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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( [3 N. V9 p" n8 \( m/ Y' v2 s) \defineItem.h
6 X9 t* x# b% m& x/ m; I5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z+ }) ~+ B  Z* X2 G; I" S
propItem.txt9 K8 v3 O  a. h1 t" m
# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U7 _% l; f2 l, r. Y
model目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q' a8 {+ [/ O! e* P/ [
model目录TextureTextureLowTextureMid目录下添加dds皮肤文件5 i: }5 y9 A  s6 O. W
  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
2 Q$ [! p6 l' }8 n+ @; T& k, @5 U, 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 j3 I! f& K; l7 q5 }6 f# p

1 l( |; Y6 O9 E" a- j3 o- w" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID, C# O, J! e' r2 y( U( c* H/ m
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
1 [2 P! \. z! T2 m8 \+ z3 zpropItem.txt定义物品数据
, y5 w5 L, [" j- ]: A$ D0 O% e2 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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! ?5 {& V7 h8 Q( 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1 u* [! b; r; S2 `: n
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5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾. ^1 B* }# r0 D) S
. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @. W! X' [: J( B( j
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单独添加
. a" R$ P. f- R; q; L) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i2 p/ Y% o, j1 n( H4 ^
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/ |5 X4 C# g3 n3 `: [4 S9 J# `
IDS_PROPITEM_TXT_FFSTART3 飞剑. B1 U8 k: q; F
. 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。
  @* l5 x0 R" U1 I- o5 S* |! 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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1 c7 P; q, l5 ~; p下面说propitem.txt ; z- e  Q3 Z5 _% g, b3 D) n
2 `$ Y8 d- f. r- ?0 s: z单独添加
0 b: p' o' x2 k4 [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
. G5 ]- X( Z0 ^- F( Y; B1 k# 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
3 P! L3 ^# s& c* N( `+ s$ 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
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. w" D! c. E: r' T+ S//飞盾0 n5 N* A5 p* B" |, c
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1  [* s, B% u+ g" y8 m% Y. b+ B) g
' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
9 m7 a+ e  d4 u  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1; z4 h- l1 F$ J. E1 _* F
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' ?/ ^, |1 G$ ?# ^( \# c3 V* m

# z. m2 T  J2 u5 ?7 Z+ F5 ~/ Y( 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* u6 D' z4 \8 l
//飞盾7 j* w* D4 U! h+ x* I6 \. q2 S  @' v" @+ `0 i% i
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D
/ J+ Q: h; t1 X" u4 e//飞剑
4 R' \6 v1 J7 g% k3 V" m+ I( 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9 ^( Y1 K) w# G, W6 `( E4 m% d
  o5 j0 b. q6 |! x% C# h) ?'}, [# I* m#?; A4 v5 ?: h
" s0 \0 {- r( ]# t7 B1 s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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