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[讨论] 添加新船模型不显示,求dalao指点

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发表于 2016-11-16 19:47 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
ship_sizes里添加新船:battlecruiser
section_templates里添加分段,调用 entity = "battlecruiser_hull_entity"
gfx\models\ships里新建_battlecruiser.asset然后问题来了
第一种写法:主体不用模型,分段用实体模型
### FRAME
### battlecruiser
entity = {
name = "battlecruiser_entity"
pdxmesh = "molluscoid_01_corvette_frame_mesh"
scale = 0.3
locator = { name = "part1"        position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "part2"        position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "part3"        position = { 0 0 0 } rotation = { 0 0 0 } }

#        pdxmesh = "molluscoid_01_corvette_frame_mesh"

default_state = "idle"
state = { name = "idle"        animation = "idle" animation_blend_time = 4
start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
}
state = { name = "moving"        animation = "idle" animation_blend_time = 2
event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
}
state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
}
### hull
### battlecruiser hull
entity = {
name = "battlecruiser_hull_entity"
pdxmesh = "fallen_empire_03_warship_large_mesh"
scale = 0.3

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }

start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
}
state = { name = "death" chance = 1 looping = no state_time = 10
event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
}
这样模型能显示,但是模型上带坐标系方块

第二种写法:主体用实体模型,分段不用模型
### FRAME
### battlecruiser
entity = {
name = "battlecruiser_entity"
pdxmesh = "fallen_empire_03_warship_large_mesh"
scale = 0.3
locator = { name = "part1"        position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "part2"        position = { 0 0 0 } rotation = { 0 0 0 } }
locator = { name = "part3"        position = { 0 0 0 } rotation = { 0 0 0 } }

#        pdxmesh = "molluscoid_01_corvette_frame_mesh"

default_state = "idle"
state = { name = "idle"        animation = "idle" animation_blend_time = 4
start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
}
state = { name = "moving"        animation = "idle" animation_blend_time = 2
event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
}
state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
}
### hull
### battlecruiser hull
entity = {
name = "battlecruiser_hull_entity"
pdxmesh = ""
scale = 0.3

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }

start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
}
state = { name = "death" chance = 1 looping = no state_time = 10
event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
}
模型直接不显示,只剩下坐标系方块了



推测是主体段语句根本就没起过效果,但是到底哪里不对呢?

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