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ZeraM,

Сделай импорт текстур в СДК, у которых нет .thm файла.

Кто весел - тот смеется, кто хочет - тот добьется, кто ищет - тот всегда найдет!

Ссылка на комментарий

Подготовка уровня

 

1. Сделайте в 3Д редакторе какой-нибудь террейн. Затекстурьте его и эспортируйте в СДК.

 

как это сделать? какой 3-д редактор использовать? как им пользоватся? Возможно вопрос нубский, но биг плиз ответьте

Ссылка на комментарий

3D Max 8 или Maya 2008\2009.

А уроки по создания террейна - в теме "Моделирование в 3Ds Max" и "Моделирование в Maya"

Правельно пейсать "мадыратарчег", патамукаг проверочнойе слова "красафчег".

Ссылка на комментарий

М, Мап пак умер или до выхода АМК не будет дополняться? -_-

Правельно пейсать "мадыратарчег", патамукаг проверочнойе слова "красафчег".

Ссылка на комментарий
Writer, собстна, почему умер? :) Выкладывайте свои наработки. Коллективная, все-таки, работа. А Костя сейчас занят. И если уж после его ухода (и то, это не уход) пак умер, то уж сказать нечего... :)
Ссылка на комментарий

Жму Build

выходит вот что:

Building started...

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4.dds'

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

5.dds'

There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod003

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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There is no texture 'gamedata\textures\lod\lod_levels_testers_mp_lost_village_test_testers_mp_lost_village_test_lod004

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ERROR: Validate 'Scene Object' failed!

Capturing unused face...

*ERROR: Scene has '75532' non associated face!

- scene object: 'props\objects\musor\blockpost' [O:'props\objects\musor\blockpost', M:'']

- scene object: 'props\objects\musor\blockpost_0000' [O:'props\objects\musor\blockpost', M:'']

- scene object: 'props\objects\musor\trash_mi24_2' [O:'props\objects\musor\trash_mi24_2', M:'']

- scene object: 'props\objects\army_base\prop_army_base_01' [O:'props\objects\army_base\prop_army_base_01', M:'']

- scene object: 'props\objects\army_base\prop_army_base_02' [O:'props\objects\army_base\prop_army_base_02', M:'']

- scene object: 'props\objects\fireplace\prop_fireplace_2' [O:'props\objects\fireplace\prop_fireplace_2', M:'']

- scene object: 'props\objects\fireplace\prop_fireplace_2' [O:'props\objects\fireplace\prop_fireplace_2', M:'']

- scene object: 'props\objects\musor_small\musor_sig17' [O:'props\objects\musor_small\musor_sig17', M:'']

- scene object: 'props\objects\musor_small\musor_sig17_0000' [O:'props\objects\musor_small\musor_sig17', M:'']

- scene object: 'props\objects\musor_small\musor_sig17_0001' [O:'props\objects\musor_small\musor_sig17', M:'']

- scene object: 'props\objects\prop\prop_stul_1' [O:'props\objects\prop\prop_stul_1', M:'']

- scene object: 'props\objects\prop\prop_stul_1_0000' [O:'props\objects\prop\prop_stul_1', M:'']

- scene object: 'props\objects\vagon\m_vagon' [O:'props\objects\vagon\m_vagon', M:'']

- scene object: 'props\objects\vagon\prop_vagon_01' [O:'props\objects\vagon\prop_vagon_01', M:'']

- scene object: 'props\objects\stol\stol_2' [O:'props\objects\stol\stol_2', M:'']

- scene object: 'props\objects\stol\stol_6' [O:'props\objects\stol\stol_6', M:'']

- scene object: 'props\objects\shkaf\shelf_village_140x210_ph' [O:'props\objects\shkaf\shelf_village_140x210_ph', M:'']

- scene object: 'props\objects\shkaf\shkaf_1' [O:'props\objects\shkaf\shkaf_1', M:'']

- scene object: 'props\objects\prop\prop_stul_1_0001' [O:'props\objects\prop\prop_stul_1', M:'']

- scene object: 'props\objects\prop\prop_el_switch_2' [O:'props\objects\prop\prop_el_switch_2', M:'']

- scene object: 'props\objects\prop\el_shitok_01' [O:'props\objects\prop\el_shitok_01', M:'']

- scene object: 'props\objects\prop\clock_walls_1' [O:'props\objects\prop\clock_walls_1', M:'']

- scene object: 'props\objects\musor_small\musor_sig17_0002' [O:'props\objects\musor_small\musor_sig17', M:'']

- scene object: 'props\objects\light\new_light\light_alarm' [O:'props\objects\light\new_light\light_alarm', M:'']

- scene object: 'props\objects\light\new_light\light_galogen_1' [O:'props\objects\light\new_light\light_galogen_1', M:'']

- scene object: 'props\objects\dekor\gaz_plita' [O:'props\objects\dekor\gaz_plita', M:'']

- scene object: 'props\objects\balon\balon_01' [O:'props\objects\balon\balon_01', M:'']

- scene object: 'props\objects\bed&mat\divan_01' [O:'props\objects\bed&mat\divan_01', M:'']

- scene object: 'props\objects\bed&mat\prop_bed_02' [O:'props\objects\bed&mat\prop_bed_02', M:'']

- scene object: 'levels\testers_mp_lost_village_test\testers_mp_lost_village_test_part0238_0000' [O:'levels\testers_mp_lost_village_test\testers_mp_lost_village_test_part0238', M:'{']

- scene object: 'props\objects\musor\wood_tramplin' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0000' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0001' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0002' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0003' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0004' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0007' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0008' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0009' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0010' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0011' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0012' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0013' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0014' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0015' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0016' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0017' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0018' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0019' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0020' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0021' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0022' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0023' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\big_object\prop_kucha_vent' [O:'props\objects\big_object\prop_kucha_vent', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0005' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0006' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\musor\wood_tramplin_0024' [O:'props\objects\musor\wood_tramplin', M:'']

- scene object: 'props\objects\big_object\truba_metall_01' [O:'props\objects\big_object\truba_metall_01', M:'']

- scene object: 'props\objects\big_object\truba_metall_01_0000' [O:'props\objects\big_object\truba_metall_01', M:'']

- scene object: 'props\objects\big_object\truba_metall_01_0001' [O:'props\objects\big_object\truba_metall_01', M:'']

- scene object: 'props\objects\big_object\truba_metall_01_0002' [O:'props\objects\big_object\truba_metall_01', M:'']

- scene object: 'props\objects\beton_block\beton_block_11' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0000' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0001' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0002' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0003' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0004' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0005' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0006' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\beton_block\beton_block_11_0007' [O:'props\objects\beton_block\beton_block_11', M:'']

- scene object: 'props\objects\street_prop\stolb_s_fonaruami' [O:'props\objects\street_prop\stolb_s_fonaruami', M:'']

- scene object: 'props\objects\luk\luk_01' [O:'props\objects\luk\luk_01', M:'']

- scene object: 'levels\testers_mp_lost_village_test\testers_mp_lost_village_test_part0311_0000' [O:'levels\testers_mp_lost_village_test\testers_mp_lost_village_test_part0311', M:'{']

- scene object: 'props\objects\musor\blockpost_0001' [O:'props\objects\musor\blockpost', M:'']

- scene object: 'props\objects\street_prop\stolb_s_fonaruami_0000' [O:'props\objects\street_prop\stolb_s_fonaruami', M:'']

Validation FAILED!

ERROR: Validation failed. Invalid scene.

 

 

Кто-нибудь может помочь?

Изменено пользователем Green Stalker

SC2dCs2.png

 

Ссылка на комментарий

Green Stalker, новые объекты на карту добавлял? Если да то, тебе нужно удалить и заново создать сектора (во вкладке Sector сначала нажмешь на кнопку Remove Default, а потом на Create Default) + пересчитать все порталы (во вкладке Portal нажмешь на кнопку Compute All Portals).

 

З.Ы. И еще ты пытаешься забилдить локу декомпилированую без ключа -with_lods (т.е. без лодов)...

Изменено пользователем Министр
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Writer, А уроки по создания террейна - в теме "Моделирование в 3Ds Max" и "Моделирование в Maya", где они? Тут на сайте я не нашёл. На инзайде пробовал но...
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PRYZRAK., урок по созданию террейна в 3Ds Max 8 от Дзота и урок по созданию террейна в Майе от Звукаря.

 

З.Ы. А вообще-то пост не по теме, рекомендую потом его удалить...

Изменено пользователем Министр
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есть вопрос, необходимо на уровне warlab повесить на стенку выключатель такой же как в бункере выжигателя мозгов

пытался замерить текущие координаты ГГ(подходил к нужной стенке где должен быть выключатель) и спавнить выключатель по полученным координатам. Но он сволочь спавнится где то на полу. По всей видимости координаты не точны. хотел декомпилить уровень warlab чтобы ручками повесить выключатель, но не смог найти инфу, как это сделать,

доки по утилитам прочел от корки до корки, либо этого там нет, либо я тормоз. Объясните как декомпилить уровень варлаб :dash2:

Сообщение от модератора Halford
converter.exe -level имя_карты -out имя_сцены -mode le -with_lods команда преобразования уровня в формат понятный СДК с тектурами лодов. И лучше сразу настроить аиврапер и конвертер как тут в теме.

Но эт процес длительный... Ради одного рубильника...

А исходники варлаба есть и в нагремевшем билде 1935

Также можно попробовать снять координаты с помощью свободного полета (demo_record arg в консоли прописать)

 

 

Добавлено через 1 мин.:

качать билд немогу - лимит сожрал да и долго. Деморекорд тоже юзал, все равно спавниться не так где надо.

Если все так сложно, можно кого-нить попросить снять координаты с центра этого вентиля на варлабе?

aBMuHD5caW.jpg

118 101 110 105 44 32 118 105 100 105 44 32 118 105 99 105
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Gonarh, а ты как хотел? Ты заспаунил предмет в воздухе, а его сила притяжения притянула к полу. :) Чтобы этого не происходило нужно зафиксировать кость, и тогда созданный тобой предмет будет висеть там где надо.

Вот, как пример, секция рубильника в бункере под Радаром в алл.спауне (выделенные мною строка, и есть фиксация кости):

; cse_abstract properties

section_name = physic_destroyable_object

name = bun_primary_switcher_0000

position = -1.11927783489227,-18.2218704223633,25.4466075897217

direction = 0.380598068237305,1.57079637050629,0

 

; cse_alife_object properties

game_vertex_id = 2661

distance = 0

level_vertex_id = 5833

object_flags = 0xffffff3a

custom_data = <<END

[collide]

ignore_static

 

 

[logic]

active = ph_button@rad_on

 

[ph_button@rad_on]

anim_blend = true

anim = lab_primary_switcher_idle

tooltip = tips_rad_switcher_press

on_press = ph_button@rad_off % +bar_deactivate_radar_done%

 

 

[ph_button@rad_off]

anim_blend = true

anim = lab_primary_switcher_off

END

 

; cse_visual properties

visual_name = physics\keyboard\lab_primary_switcher

 

; cse_ph_skeleton properties

skeleton_name = lab_primary_switcher_idle

 

; cse_alife_object_physic properties

physic_type = 0x3

mass = 10

fixed_bones = link

 

 

Изменено пользователем Министр
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дык я так и делал, вот моя секция переключателя в аллспавне на варлабах

[10646]

; cse_abstract properties

section_name = physic_destroyable_object

name = warlab_switcher_end_game

position = 7.00051641464233,-11.1232223510742,-3.4536349773407

direction = 0.0555737540125847,0,-0.998454570770264

 

; cse_alife_object properties

game_vertex_id = 3191

distance = 0

level_vertex_id = 5649

object_flags = 0xffffff3a

custom_data = <<END

[collide]

ignore_static

 

 

[logic]

active = ph_button@light_on

 

[ph_button@light_on]

anim_blend = true

anim = lab_primary_switcher_idle

tooltip = tips_rad_switcher_press

on_press = ph_button@light_off %+end_game_done%

 

 

[ph_button@light_off]

anim_blend = true

anim = lab_primary_switcher_off

END

 

; cse_visual properties

visual_name = physics\keyboard\lab_primary_switcher

 

; cse_ph_skeleton properties

skeleton_name = lab_primary_switcher_idle

 

; cse_alife_object_physic properties

physic_type = 0x3

mass = 10

fixed_bones = link

 

 

 

 

118 101 110 105 44 32 118 105 100 105 44 32 118 105 99 105
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Gonarh, тогда скорее всего низко спаунишь, больше причин, вроде бы, быть не может.

Я только что создал рубильник в бункере Сидоровича, вот с такой секцией:

[9999]

; cse_abstract properties

section_name = physic_destroyable_object

name = bun_primary_switcher_0000

position = -247.031,-23.5,-134.261

direction = 0.380598068237305,1.57079637050629,0

 

; cse_alife_object properties

game_vertex_id = 4

distance = 0

level_vertex_id = 11366

object_flags = 0xffffff3a

custom_data = <<END

[collide]

ignore_static

 

 

[logic]

active = ph_button@rad_on

 

[ph_button@rad_on]

anim_blend = true

anim = lab_primary_switcher_idle

tooltip = tips_rad_switcher_press

on_press = ph_button@rad_off % +bar_deactivate_radar_done%

 

 

[ph_button@rad_off]

anim_blend = true

anim = lab_primary_switcher_off

END

 

; cse_visual properties

visual_name = physics\keyboard\lab_primary_switcher

 

; cse_ph_skeleton properties

skeleton_name = lab_primary_switcher_idle

 

; cse_alife_object_physic properties

physic_type = 0x3

mass = 10

fixed_bones = link

 

И вот что получилось: 89b1633c4232t.jpg

 

 

 

З.Ы. Попробуй немного увеличить значение 2-ой координаты (где-нибудь на 1.1) и посмотреть результат. :)

Изменено пользователем Министр
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Пасип за помощь, все получилось, кроме того, теперь я спавню выключатель не в аллспавне,

а скриптом через alife():create(... :russian_ru:

3G3jnBcswx.jpg

процесс поиска подходящих координат :rofl2:

 

ЗЫ. Кто в курсе, для чего нужна секция

[collide]

ignore_static

?

 

[добавлено]

яфненько, то есть игнорирование коллизий, чтото типа no clip, то что нужно, исчо раз спасибо всем ответившим

Изменено пользователем Gonarh
118 101 110 105 44 32 118 105 100 105 44 32 118 105 99 105
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Gonarh,

[collide]

ignore_static

Это говорится о том, что предмет будет игнорировать статические предметы (если говорить дословно). На практике выглядит так:

Спавним, например, дверь. И ей мешает открываться какая-нибудь стенка. Вот прописываем такую логику и дверь спокойно открывается, проходя сквозь мешающие предметы.

Кто весел - тот смеется, кто хочет - тот добьется, кто ищет - тот всегда найдет!

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Насчёт проэкта у меня вопрос будут ли новые локации в паке?? если да то какие?

Например я предлагаю добавить Болота из билда 1935 и Свалку из билда 1935

Ну Болота из билда по моему будут красивей за ЧНновские смотрется (ИМХО) и больше под атмосферу подходить... Ну а если нет то можно просто положить и ту и другую локи. Старую свалку можно и заменить, а спавном сюжетных НПС мог бы занятся я..... :)

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Поставил Stalker_Map_Pack_for_10004 из шапки темы поверх FreeplayStart v1.0 final и игра не запускается:

Expression : fatal error

Function : CInifile::r_section

File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp

Line : 342

Description : <no expression>

Arguments : Can't open section 'sect_stancia2'

Сообщение от модератора Halford
Для фриплей старта нужна адаптация, а не бездумное накатывание, и порядок установки начиная с пака карт. ;)
Стрелок – очень модный штрих. Нашёл путь к центру и пропал.
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