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GAMEINATOR forums > S.T.A.L.K.E.R. > Мастерская: создание модов для S.T.A.L.K.E.R.
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AKMC47U
z_offtop.gif Извиняюсь, что не в тему. У кого-нибудь есть широкоформатные снимки с города Чернобыль? Хочу попытаться смоделировать весь город.
[SОC]
Тут не помогут, идите на сайты соответствующей направленности. Как pripyat.com.
Г.l.u.Х.a.r.Ь.
Цитата(AKMC47U @ 26.06.2010, 15:44) *


Что означает проблема, отмеченная в логе LE красным?


тебе нужно добавить лод текстуры делается так , справа в меню ищешь object/library editor находишь там нужный объект щелкаешь что бы появилась галочка preview а там уже выберишь какой лод хочешь с максимальной текстурой или минимальной
Сталкероненавистник
C максимальной будет долго делаться очень
Г.l.u.Х.a.r.Ь.
в зависимости от системы
Сталкероненавистник
TeSaK,
Даже на I7 и самой новой конфигой делается не меньше двух дней
БогДан
Откуда 2 дня?
Если о лодах камней и деревьев, то у меня на макс.настройках - занимает окало 3-4 часов.
Сталкероненавистник
Если лоды новые, смоделированные, и ещё имеются ввиду машины и техника
БогДан
Вопрос к знающим: как сделать прозрачный (полупрозрачный) обжект, который не будет разбиваться?

т.е. какие шейдера и материалы применить?
Возможно с текстурой и альфа каналом что-то сделать?
Сталкероненавистник
http://stalkerin.gameru.net/wiki/index.php...E%D0%B2_XRayMtl

выбирай любой прозрачный под свой вкус и цвет
БогДан
Мне не надо давать ссылки на то что я и так видел да читал.
Попробуй сделать с ними прозрачный не разрушаемый обжект и покажи мне.

апдата:
Единственное чего смог добиться (используя альфа канал текстуры) - невидимости в СДК, но в игре все равно сплошной обжект.
Trollz0r
Может, кому пригодится:
CODE
[general]
Id = 0
Name = default
Desc = "Дефаултовый статический материал"
Flags = MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 1.5
Bounce = 1
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.05
Unknown1 = 100
Unknown2 = 1

[general]
Id = 1
Name = creatures\human
Desc = "Человек"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 2
Name = materials\wood
Desc = "Деревянная поверхность, деревянный пол, деревянные ступеньки "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.3
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.3
Unknown1 = 100
Unknown2 = 0.3

[general]
Id = 3
Name = materials\concrete
Desc = "Монолитный бетон "
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.6
Unknown1 = 100
Unknown2 = 1

[general]
Id = 4
Name = materials\asphalt
Desc = "Асфальт"
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 10
Bounce = 0.1
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 5
Name = materials\metal
Desc = "Монолитный метал, толстый кусок железа, танк "
Flags = MF_BOUNCEABLE, MF_SKIDMARK, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.1
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 6
Name = materials\glass
Desc = "Стекло "
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.27
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.5
Unknown1 = 0
Unknown2 = 0.1

[general]
Id = 7
Name = materials\earth
Desc = "Сухая твердая земля (стандартный материал)"
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 8
Name = materials\gravel
Desc = "Гравий "
Flags = MF_BOUNCEABLE, MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 10
Name = materials\dirt
Desc = "Мокрая грязь, болото "
Flags = MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 11
Name = materials\water
Desc = "Вода "
Flags = MF_UNKNOWN_1, MF_PASSABLE, MF_LIQUID, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE, MF_SLOW_DOWN
Friction = 0.5
Damping = 0.5
Spring = 0.1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 0.98
ShootFactor = 0
BounceDamageFactor = 0.7
VisTransparencyFactor = 0.8
SndOcclusionFactor = 0.5
Unknown1 = 100
Unknown2 = 0

[general]
Id = 12
Name = materials\flooring_tile
Desc = "Плитка, кафель "
Flags = MF_BOUNCEABLE, MF_SKIDMARK, MF_BLOODMARK, MF_LIQUID, MF_TRANSPARENT
Friction = 1
Damping = 0.7
Spring = 0.7
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 13
Name = materials\metal_plate
Desc = "Металлическая пластина (толщина 2-5см), Ступеньки "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_SKIDMARK, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.7
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.7

[general]
Id = 15
Name = materials\grass
Desc = "Земля, покрытая травой "
Flags = MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 16
Name = materials\sand
Desc = "Песок, насыпь "
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 18
Name = materials\bricks
Desc = "Кирпичная стена "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 5
Bounce = 0.3
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.45
Unknown1 = 100
Unknown2 = 1

[general]
Id = 19
Name = materials\wooden_board
Desc = "Деревянная доска (толщина 2-5см), деревянный вагон, ящик "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.3
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.3
Unknown1 = 100
Unknown2 = 0.3

[general]
Id = 22
Name = objects\large_weapon
Desc = "Тяжелое оружие (автомат, гранатомет, ружье)"
Flags = MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.5
BouncingStartVelocity = 30
Bounce = 0.001
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 24
Name = objects\tin_can
Desc = "Консервная банка"
Flags = MF_UNKNOWN_1, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 34
Name = materials\metal_pipe
Desc = "Металлическая труба "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.8
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.8

[general]
Id = 37
Name = materials\bush
Desc = "Кусты, крона деревьев, камышы, листья "
Flags = MF_UNKNOWN_1, MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 0
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 0.7
SndOcclusionFactor = 0.9
Unknown1 = 0
Unknown2 = 0

[general]
Id = 38
Name = objects\bullet
Desc = "Пуля, осколки от гранаты"
Flags = MF_DYNAMIC, MF_TRANSPARENT
Friction = 0.3
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 0
Unknown2 = 1

[general]
Id = 39
Name = materials\tree_trunk
Desc = "Дерево (ствол)"
Flags = MF_BOUNCEABLE, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.5
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.3
Unknown1 = 300
Unknown2 = 0.5

[general]
Id = 48
Name = materials\setka_rabica
Desc = "Сетка рабица, колючая проволока "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_UNKNOWN_3, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 0.95
SndOcclusionFactor = 1
Unknown1 = 100
Unknown2 = 0

[general]
Id = 49
Name = materials\shifer
Desc = "Шифер "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_UNKNOWN_3, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.2
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.3
Unknown1 = 100
Unknown2 = 0.2

[general]
Id = 53
Name = materials\stucco
Desc = "штукатурка "
Flags = MF_UNKNOWN_1, MF_SKIDMARK, MF_BLOODMARK, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.1
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.75
Unknown1 = 100
Unknown2 = 1

[general]
Id = 58
Name = creatures\large
Desc = "Большой монстр "
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 60
Name = materials\tin
Desc = "Жесть, крыша домов "
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.3
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 61
Name = objects\car_cabine
Desc = "Корпус машины"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 0.3
Damping = 2
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 63
Name = creatures\medium
Desc = "Средний монстр"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 64
Name = creatures\small
Desc = "Маленький монстр"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 65
Name = objects\clothes
Desc = "Tряпки,одежда"
Flags = MF_UNKNOWN_1, MF_SKIDMARK, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.25
BounceDamageFactor = 0.5
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.25

[general]
Id = 66
Name = objects\small_box
Desc = "Маленькая коробка (патроны, PDA, аптечка)"
Flags = MF_BREAKABLE, MF_UNKNOWN_1, MF_BOUNCEABLE, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.3
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.3

[general]
Id = 67
Name = objects\small_weapon
Desc = "Легкое оружие (пистолет)"
Flags = MF_UNKNOWN_1, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.5
BouncingStartVelocity = 30
Bounce = 0.001
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 69
Name = objects\dead_body
Desc = "Мертвое тело"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 0.5
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0.8
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 70
Name = objects\bottle
Desc = "Бутылка"
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 71
Name = objects\barrel
Desc = "Бочка"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1.5
Damping = 1
Spring = 0.75
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.4
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.4

[general]
Id = 72
Name = objects\metal_box
Desc = "Металлический ящик"
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.3
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.3

[general]
Id = 73
Name = objects\small_metal_trash
Desc = "Металлический хлам (мелкий - трубки, кусочки, гайки, болты)"
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.8
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.8

[general]
Id = 74
Name = objects\large_metal_trash
Desc = "Металлический хлам (крупный - арматура, куски железа)"
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 75
Name = objects\car_wheel
Desc = "колеса машины"
Flags = MF_UNKNOWN_1, MF_SKIDMARK, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 2
Spring = 2
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 76
Name = objects\large_furniture
Desc = "Деревянная мебель (крупная - стулья, столы, шкафы)"
Flags = MF_BREAKABLE, MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 100
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.3
BounceDamageFactor = 0.8
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.3

[general]
Id = 77
Name = objects\fuel_can
Desc = "Канистра с бензином"
Flags = MF_BREAKABLE, MF_UNKNOWN_1, MF_BOUNCEABLE, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 78
Name = objects\concrete_box
Desc = "Бетонный блок"
Flags = MF_BREAKABLE, MF_UNKNOWN_1, MF_BOUNCEABLE, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 79
Name = objects\knife
Desc = "Нож"
Flags = MF_UNKNOWN_1, MF_DYNAMIC, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 80
Name = materials\fake
Desc = "Материал для колижена (нет звука, следов от пуль, теней) "
Flags = MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_ACTOR_OBSTACLE, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 1
Damping = 1
Spring = 0.7
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 0
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 81
Name = materials\cloth
Desc = "Ткань"
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0.8
Unknown1 = 100
Unknown2 = 0.1

[general]
Id = 82
Name = materials\fake_ladders
Desc = "невидимая лестница"
Flags = MF_CLIMABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 1
Damping = 0.5
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 83
Name = default_object
Desc = "Дефаултовый динамический материал"
Flags = MF_UNKNOWN_1, MF_BOUNCEABLE, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 84
Name = objects\monster_body
Desc = "Мертвое тело"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_TRANSPARENT
Friction = 0.5
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0.8
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 85
Name = creatures\hoof
Desc = "Монстр с копытами"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 86
Name = objects\glass
Desc = "разрушаемое стекло"
Flags = MF_BREAKABLE, MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC
Friction = 1
Damping = 0.5
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.02
BounceDamageFactor = 1.2
VisTransparencyFactor = 1
SndOcclusionFactor = 0.3
Unknown1 = 0
Unknown2 = 0.02

[general]
Id = 88
Name = materials\death
Desc = "Смертоносная земля (нестандартный материал)"
Flags = MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_INJURIOUS, MF_SHOOTABLE
Friction = 1
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 1
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 0
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 90
Name = creatures\actor
Desc = "Человек"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 91
Name = creatures\human_head
Desc = "Человек"
Flags = MF_UNKNOWN_1, MF_BLOODMARK, MF_DYNAMIC, MF_UNKNOWN_2, MF_TRANSPARENT
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0.75
BounceDamageFactor = 0
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0.75

[general]
Id = 92
Name = creatures\phantom
Desc = "призрак"
Flags = MF_UNKNOWN_1, MF_DYNAMIC, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 0.8
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 0
VisTransparencyFactor = 1
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 0

[general]
Id = 93
Name = materials\earth_death
Desc = "Сухая твердая земля (нестандартный материал)"
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_INJURIOUS, MF_TRANSPARENT
Friction = 1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 1
FlotationFactor = 1
ShootFactor = 1
BounceDamageFactor = 100
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 94
Name = materials\earth_slide
Desc = "Сухая твердая земля (стандартный материал)"
Flags = MF_SKIDMARK, MF_BLOODMARK, MF_UNKNOWN_2, MF_TRANSPARENT, MF_SLOW_DOWN
Friction = 0.3
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 0.9
ShootFactor = 1
BounceDamageFactor = 1
VisTransparencyFactor = 0
SndOcclusionFactor = 0
Unknown1 = 100
Unknown2 = 1

[general]
Id = 95
Name = materials\bush_sux
Desc = "Кусты, крона деревьев, камышы, листья сухие"
Flags = MF_UNKNOWN_1, MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 0
Damping = 1
Spring = 1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 0.35
SndOcclusionFactor = 0.95
Unknown1 = 0
Unknown2 = 0

[general]
Id = 96
Name = materials\water_radiation
Desc = "Вода "
Flags = MF_UNKNOWN_1, MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_INJURIOUS, MF_SHOOTABLE
Friction = 0.5
Damping = 0.5
Spring = 0.1
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0.05
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 0.7
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 97
Name = materials\occ
Desc = "Материал для оклюжен геометрииуль, теней) "
Flags = MF_PASSABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_ACTOR_OBSTACLE, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 1
Damping = 1
Spring = 0.7
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 0
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 98
Name = materials\fake_ladders_woods
Desc = "невидимая деревянная лестница"
Flags = MF_CLIMABLE, MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE
Friction = 1
Damping = 0.5
Spring = 1
BouncingStartVelocity = 0
Bounce = 0.01
InjuriousSpeed = 0
FlotationFactor = 1
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 0
Unknown2 = 0

[general]
Id = 99
Name = materials\fake_slide
Desc = "Материал для колижена (нет звука, следов от пуль, теней) "
Flags = MF_SUPPRESS_SHADOWS, MF_SUPPRESS_WALLMARKS, MF_UNKNOWN_2, MF_SHOOTABLE, MF_SLOW_DOWN
Friction = 0.1
Damping = 1
Spring = 0.8
BouncingStartVelocity = 0
Bounce = 0
InjuriousSpeed = 0
FlotationFactor = 0.9
ShootFactor = 0
BounceDamageFactor = 1
VisTransparencyFactor = 1
SndOcclusionFactor = 1
Unknown1 = 150
Unknown2 = 0
HitmanNew
БогДан, вот, например, невидимая лестница - http://ifolder.ru/18409209
Сталкероненавистник
HitmanNew,
Нужно поставь материал фейк!
БогДан
Та при чем тут материал "фейк"?
Мне не нужен невидимый обжект, мне нужен !!! полупрозрачный,/ прозрачный обжект.
Я по-моему ясно выразил мысль ранее.
FL!NT
БогДан,
Возможно это подойдет
Попробуй
Shader: def_trans
Compile: def_translucensy
БогДан
Спасибо за подсказку BAC9-FLCL.
Результат:

Trollz0r
models\pautina?
БогДан
деф_ареф шейдер.
остальное пофиг + текстура с альфа каналом на 50% прозрачности.
Отец Каллагэн
Всем привет!
Вот пытаюсь HOM объекты научиться делать с помощью этого урока

ссылка

здесь так :

а у меня так :

что не так sad.gif?
Trollz0r
2 БогДан:
я так и не понял, что тебе было нужно blink.gif
Если использовать шейдер pautina, то в редакторе это будет выглядеть так:

А в игре вот так:

и никакого геморроя с текстурами o_O.gif
БогДан
Спасибо, и энтот способ попробую.
FL!NT
xxxxxxxxxx,



Отец Каллагэн
Спасибо FL!NT!
Пора очки покупать. biggrin.gif
AKMC47U
Вопрос: как сделать трещины на асфальте, как вот здесь:



а не такой, как у меня "размазанный":

Сталкероненавистник
AKMC47U,
Это шейдер террейна такой.
ЗЫ
лока на втором скрине - класс
БогДан
Кто знает, применяються ли в игре такие материалы/шейдера?

- переливаються как испорченый телевизор
- прозрачно марлевый..
- появляеться при приближение -из далека невидим.

Я что то такого в игре не припоминаю..
Trollz0r
Монолит?
Отец Каллагэн
AKMC47U

Я делал согласно этому уроку:ссылка

У меня вот что получилось:
AKMC47U
У меня не одна текстура лежит по дороге, я её замостил по вырезанным полигонам с помощью Face.
Отец Каллагэн
Так можно применить к полигонам на которых текстура асфальта шейдер,может получиться.
Или я не правильно понял. rolleyes.gif
Отец Каллагэн
Люди хелп ,убрал с карты костер а вот эту фиговину ни как не убрать:

при нажотой Group не выделяеться sad.gif
Pihan13
xxxxxxxxxx, ты уверен что это группа? Выдели Light и попробуй проделать тоже самое.
БогДан
или спаун.
когда лампы ставишь - похожее.
Отец Каллагэн
К сожалению ни чего не помогает,всё перепробовал , аномалия какая то . blink.gif
AKMC47U


Что обозначает данная ошибка на стадии Merge LOD Textures...?
БогДан
ну те ж русским по белому написано, что текстура слишком здоровая.
AKMC47U
Цитата(БогДан @ 08.07.2010, 14:28) *
ну те ж русским по белому написано, что текстура слишком здоровая.

Да я сам уже понял, что за ошибка, слишком много растительности, я убрал небольшую часть и всё компилится нормально.
macron
Цитата(AKMC47U @ 08.07.2010, 11:44) *
Что обозначает данная ошибка на стадии Merge LOD Textures...?

Есть подозрение, что надо уменьшать число лодов, а то все в текстуру 2048x1024 не влезают. Хотя, например, у ТЧ-кордона level_lods.dds разрешением 2048x2048, то есть разрешение самой текстуры может и можно увеличить...
AKMC47U
Компилятор xr_LC иррационально слетает на фазе LIGHT: Vertex. Понятно, что где-то ошибка в вертексах, но хотя раньше та жа самая карта, но с минимальным добавлением объектов компилилась нормально.

P.S.: Все объекты оригинальные, т.е. из S.T.A.L.K.E.R.'a.
БогДан
Лог есть?
AKMC47U
Лог не нужен, как только начинается фаза LIGHT: Vertex, примерно, на 7% компиляция прерывается BugTrup'ом.
Отец Каллагэн
wallbash.gif Кто подскажет как сделать что бы на локации в подземелье было темно .
HitmanNew
xxxxxxxxxx, поставь погоду indoor
Отец Каллагэн
Ну я имею в веду у меня локация с поверхностью ,а на поверхности ясная погода,можно сделать что бы когда спускаешся в подземелье там было темно.
macron
Цитата(xxxxxxxxxx @ 08.07.2010, 23:03) *
Ну я имею в веду у меня локация с поверхностью ,а на поверхности ясная погода,можно сделать что бы когда спускаешся в подземелье там было темно?

В левеледиторе спавним $env_mod в нужном месте (Spawn Element - $env_mod), заходим в его свойства и настраиваем параметры (они в чем-то схожи с погодными конфигами).
В конце говорим Compile - make game, и в свой уровень вставляем полученный level.env_mod
Pihan13
Скажите, а для чего к примеру вокруг тоннелей существует поверхность NO SUN? И какой шейдер у данного меша должен быть?
Сталкероненавистник
Pihan13,
Может быть NO SUN в переводе нет солнца? Или я не знаю даже
Отец Каллагэн
macron Спасибо ! biggrin1.gif

Да на счёт NO SUN интересно,какой там шейдр.В ЧН тоже во круг террейна присутствует NO SUN.
AKMC47U


Иррационально вылетает на стадии Saving..., пробовал компилить комплятором bardak'а, обычным и HaroN'a, везде одна и та жа ошибка.
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