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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" l; g& R; z  ?/ {1 i2 {$ pdefineItem.h- ~# J1 x, i0 M9 w$ R
5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
0 A; A( v0 z& c9 CpropItem.txt
5 s" W. q& ?( N, D' \# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
+ o0 k# F9 e$ Imodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
3 S9 J4 j4 v: @model目录TextureTextureLowTextureMid目录下添加dds皮肤文件
9 }* ~0 P1 i, B- q) q2 p  k4 a# S$ ~5 a6 OItem目录添加dds图标文件* n2 ^) \9 r+ k" M5 ?
, 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% Z- e; {! v. G- g+ j

2 T$ ?& P: a8 J" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID0 y8 K. |) Z5 \7 i# b. X8 A5 D" _
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @- K) T; c' a; U/ k
propItem.txt定义物品数据
. j  f; D. I0 R5 [  Y1 R: K% G2 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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: n) Z2 V" R. k1 p* A( 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) ^, Z. b% V$ a8 o1 ~" X! \- i- P
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( G, x/ h; [. O& s+ [) ~% k5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾) }  {( Z8 A* B, ]  d- m0 S
. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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# r8 k" G, @4 k" @$ m+ u- Z3 n单独添加/ x/ ]% C' j# ~. r
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
) n+ i1 f5 K. v) [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/ |
" R* w4 s! V# i3 i- j% ~& t; ]IDS_PROPITEM_TXT_FFSTART3 飞剑4 M1 w! n/ v2 b; B- {
. 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。
7 v+ c4 W0 X* U0 p7 O% X" G* |! 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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. p/ R9 c; M0 Y- Z5 w+ M* V下面说propitem.txt . ^3 q* N; i0 }: i. v, h
2 `$ Y8 d- f. r- ?0 s: z单独添加0 C. d$ d- }: J1 ]# K$ }
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_FFSTART25 p% O4 H0 z1 }
# 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
4 d: A9 ^/ ~  F& b) T& p$ 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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//飞盾( `" C* j: R) j
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
9 I5 e5 a. P; V7 H. g5 C' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C" n+ M" D) ~9 r. L6 e
  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
  V1 t3 u  O0 W9 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' ?/ ^, |5 A9 R+ u2 }8 x# m) ]; \  e; {
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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/ m2 a+ g, S: q; K2 N+ ^
//飞盾7 j* w* D4 U! h+ x* I$ t0 F  O$ [4 ~; n. A
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D& g( `0 S9 a! S: S
//飞剑
% I% W4 o: ~9 D/ m( e* v( 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!5 Q6 R! V$ b0 v
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