 85 // pitch_damping 7 // yaw_stiffness 85 // yaw_damping 7 // allow_length_flex // along_stiffness 100 // along_damping 0 // angle_constraint 45.000002 // } //} $JiggleBone "Jiggle_Right_2" { is_flexible { length 60 tip_mass 0 pitch_stiffness 80 pitch_damping 7 yaw_stiffness 80 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Right_3" { is_flexible { length 55 tip_mass 0 pitch_stiffness 75 pitch_damping 7 yaw_stiffness 75 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "Jiggle_Right_4" { is_flexible { length 50 tip_mass 0 pitch_stiffness 70 pitch_damping 7 yaw_stiffness 70 yaw_damping 7 allow_length_flex along_stiffness 100 along_damping 0 angle_constraint 45.000002 } } $JiggleBone "primary_jiggle_jnt" { is_flexible { length 50 tip_mass 0 pitch_stiffness 100 pitch_damping 15 yaw_stiffness 700 yaw_damping 15 along_stiffness 100 along_damping 0 angle_constraint 15.000001 } } $Sequence "default" { "batmanv2_anims\default.smd" fadein 0.2 fadeout 0.2 fps 30 } $Sequence "ragdoll" { "batmanv2_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "player/custom_player/animset_ct.mdl" $IKChain "rhand" "hand_R" knee 0 0 0 $IKChain "lhand" "hand_L" knee 0 0 0 $IKChain "rfoot" "ankle_R" knee 0 0 0 $IKChain "lfoot" "ankle_L" knee 0 0 0 $CollisionJoints "batmanv2_physics.smd" { $mass 300 $inertia 10 $damping 0.4 $rotdamping 20 $rootbone "pelvis" $jointmassbias "pelvis" 2.6 $jointdamping "pelvis" 1 $jointrotdamping "pelvis" 10 $jointmassbias "leg_upper_R" 3 $jointrotdamping "leg_upper_R" 8 $jointconstrain "leg_upper_R" x limit -15 15 0.4 $jointconstrain "leg_upper_R" y limit -70 50 0.4 $jointconstrain "leg_upper_R" z limit -15 15 0.4 $jointmassbias "leg_lower_R" 3 $jointrotdamping "leg_lower_R" 2 $jointconstrain "leg_lower_R" x limit 0 0 0.4 $jointconstrain "leg_lower_R" y limit 0 110 0.4 $jointconstrain "leg_lower_R" z limit 0 0 0.4 $jointmassbias "leg_upper_L" 3 $jointrotdamping "leg_upper_L" 8 $jointconstrain "leg_upper_L" x limit -15 15 0.4 $jointconstrain "leg_upper_L" y limit -15 15 0.4 $jointconstrain "leg_upper_L" z limit -70 50 0.4 $jointmassbias "leg_lower_L" 3 $jointrotdamping "leg_lower_L" 2 $jointconstrain "leg_lower_L" x limit 0 0 0.4 $jointconstrain "leg_lower_L" y limit 0 0 0.4 $jointconstrain "leg_lower_L" z limit 0 110 0.4 $jointconstrain "ankle_L" x limit -20 20 0.4 $jointconstrain "ankle_L" y limit -40 40 0.4 $jointconstrain "ankle_L" z limit -30 40 0.4 $jointrotdamping "spine_0" 2 $jointconstrain "spine_0" x limit -15 15 0.4 $jointconstrain "spine_0" y limit -15 15 0.4 $jointconstrain "spine_0" z limit -5 25 0.4 $jointrotdamping "spine_2" 2 $jointconstrain "spine_2" x limit -15 15 0.4 $jointconstrain "spine_2" y limit -15 15 0.4 $jointconstrain "spine_2" z limit -10 35 0.4 $jointmassbias "arm_upper_R" 3 $jointconstrain "arm_upper_R" x limit -45 45 0.4 $jointconstrain "arm_upper_R" y limit -30 70 0.4 $jointconstrain "arm_upper_R" z limit -70 45 0.4 $jointmassbias "arm_upper_L" 3 $jointconstrain "arm_upper_L" x limit -45 45 0.4 $jointconstrain "arm_upper_L" y limit -30 70 0.4 $jointconstrain "arm_upper_L" z limit -70 45 0.4 $jointmassbias "arm_lower_L" 3 $jointconstrain "arm_lower_L" x limit -20 20 0.4 $jointconstrain "arm_lower_L" y limit -5 5 0.4 $jointconstrain "arm_lower_L" z limit -10 90 0.4 $jointrotdamping "hand_L" 8 $jointconstrain "hand_L" x limit -15 15 0.4 $jointconstrain "hand_L" y limit -20 30 0.4 $jointconstrain "hand_L" z limit -20 20 0.4 $jointmassbias "arm_lower_R" 3 $jointconstrain "arm_lower_R" x limit -20 20 0.4 $jointconstrain "arm_lower_R" y limit -10 90 0.4 $jointconstrain "arm_lower_R" z limit -5 5 0.4 $jointrotdamping "hand_R" 8 $jointconstrain "hand_R" x limit -15 15 0.4 $jointconstrain "hand_R" y limit -20 30 0.4 $jointconstrain "hand_R" z limit -20 20 0.4 $jointrotdamping "head_0" 2 $jointconstrain "head_0" x limit -25 25 0.4 $jointconstrain "head_0" y limit -20 20 0.4 $jointconstrain "head_0" z limit -10 35 0.4 $jointconstrain "ankle_R" x limit -20 20 0.4 $jointconstrain "ankle_R" y limit -40 40 0.4 $jointconstrain "ankle_R" z limit -30 40 0.4 $jointcollide "head_0" "hand_L" } $KeyValues { snapshot_weights_all { } snapshot_weights_upperbody { "leg_upper_L" "0.5" "leg_lower_L" "0" "ankle_L" "0" "ball_L" "0" "leg_upper_R" "0.5" "leg_lower_R" "0" "ankle_R" "0" "ball_R" "0" "leg_upper_L_TWIST" "0.5" "leg_upper_L_TWIST1" "0.2" "leg_upper_R_TWIST" "0.5" "leg_upper_R_TWIST1" "0.2" } qc_path { "value" "models\player\olaf\batman\decompiled 0.34\batmanv2.qc" } } [/quote] Как видно за анимации отвечает вложенная модель animset_ct.mdl , по пути csgo\models\player\custom_player Которые появились, если мне не изменяет память, в недавних обновах, но суть в том что данного файла на сервере не было, и мое внимание сразу упало на него, недостающие файлы были переданы заказчику, но с его слов проблема не решилась и все осталось как и было. Исходный код qcфайла сборки модели почти не менялся(добавлены только новые группы и изменены пути и имена) Из-за чего возможно такое отличие в поведении модели на клиенте и на сервере кроме как из-за отсутсвия файла анимаций? С слов заказчика версия сервера последняя и обновляеться постоянно. Исходники модели для сборки:[url=http://rgho.st/8NNWk8pQw]Скачать[/url] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : OLAF Date : 14-11-2016 18:17 upd. появился лог, и естественно в нем идет репорт о остуствии анимаций по типу такого [color=red]CalcSequenceIndex: can't find 'idle_shoot_knife_light_l'[/color]. и так для всех соответсвенно анимаций, а как известно файл анимаций лежит всегда в отдельной модели. Тоесть проблема в отсутвии animset_ct.mdl ведь именно на него в qc ссылаеться модель [code] $IncludeModel "player/custom_player/animset_ct.mdl" [/code] [b]?[/b] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : OLAF Date : 15-11-2016 07:06 Никто не поможет? :( -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : kirill14141 Date : 10-12-2016 10:15 [QUOTE][i]Оригинальное сообщение от OLAF [/i] [B]Никто не поможет? :( [/B][/QUOTE] Гляди на пути новой модели и на свои. Я профиксил твою ошибку на hlmod'e. Пути должны быть: models/player/custom_player/legacy/tratata.mdl -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The messages has been download from Форумы на Наша-Life at https://forums.nashalife.ru at 05.11.2024 09:59:37