Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
I've wanted to do the same by porting MW Base weapons to TFA Base using basic techniques, however I've been unable to get the animations working in TFA as I would have to define "activity" for each animation sequence in the model's qc file, like you did.
However doing that would require decompiling and recompiling the MW Base models, and so far the recompiling part has never worked and has alway resulted in an error message in crowbar such as "EXCEPTION_ACCESS_VIOLATION", even with a version of studioMDL with a higher vertex limit, or even a divide by 0 while trying to port the P90.
I would be extremely thankful if you could break down the method you used to bypass all these issues as its really been a pain in the ass for my project.
Best regards.