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如何添加飞剑飞盾模型

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发表于 2016-1-10 03:35:18 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
首先了解添加飞剑飞盾需要修改什么文件 (飞剑飞盾模型自行下载,飞盾无需添加图标,因为他的图标是75级盾 已经有了)/ {) j1 y$ Q! P9 u) A9 p. ]: U+ ?
, }  {) i! _4 j$ CdefineItem.h' r9 B9 z) F, W$ g1 \: `0 P) C
5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z+ M' p9 E/ y  Q2 p2 m! w& [9 a
propItem.txt
* t* L5 [/ `1 }' U# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
1 i! }9 f$ o# O4 ~model目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q, a( U- I* C1 o0 R3 l  n; E! F
model目录TextureTextureLowTextureMid目录下添加dds皮肤文件" J% ~& C& o5 m7 u* }6 A5 F/ C
  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
; C; M1 i1 |+ r( ?, ^$ T9 j3 e* \" O! ]! X, g) Z" p! f* m+ v+ t# g解释一下 TextureTextureLowTextureMid 3个文件夹的作用,分别为模型质量[ ](其实我觉得飞飞就是在这里挺J8浪费资源的 ) & N* Q! m9 S; f; b+ f3 j
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" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID- w3 a) h9 Y1 U- g2 r, [- q
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @* Z7 \6 w9 e  q1 _
propItem.txt定义物品数据
( u) i) z8 H7 Z) W4 W# s2 v4 X' w5 q) ]8 n  P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~
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( H& `# f. P) @# I服务端不要放皮肤文件,只需要放模型文件到Model文件夹下$ s5 P. y, i4 s/ s5 F3 d# ]. L
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5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾: _$ `+ }% f! N! \4 I8 D9 Z
. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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单独添加
$ J6 }, V, l) m, J" h9 @9 z) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i# r. ?: c% T$ d' [/ t+ e
IDS_PROPITEM_TXT_FFSTART2 据说是一个著名的铁匠,花了三年时间,终于将冰晶盾牌改装成了飞行器,虽然看起来有些笨重,但是也是一个很不错的点子。% a( W# Z4 b  X9 s; i%f$ q# f5 k/ |
- J" E. `/ a7 z' U1 kIDS_PROPITEM_TXT_FFSTART3 飞剑. h3 ]' c% {4 M& x, T0 I
. y5 C$ p' F4 @) N; z3 nIDS_PROPITEM_TXT_FFSTART4一把可以飞行的剑,来自异界的神秘飞行器材。6 {% `4 B5 X1 n9 Q3 e
* |! e. F! E( l4 v' b& K. s$ AFFSTART部分随便改,但是要保证能和propitem.txt照应
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# \  r" {' S0 I. I( [! H. L下面说propitem.txt $ [2 f3 i1 i# i0 e; _( s' {
2 `$ Y8 d- f. r- ?0 s: z单独添加$ b+ L7 @4 K: |- K" F8 Y! {
4 [7 _; F* [7 B4 P8 ^6II_RID_RID_BOR_FEIDUN IDS_PROPITEM_TXT_FFSTART1 1 1 IK1_RIDE IK2_RIDINGIK3_BOARD = TRUE = = 4 = = = = = PARTS_RIDE = 0 = = 15 = = 1 = = = = = _NONE 0= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == 2500 = = = XI_FLIGHT_READY = = = = MTI_FSTAND1_B = = = = = = = = = = = = = 00 0 0 0 0 = = = = = 0.00406 0.76 1.8 1 3000 12 = = = = ="""itm_ArmShiLucid.dds""" 0"""""" IDS_PROPITEM_TXT_FFSTART2
: a/ f5 E* n% E8 c# n- q* m' c; w# h0 H% k6II_RID_RID_BOR_FEIJIAN IDS_PROPITEM_TXT_FFSTART3 1 1 IK1_RIDE IK2_RIDINGIK3_BOARD = TRUE = = 4 = = = = = PARTS_RIDE = 0 = = 15 = = 1 = = = = = _NONE 0= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == 2500 = = = XI_FLIGHT_READY = = = = MTI_FSTAND1_B = = = = = = = = = = = = = 00 0 0 0 0 = = = = = 0.00406 0.76 1.8 1 3000 12 = = = = ="""Item_RidRidBoaFlySword.dds""" 0 """"""IDS_PROPITEM_TXT_FFSTART4 . [  |' {  f+ u% [4 \& b; y
$ K# i- v2 X0 E, `, w( U9 g7 a, P# S!M$ u然后到mdlDyna.inc定义物品模型了% ?: Q- K- I1 A3 [9 s8 M  w0 O
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//飞盾
5 w) y5 g3 V: M3 ^% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1: X0 V9 U* c' z
' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
0 [6 f* E5 ]; T: @  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1% s: [; l8 {, v- m. ~( c, W
9 w/ |. C% w% u" `这个一定要找相同种类的位置添加,以免妨碍到其他数据" J' _: ^) r: E+ C' ?/ ^, |
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( X# i1 Z! b' a) Y& n4 Z7 P该定义物品ID了,打开defineitem.h添加# L: c5 ?  c, l4 E/ m  j' m2 \& b( P& Z5 p4 f; b
//飞盾7 j* w* D4 U! h+ x* I
; v3 o2 S6 a8 c2 W! O#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D
2 _$ R2 T  F5 ?  O4 k0 s  O7 Z//飞剑5 W/ G# k* u7 ]3 h2 b8 R
( M7 a! n6 D/ V) d) d) ~#defineII_RID_RID_BOR_FEIJIAN  1也就是说/ci1是飞剑 /ci 2是飞盾了. J+ ~7 N! t5 @
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到这里已经结束了,一定要记得 服务端和客户端文件同步!
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