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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+ ?
/ B" D: l9 ^3 G! t& mdefineItem.h- g+ V. |2 b1 z0 h% C
5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z3 B+ N* x9 b4 g. n2 \
propItem.txt
  l* M7 n+ Z5 W# O# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
5 K2 f5 H' q5 U7 jmodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
$ }$ G$ Y5 N# H& d) bmodel目录TextureTextureLowTextureMid目录下添加dds皮肤文件
6 ~* a% A  @# l0 H) f  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
1 Z- w7 m/ z1 k  U% S, 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ID6 Q1 D- b% \- }+ k
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
% C. b) s! `- ]9 ZpropItem.txt定义物品数据0 r" c) g$ K. g
2 v4 X' w5 q) ]8 n  P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~9 I3 P0 R( i8 \& i9 ^

& _9 s& Y# j, d# ^* J( 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, ?/ P! L  O, B- C; i1 `( g/ C
. 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9 s8 d/ I6 |& R0 m/ d
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i! s5 P8 ?- P" F( w
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/ |) \) c' x. I% b" E9 v  e' ?' }
IDS_PROPITEM_TXT_FFSTART3 飞剑
# q  @; o( z( y  n- Z' @: f* X2 S7 e. 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。
& O3 @' H* B  f% E, H& M* |! 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& L, B1 l5 c' V3 o3 U
9 Q! Y+ Z0 e7 q! P1 j  r3 M+ q2 t: J% Y
% u, C' L0 s" o下面说propitem.txt 8 I7 ^4 M) X% W$ Y+ I
2 `$ Y8 d- f. r- ?0 s: z单独添加& W. @. }2 g& S* Q3 w9 V2 S
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
/ W) M' h& U: F- Q( H9 y# 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 0 O; m6 J. C% ]. V; `
$ 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. g) ]+ z2 ]# C) e: Q
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1" [  x5 V) ]& b+ P
' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C5 |/ }/ G+ I$ e8 N8 V( R
  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1' ~) @& m! |8 I& ]* }6 b4 H4 @
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/ m7 ^! c5 O8 q3 l8 a* e6 ~7 m- x
//飞盾7 j* w* D4 U! h+ x* I  X. q5 _3 O# T: M+ W! q0 T5 r
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D
5 ]8 s. z9 U) I  C  e3 c+ `//飞剑
/ P; x' b& Q: i! x  @( 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3 F+ E0 M9 M  i5 k
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! ^& v' l; A- f: P" n7 C到这里已经结束了,一定要记得 服务端和客户端文件同步!# e  o( R8 Q9 I; x
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