Ru/3D model: Difference between revisions
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To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are <code>[[prop_static]]</code>, <code>[[prop_physics]]</code>, and <code>[[prop_dynamic]]</code>. | To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are <code>[[prop_static]]</code>, <code>[[prop_physics]]</code>, and <code>[[prop_dynamic]]</code>. | ||
== | == Зачем используются модели? == | ||
[[File:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of models.]] | [[File:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of models.]] |
Revision as of 08:52, 19 August 2016
Template:Otherlang2 Template:Totranslate:ru

Модель представляет из себя набор точек, или вершин, которые образуют 3D форму, известную как mesh:ru. Зазоры между точками обычно заполнены полигонами, которые как правило покрыты материалами.
Models are used for almost every 3D object in Source that isn't a part of a map's underlying brush geometry. NPC:rus, physics objects, guns, and sometimes even buildings are all models.
Models are created in external modelling packages that are not part of the Source SDK. Valve currently use Maya:ru, but there are other options. The SDK tool studiomdl:ru is used to compile files exported from a modelling package into the binary MDL:ru format that Source understands.
To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are prop_static
, prop_physics
, and prop_dynamic
.
Зачем используются модели?

- Detail
- A model can have many, many times more vertices than a brush. Level of detail allows the detail to be toned down when it is too far away to be appreciated, improving performance.
- Skeleton and vertex animation
- Detailed and lifelike animation can be achieved with a model. Walking, talking, running, jumping!
- Dynamism
- Unless specifically made to behave otherwise, a model's position, lighting and animation are all completely dynamic. They can go anywhere and do anything.
- Replication
- Every instance of a model is guaranteed to look the same, and you can change all of them at once by modifying one small set of files.
Консольные команды
r_flushlod
- Reload all models from disc.
r_drawmodelstatsoverlay <1/0>
- Print the name of the model under the crosshair to the screen.