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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+ ?
3 @$ e  p- U4 x5 K$ R# DdefineItem.h* N- B( A. v% X( J3 A7 C
5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
( o8 q* E% J% m; L( ypropItem.txt
/ J* T( D1 X5 A4 g; {/ `3 C! c# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
7 ~9 D8 k* b" I0 O4 |model目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
1 \4 E- ~5 U- \& ymodel目录TextureTextureLowTextureMid目录下添加dds皮肤文件
4 P, S0 x8 b' s  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
' x: Y/ Y& b3 `# c9 {5 s7 e9 l, 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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8 z( u4 H& G7 E! N/ E  A/ H! U" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID7 w2 D' h/ c; f8 Z# m% h
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @  q) I7 W' B+ ~: E
propItem.txt定义物品数据
4 }* E0 D% |  G- K9 b! F2 v4 X' w5 q) ]8 n  P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~3 H0 q/ w; {% k! I

3 S* L3 i# G& h5 W+ [- \; W( 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
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5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
  Z( r( u* T$ R5 e. @5 X. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @7 {% F) E+ q8 \6 D; D) e: o
4 N%^  u4 v  U9 o  f" k0 Z+ }6 I6 _! o* F: a* }" a
单独添加  _8 G" h3 V0 P0 T: @# Z5 d
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i) j; T& @! Z5 Y
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/ |
( F6 }" P" B0 A! I! G; eIDS_PROPITEM_TXT_FFSTART3 飞剑7 J. c5 x. k' N& q/ `2 }
. 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。
' x9 L% a/ W) }- a2 i* |! 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
! q5 c! k4 X) Z' C9 Q! Y+ Z0 e7 q! P1 j  r3 M+ q2 t: J% Y
, P% W( t3 X# ^下面说propitem.txt
; Q& ~2 z+ X% Q) @2 `$ Y8 d- f. r- ?0 s: z单独添加
) n- E( r- q. H7 z; @0 G! L4 [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
9 d9 f3 @( w5 o5 e4 z+ G) g& }# 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 - I: P5 z& 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/ z& M6 \7 N. J' A
4 y- g0 `7 o: G3 g7 ?& M. w+ r8 F0 E9 O
5 w8 h2 {1 N3 Y' d% U( Q5 g1 P0 k//飞盾( K; W" ]7 c7 ^8 u  O+ B- E
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1+ b$ O# _/ L& g  q, t& i7 K# Z' G
' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C' Z* C3 G+ \# ~! |
  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1! i* c8 y" V3 F, b
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' ?/ ^, |) S. Q* J! l3 k: o

1 J& B/ y/ a' ]7 B( |( 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& c; B2 ^( L. N- ^# K) z
//飞盾7 j* w* D4 U! h+ x* I8 D; f9 P7 N  R9 O3 F1 e9 ?+ f
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D# Z: }& e: b4 q# ?+ C
//飞剑3 N7 W8 K* J3 ]( p, J% c9 M
( 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
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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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