Talk:$lod: Difference between revisions
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using removemodel "namehere" results in giving me ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) in GUIstudiomdl... | using removemodel "namehere" results in giving me ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) in GUIstudiomdl... | ||
using replacemodel "namehere" blank results in studiomdl not finishing the job, cause it can't find "blank.smd" | using replacemodel "namehere" blank results in studiomdl not finishing the job, cause it can't find "blank.smd" | ||
I am using the Orange Box Compiler | |||
I am using the Orange Box Compiler and the meshes I want to remove are parts of [[$bodygroup]]s - could that be the reason? --[[User:Jike|Jike]] 14:34, 10 November 2010 (UTC) |
Revision as of 07:35, 10 November 2010
Using bonetreecollapse & replacebone
How do Ragdoll Physics and Skeletal Animations cope when the model's bonetree is modified at a given Render Distance from the Player? What happens in multiplayer games ? --Beeswax 08:23, 1 May 2008 (PDT)
- LODs are only used on the client, i.e. for visual purposes. --TomEdwards 12:51, 1 May 2008 (PDT)
- That's what I thought too; the skeleton/bones are not rendered at any LOD, they are used only to deform the Mesh and (jointed) Collisionmodel. --Beeswax 15:42, 1 May 2008 (PDT)
- Are you suggesting that in multiplayer games these bone_$lod commands are ignored, or a model that uses them would not function properly ? --Beeswax 15:42, 1 May 2008 (PDT)
- I am surprised that the ragdoll and animation systems are flexible enough to deal with missing bones at all ... ? --Beeswax 15:42, 1 May 2008 (PDT)
- Collisions are handled entirely on the server. LODs are handled purely on the client. That isn't always true (clientside ragdolls), but it's a near enough approximation. --TomEdwards 16:54, 1 May 2008 (PDT)
Well, this sucks:
using removemodel "namehere" results in giving me ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) in GUIstudiomdl...
using replacemodel "namehere" blank results in studiomdl not finishing the job, cause it can't find "blank.smd"
I am using the Orange Box Compiler and the meshes I want to remove are parts of $bodygroups - could that be the reason? --Jike 14:34, 10 November 2010 (UTC)