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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+ ?
6 ], B' \7 y% q9 u1 b" T# w2 YdefineItem.h
, N( v" o, ]9 X8 G, s5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z) {! d2 W5 W: t) y" J" b5 m
propItem.txt+ Q" `8 O: @0 A/ z" h3 ~4 i; g$ w2 w
# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
; r. k* k! B- xmodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q
7 l+ s% k% v. ~1 }6 u' jmodel目录TextureTextureLowTextureMid目录下添加dds皮肤文件( ^. v0 B" W# f  v7 o& U9 C
  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
. k2 d+ |% y, A  @0 Q, 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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. @* p. o) R9 ]" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID# `0 Y! f7 _3 {; K9 ?
4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @$ M: Y" G* e# `
propItem.txt定义物品数据
  y4 C3 U7 ~5 P. [4 J( h2 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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( 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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0 o* z( r- e$ m/ N, x5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
: s3 C3 o2 z* @) d! @& H% }. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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( i7 L+ M$ ^- W0 a/ j2 x0 ]单独添加) i& r, r2 G8 h& a
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
2 A! j+ _3 ]; z; W" {9 PIDS_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/ |# p2 `2 U) [: ]; k# \, ]6 _0 A
IDS_PROPITEM_TXT_FFSTART3 飞剑
) Q5 ]2 X( A2 l5 {% H. 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。
  P. d; D+ Z; t* |! 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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下面说propitem.txt
6 T% B0 S: H: [7 T7 X4 f8 \2 `$ Y8 d- f. r- ?0 s: z单独添加
, j+ M0 w: A- |: n4 [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# X" q, h% G/ c9 m3 ?6 A
# 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 x* E1 C, a6 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
, W) x* r' d" y( B; v/ G2 Y3 c* ^% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
. b! g# E: u0 c' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C& o2 D% C/ S) @* v' l/ r
  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1' k* z1 m1 {7 t* \, m1 M
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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$ L/ R7 G4 L' x% H( 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# b4 A, `6 I$ Y. Q9 k1 i0 Z
//飞盾7 j* w* D4 U! h+ x* I+ G5 C. _: m. T  y  k
#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D
6 R' n$ i; K+ N; ~9 n$ n//飞剑: y6 r* o8 Q. a5 j
( 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6 X' d$ Y1 J! C5 n6 N3 @
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" ?5 N! P0 x# q2 I5 f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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