Archiv verlassen und diese Seite im Standarddesign anzeigen : Mehre Skins für ein Model
aliensoldier
04.09.2009, 13:13
Hi Leute,
wie ihr sicher bemerkt habt, hab in letzter Zeit 'ne Menge Fragen gestellt, was uns jetz aber nich aufhalten soll.Also folgendes : Kann man das irgendwie so einstellen das man für ein Model verschiedene Skins in mehreren verschiedenen Maps benutzen kann?Oder anders definiert,wie kann ich für Model(bezieht sich auf Zombies usw. also NPCs) mehrere Skins erstellen die man im Hammer Editor umschalten kann?:gmod:
Ich würds so machen das ich das Model ein paar mal hexen würde, und dann jeweils einen skin dafür erstelle.
Wären dann einzeln verwendbare ganz eigene Models mit eigenem Skin.
Wie das mit umschalten geht weis ich nicht.
Du müsstest den Zombie decompilen und beim neu compilen in der QC folgendes einfügen:
$texturegroup skinfamilies
{
{
"ZOMBIETEXTUR NORMALERWEISE.vmt"
}
{
"ZOMBIETEXTUR 2.vmt"
}
{
"ZOMBIETEXTUR 3.vmt"
}
}
lässt sich beliebig oft wiederholen.
Müsste man wenn man das bei einem bereits fertigem model machen will dann decompilieren und wieder compilieren, oder gibts da einen anderen weg für?
Nein. Nur der Weg wie du ihn beschreibst oder hexen und mehrere Einzelmodelle erstellen die aber nicht einfach so eingesetzt werden können.
aliensoldier
05.09.2009, 16:34
Alles klar vielen Dank,kann vieleicht jemand 'nen Link zu 'nem guten Decompiler posten?
Doppelpost:
Du müsstest den Zombie decompilen und beim neu compilen in der QC folgendes einfügen:
$texturegroup skinfamilies
{
{
"ZOMBIETEXTUR NORMALERWEISE.vmt"
}
{
"ZOMBIETEXTUR 2.vmt"
}
{
"ZOMBIETEXTUR 3.vmt"
}
}
lässt sich beliebig oft wiederholen.
Aber müsste da statt .vmt nich eigentlich .vtf hin? denn das is doch die eigentliche Textur.
Ja aber in der vmt sind noch zusätliche Infos zur Textur enthalten ;)
aliensoldier
05.09.2009, 17:12
Ah verstehe...:)
naja in der vmt steht unter anderem wo die textur überhaupt zu finden ist. also eig. liest er die vmt und somit weis er wo die texture ist oder die bumpmaos und so.
aliensoldier
05.09.2009, 18:11
Also ich hab das Zombie Model "Classic" also den normalen Zombien decompilet.
Aber wo genau in QC-Datei muss ich das jetzt mit den Skins einfügen?
Spielt es eine Rolle wie die QC-Datei heisst,die hat da nämlich einfach den Namen mdldecompiler.qc?
Und wie kann man das Model später wieder compilen?
http://mapping-tutorials.de/forum/showthread.php?t=5345
Füge meins einfach so wie es da steht unten ein.
aliensoldier
06.09.2009, 13:19
Meine QC sieht jetz so aus is das richtig?
---------------------------------------------------------------------------------
$cd "C:\Program Files\Steam\steamapps\SourceMods\city16\models\Zom bie"
$modelname "Zombie/Classic.mdl"
$model "studio" "Zombie_reference.smd"
$lod 10
{
replacemodel "Zombie_reference" "lod1_Zombie_reference"
}
$lod 20
{
replacemodel "Zombie_reference" "lod2_Zombie_reference"
}
$lod 35
{
replacemodel "Zombie_reference" "lod3_Zombie_reference"
}
$lod 60
{
replacemodel "Zombie_reference" "lod4_Zombie_reference"
}
$lod 90
{
replacemodel "Zombie_reference" "lod5_Zombie_reference"
}
$shadowlod
{
replacemodel "Zombie_reference" "lod6_Zombie_reference"
}
$model "headcrab1" "UnknownModelName.smd"
$lod 10
{
replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 20
{
replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$lod 35
{
replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$lod 60
{
replacemodel "UnknownModelName" "lod4_UnknownModelName"
}
$lod 90
{
replacemodel "UnknownModelName" "lod5_UnknownModelName"
}
$shadowlod
{
replacemodel "UnknownModelName" "lod6_UnknownModelName"
}
$model "headcrab1" "Headcrab_reference.smd"
$lod 10
{
replacemodel "Headcrab_reference" "lod1_Headcrab_reference"
}
$lod 20
{
replacemodel "Headcrab_reference" "lod2_Headcrab_reference"
}
$lod 35
{
replacemodel "Headcrab_reference" "lod3_Headcrab_reference"
}
$lod 60
{
replacemodel "Headcrab_reference" "lod4_Headcrab_reference"
}
$lod 90
{
replacemodel "Headcrab_reference" "lod5_Headcrab_reference"
}
$shadowlod
{
replacemodel "Headcrab_reference" "lod6_Headcrab_reference"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\zombie_classic\"
$texturegroup skinfamilies
{
{ "Zombie_Classic_sheet.vmt" }
{ "Zombie_skin2.vmt" }
{ "Zombie_skin3.vmt" }
{ "Zombie_skin4.vmt" }
{ "Zombie_skin5.vmt" }
{ "Zombie_skin6.vmt" }
{ "Zombie_skin7.vmt" }
{ "Zombie_skin8.vmt" }
{ "Zombie_skin9.vmt" }
{ "Zombie_skin10.vmt" }
{ "Zombie_skin11.vmt" }
{ "Zombie_skin12.vmt" }
{ "Zombie_skin13.vmt" }
{ "Zombie_skin14.vmt" }
}
$cdmaterials "models\headcrab_classic\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500 -3.840 -7.120 15.500 9.840 7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500 -1.860 -1.900 10.500 3.110 2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000 -1.780 -1.000 6.000 1.230 2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -1.890 -1.600 10.500 3.090 2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000 -1.780 -2.500 6.000 1.230 0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -4.870 -3.540 17.250 3.180 2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -4.920 -3.120 17.250 3.250 2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590 -5.000 -5.760 8.500 5.000 6.240
// Model uses material "Zombie_Classic_sheet.vmt"
// Model uses material "headcrabsheet.vmt"
$attachment "headcrab" "ValveBiped.HC_Body_Bone" -4.49 -1.32 -0.02 rotate -0.00 20.25 29.25
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition -0.000 0.000 64.000
$illumposition 6.562 -2.972 31.757
$sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.00
$animation a_WalkS "a_WalkS" loop fps 24.000000
$animation a_WalkSE "a_WalkSE" loop fps 24.000000
$animation a_WalkE "a_WalkE" loop fps 24.000000
$animation a_WalkNE "a_WalkNE" loop fps 24.000000
$animation a_walk1 "a_walk1" loop fps 24.000000
$animation a_WalkNW "a_WalkNW" loop fps 24.000000
$animation a_WalkW "a_WalkW" loop fps 24.000000
$animation a_WalkSW "a_WalkSW" loop fps 24.000000
$sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 {
{ event AE_ZOMBIE_STEP_LEFT 5 }
{ event AE_ZOMBIE_STEP_RIGHT 15 }
{ event AE_ZOMBIE_SCUFF_LEFT 20 }
{ event AE_ZOMBIE_STEP_LEFT 28 }
{ event AE_ZOMBIE_STEP_RIGHT 38 }
{ event AE_ZOMBIE_SCUFF_LEFT 40 }
blendwidth 9
blend move_yaw -180.000000 180.000000
a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk2 "a_walk2" loop fps 24.000000
$sequence walk2 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
{ event AE_ZOMBIE_STEP_LEFT 7 }
{ event AE_ZOMBIE_SCUFF_RIGHT 10 }
{ event AE_ZOMBIE_STEP_RIGHT 21 }
{ event AE_ZOMBIE_STEP_LEFT 31 }
{ event AE_ZOMBIE_SCUFF_RIGHT 34 }
{ event AE_ZOMBIE_STEP_RIGHT 44 }
blendwidth 9
blend move_yaw -180.000000 180.000000
a_WalkSE a_WalkE a_WalkNE a_walk2 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk3 "a_walk3" loop fps 24.000000
$sequence walk3 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
{ event AE_ZOMBIE_STEP_LEFT 7 }
{ event AE_ZOMBIE_STEP_RIGHT 18 }
{ event AE_ZOMBIE_SCUFF_LEFT 21 }
{ event AE_ZOMBIE_STEP_LEFT 32 }
{ event AE_ZOMBIE_STEP_RIGHT 40 }
{ event AE_ZOMBIE_SCUFF_LEFT 44 }
blendwidth 9
blend move_yaw -180.000000 180.000000
a_WalkSE a_WalkE a_WalkNE a_walk3 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_Walk4 "a_Walk4" loop fps 24.000000
$sequence walk4 "a_Walk4" loop ACT_WALK 1 fps 24.00 {
{ event AE_ZOMBIE_STEP_LEFT 4 }
{ event AE_ZOMBIE_STEP_RIGHT 16 }
{ event AE_ZOMBIE_STEP_LEFT 22 }
{ event AE_ZOMBIE_STEP_RIGHT 28 }
{ event AE_ZOMBIE_STEP_LEFT 43 }
{ event AE_ZOMBIE_STEP_RIGHT 49 }
{ event AE_ZOMBIE_STEP_LEFT 58 }
{ event AE_ZOMBIE_STEP_RIGHT 67 }
}
$sequence FireWalk "FireWalk" loop ACT_WALK_ON_FIRE 1 fps 30.00
$sequence FireIdle "FireIdle" loop ACT_IDLE_ON_FIRE 1 fps 30.00
$sequence attackA "attackA" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_RIGHT 25 }
}
$sequence attackB "attackB" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_RIGHT 25 }
}
$sequence attackC "attackC" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_LEFT 25 }
}
$sequence attackD "attackD" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_LEFT 25 }
}
$sequence attackE "attackE" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_BOTH 25 }
}
$sequence attackF "attackF" ACT_MELEE_ATTACK1 2 fps 30.00 {
{ event AE_ZOMBIE_ATTACK_SCREAM 5 }
{ event AE_ZOMBIE_ATTACK_BOTH 25 }
}
$sequence swatleftmid "swatleftmid" ACT_ZOM_SWATLEFTMID 1 fps 30.00 {
{ event AE_ZOMBIE_STARTSWAT 1 }
{ event AE_ZOMBIE_SWATITEM 9 }
}
$sequence swatrightmid "swatrightmid" ACT_ZOM_SWATRIGHTMID 1 fps 30.00 {
{ event AE_ZOMBIE_STARTSWAT 1 }
{ event AE_ZOMBIE_SWATITEM 9 }
}
$sequence swatleftlow "swatleftlow" ACT_ZOM_SWATLEFTLOW 1 fps 30.00 {
{ event AE_ZOMBIE_STARTSWAT 1 }
{ event AE_ZOMBIE_SWATITEM 15 }
}
$sequence swatrightlow "swatrightlow" ACT_ZOM_SWATRIGHTLOW 1 fps 30.00 {
{ event AE_ZOMBIE_STARTSWAT 1 }
{ event AE_ZOMBIE_SWATITEM 18 }
}
$sequence releasecrab "releasecrab" ACT_ZOM_RELEASECRAB 1 fps 30.00
$sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch3 "physflinch3" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence smashfall64 "smashfall64" fps 30.00 {
{ event AE_NPC_BODYDROP_HEAVY 10 }
{ event AE_NPC_BODYDROP_HEAVY 27 }
{ event AE_NPC_BODYDROP_HEAVY 37 }
{ event AE_ZOMBIE_GET_UP 75 }
}
$sequence slump_a "slump_a" loop fps 30.00
$sequence slumprise_a "slumprise_a" fps 30.00 {
{ event AE_NPC_LEFTFOOT 15 }
{ event AE_NPC_RIGHTFOOT 50 }
{ event AE_ZOMBIE_GET_UP 80 }
}
$sequence slumprise_a_attack "slumprise_a_attack" fps 30.00 {
{ event AE_NPC_LEFTFOOT 15 }
{ event AE_NPC_RIGHTFOOT 50 }
{ event AE_ZOMBIE_GET_UP 80 }
{ event AE_ZOMBIE_ATTACK_SCREAM 16 }
{ event AE_ZOMBIE_ATTACK_RIGHT 36 }
}
$sequence slumprise_a2 "slumprise_a2" fps 30.00 {
{ event AE_NPC_RIGHTFOOT 16 }
{ event AE_NPC_RIGHTFOOT 22 }
{ event AE_ZOMBIE_GET_UP 24 }
}
$sequence slump_b "slump_b" loop fps 30.00
$sequence slumprise_b "slumprise_b" fps 30.00 {
{ event AE_NPC_LEFTFOOT 13 }
{ event AE_NPC_RIGHTFOOT 27 }
{ event AE_ZOMBIE_GET_UP 57 }
}
$sequence Breakthrough "Breakthrough" fps 30.00
$sequence canal5await "canal5await" fps 30.00
$sequence canal5aattack "canal5aattack" fps 30.00
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$sequence flinch1inDelta "flinch1inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1inFrame "flinch1inFrame" fps 30.00
$sequence flinch1CoreDelta "flinch1CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1OutFrame "flinch1OutFrame" fps 30.00
$sequence flinch1outDelta "flinch1outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1 "flinch1" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2inDelta "flinch2inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2inFrame "flinch2inFrame" fps 30.00
$sequence flinch2CoreDelta "flinch2CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2OutFrame "flinch2OutFrame" fps 30.00
$sequence flinch2outDelta "flinch2outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2 "flinch2" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3inDelta "flinch3inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3inFrame "flinch3inFrame" fps 30.00
$sequence flinch3CoreDelta "flinch3CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3OutFrame "flinch3OutFrame" fps 30.00
$sequence flinch3outDelta "flinch3outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3 "flinch3" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00
$sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 {
{ event AE_ZOMBIE_POUND 14 }
{ event AE_ZOMBIE_POUND 35 }
}
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.518 -0.855 -0.000
$collisionjoints "phymodel.smd" {
$mass 100.0
$inertia 10.00
$damping 0.10
$rotdamping 3.00
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20
$jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20
$jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20
$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20
$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" x limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" z limit -55.00 55.00 0.20
}
Doppelpost:
Ich wollte das Model und die Skins ja für 'ne Mod benutzen,is das denn eigentlich legal wenn man einfach mit GCFScape die .gcf - Datei öffnet, das model kopiert und dann decompilet und für die Mod benutzt?
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