Zh/Dota 2 Workshop Tools/Modeling/Model Troubleshooting: Difference between revisions
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Revision as of 01:26, 8 May 2022
Whether you're building a commercial project or a modification for Half-Life® 2, you'll want to sign up as a Valve developer today. It's free to join and is open to anyone working with the Source engine and its software development kit.
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If you want to create a Mod for Half-Life or looking for more GoldSrc documentation, click above.
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- Source Engine Features
- Why choose the Source engine for your mod?
- Read Making a Mod - building a team through the shipping process.
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- Read (or add) a tutorial on Source development, or any part of the content creation process.
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一些处理常见问题的小贴士。
缺失 材质贴图(Materials)
- 带有缺失的材质贴图的网格文件会在预览中显示为发红光的材质。
- 这其中的原因会是:
- 若要处理模型编辑器的问题,建立一个材质贴图映射节点
- 前往 模型(Model) > 添加材质映射(Add Material Remap)
- 在大纲(Outliner)中选择"Material Remap 0"项目(它会在“材质贴图映射列表(Material Remap List)”项目下方)
- 在属性编辑器(Property Editor)中的“搜索材质贴图(Search Material)”下拉列表里选择要被映射的材质贴图
- 点击位于“替换材质贴图(Replace Material)”旁边的放大镜图标,浏览替代材质贴图
- 保存工程
注意:材质贴图的重新对应是基于名称的。如果属性"temp_material"被更改了,而网格再次导出时又被赋予了一个映射,那整个映射需要删除或是重设。
碰撞外壳(Collision Hull)错误
在Dota2的多数世界模型中,通常不需要碰撞外壳。
- 默认情况下,该工具会将碰撞体积设置为凸状。如果你有几何形状,它的样子就会是这样:
注意:在这个例子中,我给渲染模式和物理形状使用了相同的网格。
- 默认情况下,你的碰撞体积如下:
- 要解决这个问题,并使之与几何形状匹配,选择物理网格项目(在大纲窗口的“物理网格项目(Physics Mesh Items)”下可以找到)
- 在属性编辑器中,取消“一个凸块(One Convex Piece)”,选择“使用恰当的几何形状(Use Exact Geometry)”,并保存工程
提示:使用恰当的几何形状可能代价高昂,使用这个选项时,请确保你的碰撞网格已经很好地优化了。