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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 |正序浏览 |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+ ?& F3 f& a2 R2 u* a: z) l+ `& Y
defineItem.h+ p! U6 D: `6 ^* u+ r, K) e
5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
; q; M5 d4 f" r. q, ^4 U  _* wpropItem.txt
3 X5 M; ]; q5 L* a: s; \# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U% m( n- j5 D- L  s7 M
model目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
+ m! g' u; p3 _model目录TextureTextureLowTextureMid目录下添加dds皮肤文件
* \- @  x0 S* o2 ~4 e0 x4 Z5 U  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
. ?+ r7 B% f6 G4 F, 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
( C: ?5 m! \' o' w; f4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @# ]" q$ Q: }! p1 M, b$ n* K9 a
propItem.txt定义物品数据; ?2 j, A4 @1 l' W1 f2 v, X
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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& t4 Z& T# V8 L% ~6 p. 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2 R) [  v, u, r! e" P" q" K
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5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
) G' B5 N4 R4 O' T. 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
& Y, V0 [- A' @8 F9 }& j, s5 G) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i1 |# k' A: V! w# z
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/ |% x. g" [! X+ F; D( C4 T7 P
IDS_PROPITEM_TXT_FFSTART3 飞剑
8 Y: s- N3 f  g: l* o. 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。
- G4 _8 G  }6 p3 G- H- y* {+ w* |! 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9 [; L" O, d* `7 X: Q; W6 T
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下面说propitem.txt , {2 @* W8 X( ~& v5 }5 F2 `
2 `$ Y8 d- f. r- ?0 s: z单独添加, S" K3 B1 H5 ]
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
: h( l2 L+ ^  P6 U$ r9 D$ V) o# 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 2 s8 D8 J: {% L$ R# {
$ 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/ W3 J9 V+ J4 Z+ d/ o( M
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
/ ~( z% D7 X' Y' ^2 {" O; B' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C: t: o, p0 e; H1 j
  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 15 H* \! G5 Z( `# p
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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3 n* O: m% m# y  _! @( 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
: Z9 k) q  D: W, X5 u//飞盾7 j* w* D4 U! h+ x* I
+ r6 J, M& }/ N  Y4 ~- ?# Z/ a#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D$ l  W' s# L; v3 |
//飞剑
- A# Q, B& x4 Y6 ^" A& s3 C( 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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+ E+ t: O; `  @- U  d& D# o到这里已经结束了,一定要记得 服务端和客户端文件同步!  b' F( |- A/ I$ a+ ?9 I
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