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    <title>GMod-Fan Inc. - Форум</title>
    <link>https://gmod-fan.com/forum/problems/topic-4639.html</link>
    <description>Последние ответы в теме: FAQ по созданию аддонов</description>
    <generator>LogicBoard</generator>
    <item>
      <title>FAQ по созданию аддонов</title>
      <description><![CDATA[В этой теме будут различные мини советы и секреты, которые могут помочь исправить некоторые ошибки при работе с моделями и текстурами.<br />Вы так же можете дополнить эту тему.<br /><br />Вот пока что решение некоторых проблем от меня:<br /><br />1. Не компилируется модель, в компиляторе ошибка:<br /><br /><div class="block_quote"><span class="block_titlequote">Цитата:</span><span class="block_textquote">ERROR: c:\users\пк-Саша <br />Сорокин\desktop\sonic the hedgehog - hero pack\models\apocmodels\sonicgenerations\decompiled <br />0.19\modernsonic_big.qc(157): - Rule for unknown flex blank<br />ERROR: Aborted Processing <br />on 'ApocModels/SonicGenerations/ModernSonic_Big.mdl'</span></div><!--quote --><br /><br /><blockquote class="blockspoiler"><span class="titlespoiler"><a href='#' onclick="ShowAndHide('f0d9b2eff24ebb3ad84a85efbda0507a'); return false;">Решение</a></span><div id='f0d9b2eff24ebb3ad84a85efbda0507a' style='display:none;' class="textspoiler">Для примера, наш QC:<br /><blockquote class="blockspoiler"><span class="titlespoiler"><a href='#' onclick="ShowAndHide('015bfb8e2fd0089e21c978f18f9dab04'); return false;">QC</a></span><div id='015bfb8e2fd0089e21c978f18f9dab04' style='display:none;' class="textspoiler">// Created by Crowbar 0.19.0.0<br /><br />$modelname &quot;ApocModels/SonicGenerations/ModernSonic_Big.mdl&quot;<br /><br />$model &quot;ModernSonic&quot; &quot;modernsonic_big_reference.smd&quot; {<br /><br />	eyeball &quot;eye_right&quot; &quot;Bip01_Head&quot; -2.600308 1.692691 40.178679 &quot;eyeball_r&quot; 8 4 &quot;iris_unused&quot; 8.58<br />	eyeball &quot;eye_left&quot; &quot;Bip01_Head&quot; 2.589692 1.692691 40.180472 &quot;eyeball_l&quot; 8 -4 &quot;iris_unused&quot; 8.58<br /><br />	flexfile &quot;modernsonic_big.vta&quot; <br />	{<br />		defaultflex frame 0<br />		flex &quot;A&quot; frame 1<br />		flex &quot;A2&quot; frame 2<br />		flex &quot;I&quot; frame 3<br />		flex &quot;U&quot; frame 4<br />		flex &quot;E&quot; frame 5<br />		flex &quot;O&quot; frame 6<br />		flex &quot;N&quot; frame 7<br />		flex &quot;Eee&quot; frame 8<br />		flex &quot;Uuu&quot; frame 9<br />		flex &quot;Mmm&quot; frame 10<br />		flex &quot;F&quot; frame 11<br />		flex &quot;Smile1&quot; frame 12<br />		flex &quot;Smile2&quot; frame 13<br />		flex &quot;Smile3&quot; frame 14<br />		flex &quot;Smile4&quot; frame 15<br />		flex &quot;Smile5&quot; frame 16<br />		flex &quot;Smile6&quot; frame 17<br />		flex &quot;Angry1&quot; frame 18<br />		flex &quot;Angry2&quot; frame 19<br />		flex &quot;Angry3&quot; frame 20<br />		flex &quot;Sad&quot; frame 21<br />		flex &quot;Surprise1&quot; frame 22<br />		flex &quot;Surprise2&quot; frame 23<br />		flex &quot;CenterSmile&quot; frame 24<br />		flex &quot;CenterSad&quot; frame 25<br />		flex &quot;CenterA&quot; frame 26<br />		flex &quot;CenterU&quot; frame 27<br />		flex &quot;CenterO&quot; frame 28<br />		flex &quot;CenterWa&quot; frame 29<br />		flex &quot;Default&quot; frame 30<br />		flex &quot;LEyelidOpen1st&quot; frame 31<br />		flex &quot;CEyelidOpen1st&quot; frame 32<br />		flex &quot;REyelidOpen1st&quot; frame 33<br />		flex &quot;LEyelidOpen2nd&quot; frame 34<br />		flex &quot;CEyelidOpen2nd&quot; frame 35<br />		flex &quot;REyelidOpen2nd&quot; frame 36<br />		flex &quot;LEyelidOpen3rd&quot; frame 37<br />		flex &quot;CEyelidOpen3rd&quot; frame 38<br />		flex &quot;REyelidOpen3rd&quot; frame 39<br />		flex &quot;LBrowLower&quot; frame 40<br />		flex &quot;LBrowRaise&quot; frame 41<br />		flex &quot;CBrowLower&quot; frame 42<br />		flex &quot;CBrowRaise&quot; frame 43<br />		flex &quot;RBrowLower&quot; frame 44<br />		flex &quot;RBrowRaise&quot; frame 45<br />		flex &quot;HideEyelids&quot; frame 46<br />	}<br /><br />	flexcontroller phoneme range 0 1 A<br />	flexcontroller phoneme range 0 1 A2<br />	flexcontroller phoneme range 0 1 I<br />	flexcontroller phoneme range 0 1 U<br />	flexcontroller phoneme range 0 1 E<br />	flexcontroller phoneme range 0 1 O<br />	flexcontroller phoneme range 0 1 N<br />	flexcontroller phoneme range 0 1 Eee<br />	flexcontroller phoneme range 0 1 Uuu<br />	flexcontroller phoneme range 0 1 Mmm<br />	flexcontroller phoneme range 0 1 F<br />	flexcontroller phoneme range 0 1 Smile1<br />	flexcontroller phoneme range 0 1 Smile2<br />	flexcontroller phoneme range 0 1 Smile3<br />	flexcontroller phoneme range 0 1 Smile4<br />	flexcontroller phoneme range 0 1 Smile5<br />	flexcontroller phoneme range 0 1 Smile6<br />	flexcontroller phoneme range 0 1 Angry1<br />	flexcontroller phoneme range 0 1 Angry2<br />	flexcontroller phoneme range 0 1 Angry3<br />	flexcontroller phoneme range 0 1 Sad<br />	flexcontroller phoneme range 0 1 Surprise1<br />	flexcontroller phoneme range 0 1 Surprise2<br />	flexcontroller phoneme range 0 1 CenterSmile<br />	flexcontroller phoneme range 0 1 CenterSad<br />	flexcontroller phoneme range 0 1 CenterA<br />	flexcontroller phoneme range 0 1 CenterO<br />	flexcontroller phoneme range 0 1 CenterU<br />	flexcontroller phoneme range 0 1 CenterWa<br />	flexcontroller phoneme range 0 1 Default<br />	flexcontroller phoneme range 0 1 LEyelidOpen1st<br />	flexcontroller phoneme range 0 1 CEyelidOpen1st<br />	flexcontroller phoneme range 0 1 REyelidOpen1st<br />	flexcontroller phoneme range 0 1 LEyelidOpen2nd<br />	flexcontroller phoneme range 0 1 CEyelidOpen2nd<br />	flexcontroller phoneme range 0 1 REyelidOpen2nd<br />	flexcontroller phoneme range 0 1 LEyelidOpen3rd<br />	flexcontroller phoneme range 0 1 CEyelidOpen3rd<br />	flexcontroller phoneme range 0 1 REyelidOpen3rd<br />	flexcontroller phoneme range 0 1 LBrowLower<br />	flexcontroller phoneme range 0 1 LBrowRaise<br />	flexcontroller phoneme range 0 1 CBrowLower<br />	flexcontroller phoneme range 0 1 CBrowRaise<br />	flexcontroller phoneme range 0 1 RBrowLower<br />	flexcontroller phoneme range 0 1 RBrowRaise<br />	flexcontroller phoneme range 0 1 HideEyelids<br />	flexcontroller phoneme range 0 1 blank<br />	flexcontroller eyes range -45 45 eyes_updown<br />	flexcontroller eyes range -45 45 eyes_rightleft<br /><br />	%A = A<br />	%A2 = A2<br />	%I = I<br />	%U = U<br />	%E = E<br />	%O = O<br />	%N = N<br />	%Eee = Eee<br />	%Uuu = Uuu<br />	%Mmm = Mmm<br />	%F = F<br />	%Smile1 = Smile1<br />	%Smile2 = Smile2<br />	%Smile3 = Smile3<br />	%Smile4 = Smile4<br />	%Smile5 = Smile5<br />	%Smile6 = Smile6<br />	%Angry1 = Angry1<br />	%Angry2 = Angry2<br />	%Angry3 = Angry3<br />	%Sad = Sad<br />	%Surprise1 = Surprise1<br />	%Surprise2 = Surprise2<br />	%CenterSmile = CenterSmile<br />	%CenterSad = CenterSad<br />	%CenterA = CenterA<br />	%CenterO = CenterO<br />	%CenterU = CenterU<br />	%CenterWa = CenterWa<br />	%Default = Default<br />	%LEyelidOpen1st = LEyelidOpen1st<br />	%CEyelidOpen1st = CEyelidOpen1st<br />	%REyelidOpen1st = REyelidOpen1st<br />	%LEyelidOpen2nd = LEyelidOpen2nd<br />	%CEyelidOpen2nd = CEyelidOpen2nd<br />	%REyelidOpen2nd = REyelidOpen2nd<br />	%LEyelidOpen3rd = LEyelidOpen3rd<br />	%CEyelidOpen3rd = CEyelidOpen3rd<br />	%REyelidOpen3rd = REyelidOpen3rd<br />	%LBrowLower = LBrowLower<br />	%LBrowRaise = LBrowRaise<br />	%CBrowLower = CBrowLower<br />	%CBrowRaise = CBrowRaise<br />	%RBrowLower = RBrowLower<br />	%RBrowRaise = RBrowRaise<br />	%HideEyelids = HideEyelids<br />	%blank = blank<br />}<br /><br /><br />$cdmaterials &quot;models\ApocModels\SonicGenerations\ModernSonic\&quot;<br /><br />$texturegroup &quot;skinfamilies&quot;<br />{<br />	{<br />		&quot;chr_sonic_body01_dif_HD.vmt&quot;<br />		&quot;chr_sonic_cloth01_dif_hd.vmt&quot;<br />		&quot;chr_sonic_shoes_dif_hd.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_sonic_body02_dif_HD.vmt&quot;<br />		&quot;chr_sonic_cloth02_dif_HD.vmt&quot;<br />		&quot;chr_sonic_shoes_dif_hd.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_sonic_body03_dif_HD.vmt&quot;<br />		&quot;chr_sonic_cloth03_dif_HD.vmt&quot;<br />		&quot;chr_sonic_shoes03_dif_HD.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_sonic_body04_dif_HD.vmt&quot;<br />		&quot;chr_sonic_cloth04_dif_HD.vmt&quot;<br />		&quot;chr_sonic_shoes04_dif_HD.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_sonic_body05_dif_HD.vmt&quot;<br />		&quot;chr_sonic_cloth05_dif_HD.vmt&quot;<br />		&quot;chr_sonic_shoes05_dif_HD.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_sonic_body01_col_HD.vmt&quot;<br />		&quot;chr_sonic_cloth01_col_HD.vmt&quot;<br />		&quot;chr_sonic_shoes_col_HD.vmt&quot;<br />		&quot;eyeball_l.vmt&quot;<br />		&quot;eyeball_r.vmt&quot;<br />	}<br />	{<br />		&quot;chr_shonic_body_dif_HD.vmt&quot;<br />		&quot;chr_shonic_cloth_dif_HD.vmt&quot;<br />		&quot;chr_shonic_shoes_dif_HD.vmt&quot;<br />		&quot;eyeball_shonic.vmt&quot;<br />		&quot;eyeball_shonic.vmt&quot;<br />	}<br />}<br /><br />$attachment &quot;eyes&quot; &quot;Bip01_Head&quot; 5.99 0 1.91 rotate 88.03 -0.3 -0.3<br />$attachment &quot;righteye&quot; &quot;Bip01_Head&quot; 5.99 -2.6 1.91 rotate 88.03 -0.3 -0.3<br />$attachment &quot;lefteye&quot; &quot;Bip01_Head&quot; 5.99 2.59 1.91 rotate 88.03 -0.3 -0.3<br /><br />$surfaceprop &quot;flesh&quot;<br /><br />$contents &quot;solid&quot;<br /><br />$eyeposition 0 0 70<br /><br /><br /><br /><br /><br />$sequence &quot;ragdoll&quot; &quot;modernsonic_big_anims\ragdoll.smd&quot; {<br />	fps 30<br />	&quot;ACT_DIERAGDOLL&quot; 1<br />}<br /><br />$collisionjoints &quot;modernsonic_big_physics.smd&quot;<br />{<br />	$mass 17.5<br />	$inertia 10<br />	$damping 0<br />	$rotdamping 4<br />	$rootbone &quot;hips&quot;<br /><br /><br />	$jointconstrain &quot;Thigh_R&quot; x limit -20 20 0<br />	$jointconstrain &quot;Thigh_R&quot; y limit -90 90 0<br />	$jointconstrain &quot;Thigh_R&quot; z limit -35 35 0<br /><br />	$jointconstrain &quot;Calf_R&quot; x limit 0 0 0<br />	$jointconstrain &quot;Calf_R&quot; y limit -90 5 0<br />	$jointconstrain &quot;Calf_R&quot; z limit 0 0 0<br /><br />	$jointmassbias &quot;Socks_R&quot; 0<br />	$jointconstrain &quot;Socks_R&quot; x limit -30 30 0<br />	$jointconstrain &quot;Socks_R&quot; y limit -30 30 0<br />	$jointconstrain &quot;Socks_R&quot; z limit -25 25 0<br /><br />	$jointconstrain &quot;Thigh_L&quot; x limit -20 20 0<br />	$jointconstrain &quot;Thigh_L&quot; y limit -90 90 0<br />	$jointconstrain &quot;Thigh_L&quot; z limit -35 35 0<br /><br />	$jointconstrain &quot;Calf_L&quot; x limit 0 0 0<br />	$jointconstrain &quot;Calf_L&quot; y limit -90 5 0<br />	$jointconstrain &quot;Calf_L&quot; z limit 0 0 0<br /><br />	$jointmassbias &quot;Socks_L&quot; 0<br />	$jointconstrain &quot;Socks_L&quot; x limit -30 30 0<br />	$jointconstrain &quot;Socks_L&quot; y limit -30 30 0<br />	$jointconstrain &quot;Socks_L&quot; z limit -25 25 0<br /><br />	$jointconstrain &quot;Bip01_L_Foot&quot; x limit -45 45 0<br />	$jointconstrain &quot;Bip01_L_Foot&quot; y limit -19 19 0<br />	$jointconstrain &quot;Bip01_L_Foot&quot; z limit -18 18 0<br /><br />	$jointconstrain &quot;Spine1&quot; x limit -30 30 0<br />	$jointconstrain &quot;Spine1&quot; y limit -20 20 0<br />	$jointconstrain &quot;Spine1&quot; z limit -10 20 0<br /><br />	$jointconstrain &quot;Shoulder_R&quot; x limit -20 20 0<br />	$jointconstrain &quot;Shoulder_R&quot; y limit -10 10 0<br />	$jointconstrain &quot;Shoulder_R&quot; z limit -20 10 0<br /><br />	$jointconstrain &quot;UpperArm_R&quot; x limit -30 30 0<br />	$jointconstrain &quot;UpperArm_R&quot; y limit -75 75 0<br />	$jointconstrain &quot;UpperArm_R&quot; z limit -70 70 0<br /><br />	$jointconstrain &quot;ForeArm_R&quot; x limit -20 20 0<br />	$jointconstrain &quot;ForeArm_R&quot; y limit -100 5 0<br />	$jointconstrain &quot;ForeArm_R&quot; z limit 0 0 0<br /><br />	$jointconstrain &quot;Bip01_R_Hand&quot; x limit -45 45 0<br />	$jointconstrain &quot;Bip01_R_Hand&quot; y limit -20 20 0<br />	$jointconstrain &quot;Bip01_R_Hand&quot; z limit -60 60 0<br /><br />	$jointconstrain &quot;Shoulder_L&quot; x limit -20 20 0<br />	$jointconstrain &quot;Shoulder_L&quot; y limit -10 10 0<br />	$jointconstrain &quot;Shoulder_L&quot; z limit -10 20 0<br /><br />	$jointconstrain &quot;UpperArm_L&quot; x limit -30 30 0<br />	$jointconstrain &quot;UpperArm_L&quot; y limit -75 75 0<br />	$jointconstrain &quot;UpperArm_L&quot; z limit -70 70 0<br /><br />	$jointconstrain &quot;ForeArm_L&quot; x limit -20 20 0<br />	$jointconstrain &quot;ForeArm_L&quot; y limit -100 5 0<br />	$jointconstrain &quot;ForeArm_L&quot; z limit 0 0 0<br /><br />	$jointmassbias &quot;Wrist_L&quot; 0<br />	$jointconstrain &quot;Wrist_L&quot; x limit -30 30 0<br />	$jointconstrain &quot;Wrist_L&quot; y limit -30 30 0<br />	$jointconstrain &quot;Wrist_L&quot; z limit -30 30 0<br /><br />	$jointconstrain &quot;Bip01_L_Hand&quot; x limit -45 45 0<br />	$jointconstrain &quot;Bip01_L_Hand&quot; y limit -20 20 0<br />	$jointconstrain &quot;Bip01_L_Hand&quot; z limit -60 60 0<br /><br />	$jointmassbias &quot;Bip01_Head&quot; 1.8<br />	$jointconstrain &quot;Bip01_Head&quot; x limit -50 50 0<br />	$jointconstrain &quot;Bip01_Head&quot; y limit -25 25 0<br />	$jointconstrain &quot;Bip01_Head&quot; z limit -20 20 0<br /><br />	$jointmassbias &quot;Needle_U_R&quot; 0<br />	$jointconstrain &quot;Needle_U_R&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_U_R&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_U_R&quot; z limit -30 30 0<br /><br />	$jointmassbias &quot;Needle_B_C&quot; 0<br />	$jointconstrain &quot;Needle_B_C&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_B_C&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_B_C&quot; z limit -30 30 0<br /><br />	$jointmassbias &quot;Needle_U_C&quot; 0<br />	$jointconstrain &quot;Needle_U_C&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_U_C&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_U_C&quot; z limit -30 30 0<br /><br />	$jointmassbias &quot;Needle_B_L&quot; 0<br />	$jointconstrain &quot;Needle_B_L&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_B_L&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_B_L&quot; z limit -30 30 0<br /><br />	$jointmassbias &quot;Needle_U_L&quot; 0<br />	$jointconstrain &quot;Needle_U_L&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_U_L&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_U_L&quot; z limit -30 30 0<blockquote class="blockspoiler"><span class="titlespoiler"><a href='#' onclick="ShowAndHide('c80c7e478bac97f3faed02a633e454e5'); return false;">QC</a></span><div id='c80c7e478bac97f3faed02a633e454e5' style='display:none;' class="textspoiler"></div></blockquote><!--spoiler --><br /><br />	$jointmassbias &quot;Needle_B_R&quot; 0<br />	$jointconstrain &quot;Needle_B_R&quot; x limit -15 15 0<br />	$jointconstrain &quot;Needle_B_R&quot; y limit -30 30 0<br />	$jointconstrain &quot;Needle_B_R&quot; z limit -30 30 0<br /><br />	$jointmassbias &quot;Wrist_R&quot; 0<br />	$jointconstrain &quot;Wrist_R&quot; x limit -30 30 0<br />	$jointconstrain &quot;Wrist_R&quot; y limit -30 30 0<br />	$jointconstrain &quot;Wrist_R&quot; z limit -30 30 0<br /><br />	$jointconstrain &quot;Bip01_R_Foot&quot; x limit -45 45 0<br />	$jointconstrain &quot;Bip01_R_Foot&quot; y limit -19 19 0<br />	$jointconstrain &quot;Bip01_R_Foot&quot; z limit -18 18 0<br />}<br /><br /></div></blockquote><!--spoiler --><br /><br />Решение:<br />Зайдите в QC.<br />Найдите строки:<br /><div class="block_quote"><span class="block_titlequote">Цитата:</span><span class="block_textquote">	%RBrowLower = RBrowLower<br />	%RBrowRaise = RBrowRaise<br />	%HideEyelids = HideEyelids<br />	%blank = blank<br />}</span></div><!--quote --><br />Удалите строку %blank = blank.<br /></div></blockquote><!--spoiler --><br />2. Модель ведёт себя странно, после компиляции половина модели проваливается в карту.<br />Причина: Физ бокс встал поперёк модели.<br /><blockquote class="blockspoiler"><span class="titlespoiler"><a href='#' onclick="ShowAndHide('fa3de1bb7b890408f06173d4840c8ade'); return false;">Решение</a></span><div id='fa3de1bb7b890408f06173d4840c8ade' style='display:none;' class="textspoiler"><br />Способ 1. В 3D редакторе вручную развернуть физ бокс. Требует навыков, но работает всегда.<br />Способ 2. Найдите в QC строку 	studio &quot;имя_smd_модели.smd&quot;.<br />Обычно выглядит так:<br />$bodygroup &quot;body&quot;<br />{<br />	studio &quot;c_frying_pan_reference.smd&quot;<br />}<br /><br />Скопируйте то, что в кавычках. Найдите строку $collisionmodel &quot;имя_физической_модели.smd&quot;.<br />В последней строке удалите содержимое кавычек и впишете то, что скопировали из первой строки.<br /><br />Вот что приблизительно должно быть. В качестве физ бокса, сама модель:<br />studio &quot;c_frying_pan_reference.smd&quot;<br />$collisionmodel &quot;c_frying_pan_reference.smd&quot;<br /><br />ВНИМАНИЕ! Не всегда работает.</div></blockquote><!--spoiler --><br /><br />3. Декомпилировал модель, физ бокс ухудшился.<br />Это возникает при использовании старого MDLDecompiler. Чтобы получить качественный исходник, надо использовать декомпелятор Crowbar.<br /><br />4. В глазах отражается окружение.<br />Откройте VMT текстуры глаз.<br />Найдите строку: &quot;$Glossiness&quot;			&quot;0&quot;<br />Если в кавычках стоит, например 0.50, то просто измените на ноль.<br /><br />5. Открываю текстуру, а она прозрачная!<br />Это частая проблема в paint.net. Единственный выход, открыть текстуру в фотошопе используя плагин для чтения VTF. А раз так, то там же и редактировать. Или сохранить в TGA или PNG.<br /><br />Ну, пока это всё. Хоть все проблемы это не решает, но может помочь.<br />Узнаю что нибудь ещё, напишу. А пока вы можете дополнить статью, написав в комментариях.<br />Надеюсь тема будет полезной.]]></description>
      <link>https://gmod-fan.com/forum/problems/last/topic-4639.html</link>
      <pubDate>Fri, 14 Nov 2014 07:47:03 +0100</pubDate>
      <author>Shurik123</author>
      <guid isPermaLink="true"><![CDATA[https://gmod-fan.com/forum/problems/last/topic-4639.html]]></guid>
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