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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+ ?5 I+ c/ A' C+ w! c. H; E
defineItem.h
  i9 Q" Y. ^/ U5 }/ a8 b5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
, I7 V1 R7 k8 F! spropItem.txt9 Z7 T, ^0 l2 N) M
# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
; z' v0 g, t0 y! Y& _  N+ Imodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
  D/ a- @- ?: b0 F3 F. g- _7 Mmodel目录TextureTextureLowTextureMid目录下添加dds皮肤文件
# Z" P8 U4 r. w- G  R6 o, j  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
: V8 W1 p% j3 @' Z  R, 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ID" r# T% H/ [6 @% _: X
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
1 x4 I: A- K8 ?7 u( C8 DpropItem.txt定义物品数据( r( U% d7 u( s' Z, v
2 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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' ], u2 P9 Z+ R( 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1 y) T8 D2 N' g( y: _
. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @# @3 t; i% K6 B% N/ [! U
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单独添加. o5 p3 Z' T* d; @# X! f! E' ?
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
: W5 `: G+ \5 f2 c- KIDS_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/ |; T7 |4 U& C! y8 v
IDS_PROPITEM_TXT_FFSTART3 飞剑6 H& T' N2 O6 W0 y6 v
. 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。
+ V! ^  M. [- d: l* |! 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0 l# M; o" R# |$ v( \+ T0 i
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. j* C( O9 y- w# k下面说propitem.txt
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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
2 L  I  a4 p( `( g& @/ J9 f# 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 " |% f5 r: W3 j9 l
$ 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
, v# N3 r; z/ G% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
/ q; s( B; p5 X' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
7 p; |9 g4 S% n3 ^0 ]  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
1 f( N# K! \- |; b  w0 Y9 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/ m
! s2 f! R" ~: z1 ?9 \//飞盾7 j* w* D4 U! h+ x* I
$ R, h6 A  N! [. H, L#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D
: @6 W: S$ h* j* D//飞剑9 j1 Q# B, p  B; y2 Q: l
( 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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% r6 P$ I2 X) ?7 }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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