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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+ ?
- K  ~9 s) a. T9 T4 e* E' jdefineItem.h
8 b3 z7 ?: k3 z6 n5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z
& m+ ], Z+ h' _  Y; gpropItem.txt
7 J" f: {8 u, m: @# V  ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
7 k2 h) H3 a* g/ u3 N5 ?. jmodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q! t" m, n# }2 w0 y9 S
model目录TextureTextureLowTextureMid目录下添加dds皮肤文件
9 L$ V! y9 M0 K  k4 a# S$ ~5 a6 OItem目录添加dds图标文件8 A: |1 N% ]- ?% E  A
, 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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, t6 [0 ]7 U7 w$ Q$ m% p0 s" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID
' b: p* e1 d  [! x% d5 |# C4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @" Z4 n9 P2 R9 F& l% k) N6 X
propItem.txt定义物品数据
3 c* P, {! |6 l( j2 L# B& q2 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' _) }' o; P; R% `: z9 |
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7 m% g% [: a' u1 s" r5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾' {& y' U% T/ x
. J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @" ~& m5 d! s1 r7 d& \
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单独添加
$ \3 h2 y! ~3 q$ N, n) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
( S5 r+ K$ s! d7 e9 RIDS_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/ |
+ B9 j- ?, t5 z4 |IDS_PROPITEM_TXT_FFSTART3 飞剑+ M; d/ _5 u0 k7 J7 h$ 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。! l6 |4 s3 v+ z! {+ 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
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& b4 y1 m) D' z7 o下面说propitem.txt
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) w& W8 a. H: C7 J4 [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  o$ V3 e3 y1 `, h& D" S
# 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 $ ]" e7 _# ?6 v' j
$ 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
" @% n0 z8 u5 H$ N4 y- g0 `7 o: G3 g7 ?& M. w+ r8 F0 E9 O
- M& O4 j! G% i: z' Y* D+ x//飞盾/ H+ M) O; H+ \1 E
% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
' ?& Q, k' t6 }' j+ P' `. n  V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
. @9 `8 \$ ]+ g! Y. S  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1- G" h2 q3 Q: D, ?
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' ?/ ^, |6 ^$ w% w7 ?' [0 y' o

3 [3 R$ j& A9 L6 h4 E$ X: w" a( 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
. M& O$ C" d- M  E//飞盾7 j* w* D4 U! h+ x* I
9 ~% D4 |* M5 f& N0 W; _" [#define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D7 G  `. Y6 [4 i5 w" ~; A* V
//飞剑+ N( A9 G% ]4 q/ D3 g4 |
( 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& X9 L' e: G0 A+ |# h6 k
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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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