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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+ ?  R/ \9 J' o  [& e
defineItem.h
1 \( r% P& Y1 f+ U% z/ o5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
  p: f. w- ^+ y- {propItem.txt
; h9 Z9 l/ Y# D# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
$ V1 l9 U* k2 p- o) Vmodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
  Q- V2 L8 x& d0 @model目录TextureTextureLowTextureMid目录下添加dds皮肤文件
6 S2 C6 a2 Q. H3 r+ p; _3 {  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
$ m3 k8 ]- ?) Z* ]9 e, 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' E9 r& g! l" q( l/ @3 R

$ l- v- H5 C' G$ R" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID8 p9 w7 C  t! U0 D; ^" _
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
! X3 s: M/ r5 ?2 _propItem.txt定义物品数据+ M+ \) w# z! B$ l2 Z, {- P
2 v4 X' w5 q) ]8 n  P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~# h1 U) o9 G  I4 c4 s% H6 {

3 E' B7 z% c" M8 K! |( 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% i' u9 a- [9 L& r: n
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: F9 Q! ^7 c) k! J* v3 u5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
: s3 Y. p0 m; {' v- t. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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( A* U! l7 i. |* P( L单独添加
+ X% P9 U) n" i- G+ N" E% Z: G5 Y) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i; }: k% r, j& D7 g, S, y4 U
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/ |
: B8 b% n; \0 zIDS_PROPITEM_TXT_FFSTART3 飞剑$ E- C4 b4 c6 o$ P1 I6 {* D
. 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。
# u2 _! ^5 w2 Q* |! 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  w4 N& s5 A0 a8 A
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2 T: T* v/ f  d, ^4 o1 W下面说propitem.txt
3 r9 M( f. ?; W+ H4 _0 \' [2 `$ Y8 d- f. r- ?0 s: z单独添加  P8 j/ W; e4 C# [( v. t: f( D7 k! r
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  Y7 A3 P& l, [" z& N
# 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
" Z4 p6 ~! _* X8 E6 g& 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
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//飞盾
' M7 @+ [- l, G% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
6 U/ j! x- C; D; W5 v5 ]' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
" p9 y; C8 i0 D4 ?9 [) q  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
9 b, N' a! r5 ^( |2 t( ]4 c9 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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" {* R2 t  c, k/ g, D$ ^4 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/ m2 ?2 ]- a2 i; p2 L! C7 D
//飞盾7 j* w* D4 U! h+ x* I- E8 P" ]* W( I- c, f8 ~% R" T' x; `7 R
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D5 j, t9 T% F5 j( F, A' V; K
//飞剑% ^" `' s: `  O/ w8 G; o
( 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# {( ]  C% F# v
  o5 j0 b. q6 |! x% C# h) ?'}, [# I* m#?; A4 v5 ?: h
( `" {! p, K9 V. F( I到这里已经结束了,一定要记得 服务端和客户端文件同步!0 S3 W* G9 }2 x; Q% y9 G
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