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[转贴] CM10编辑类好文3篇,希望FMYX工作组能翻译翻译...... [复制链接]

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楼主
发表于 2009-10-25 11:42:00 |只看该作者 |倒序浏览
In-Game Graphic Creation

Disclaimer

This guide involves modifying important game system files. There is a risk, therefore, that you may break your installation, causing the game to fail to start, or crash, and you will have to uninstall and reinstall the game to get it working again. In a worst case scenario you may even crash your computer. As such, attempting anything in this guide is done so at your own risk and BGS cannot provide any support for issues you may encounter. Happy skinning :)

Please note: This article is quite long, so it is spread over two pages. You can change page using the numbers in the top-right or bottom-right corner of the article. You can also click a heading/question below to jump straight to the right page.

ClubNames.txt: This article makes several references to a file called "ClubNames.txt". This can be downloaded by right-clicking here and selecting "Save target as..." to save it on your computer

Overview

Technical Requirements
Team Top Bar Badges Editing
Small Team Badge Editing
Navigation Window Background Editing
Nation Top Bar Flag Editing
Small Nation Flag Editing
Player Kit Editing within the Interface
Complete Skin Colour Changing
Overview
This document describes how to create graphics for various areas of Championship Manager 2010. These graphics can be used as badges throughout the game, as a background to the navigation panel, flags for nations or even changing the graphics of buttons

Technical Requirements

You will need some form of image editing software such as MS Paint, Adobe Photoshop, etc
It is presumed that you have installed the game to the default directory rather than chosen your own i.e. ..Program FilesEidosChampionship Manager 2010
All textures need to be saved in TGA format
It is also presumed that you have had some experience of image editing/manipulation before with an image editing package of some type

Team Top Bar Badges Editing



The original textures for the top bar badges can be found in Program FilesEidosChampionship Manager 2010CM2010_0Front End ScreensOceanClubBadges
The surround of the badge itself is not part of the actual texture and is a background used to frame the badge
There are various country specific folders that badges are put into so that they can be picked up by the game. Currently shipped with the game are folders for English, French, Dutch, Northern Ireland, Spanish and Welsh badges
If you need to create a new folder for your badges for a different country other than those already supplied with the game, certain naming has to be applied for the badges to work. You can see the name of these folders in Program FilesEidosChampionship Manager 2010CM2010_0FrontEndScreensOceanClubBadgesSmall. The name of this folder should be copied exactly into the main ClubBadges folder and the name should come from the ClubNames.txt supplied
The size of the top bar badge textures needs to be 76 pixels high by 76 pixels wide
In order for the badge texture to sit on the top of the badge surround, it has to have transparency (an alpha channel) otherwise all the area around the badge will be on top of the surround. An alpha channel can be easily created within Adobe Photoshop within the channels tab but other packages vary on their creation, it is presumed you know how to create an alpha channel with your chosen package. Some examples of badges and their alpha channels are shown below:



When creating new textures, they must be saved in 32bit .TGA format
The badges must be named appropriately in order for the game to pick them up for that team. The name of all supported clubs in the game can be found by looking in ClubNames.txt that is supplied along with this document. When saving your badge texture into the appropriately named folder, make sure you copy the text for the correct club from the ClubNames.txt file and save with that name
Once saved in the correct folder, with the correct name and in the correct file format (as all described above) the game will be able to locate the team badge texture upon the next restart

Small Team Badge Editing






As long as the large top bar team badge has been created first, the small team badge is a simpler case of resizing and placing into an alternative folder
Open up your large top bar team badge into your image editing package
Save another version of this image into Program FilesEidosChampionship Manager 2010CM2010_0FrontEndScreensOceanClubBadgesSmall (NOTE: See next step below before doing this)
As in the large top bar team badges (but more of them), there are nation folders that are supplied with the game that cover all the nations we support. Your new texture (currently a copy of the large team badge) needs to be saved into one of these for example: Program FilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanClubBadgesSmallEngland. If you are creating your own folder for a nation, then the name must be taken from ClubNames.txt and the folder be created in the main ClubBadgesSmall folder rather than within an actual nation folder
Once saved into this folder, resize your TGA texture to 14 pixels high by 14 pixels wide and save to overwrite (NOTE: Make sure you are definitely saving the image into the small team badge folder otherwise you will overwrite your large team badge by accident)
If you need to create a small team badge and no large team badge, it advisable to follow the steps laid out above for the large team badge and merge them with the small team badge steps above

Navigation Window Background Editing



The navigation window badges are subtly put in the background of the CM2010 navigation window on the left of the interface. They are put there to represent your home team which is set at the very beginning of your game
The textures used in game can be found in Program FilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanNavBadges
As with all badges, the navigation badges are also located into National folders such as England, France etc. Therefore the existing game badges are found in folders such as ProgramFilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanNavBadgesEngland for example. If you are creating your own folder for a nation, then the name must be taken from ClubNames.txt and the folder be created in the main NavBadges folder rather than within an actual nation folder
This means that any new navigation window badges that are put into the game must also be put into national folders either under existing areas or into new ones
In the example below, we have rotated and scaled up the original team badge logo to make it look a bit more stylised but this doesn't have to be done necessarily. We have also put an alpha channel onto the badge image too so that it isn't too prominent on the side window and appears pushed back (Alpha channels were covered a bit in the first section above), this doesn't necessarily have to be done but it is suggested to do so as bolder and more contrasted team logos will make the navigation window text difficult to read on top



The size of the texture used in the window is 189 pixels wide by 240 pixels high which fits snuggle into the navigation pane
As with the other team badges, the texture must be named appropriately in order for the game to pick them up for that team. The name of all supported clubs in the game can be found by looking in ClubNames.txt that is supplied along with this document. When saving your badge texture into the appropriately named folder, make sure you copy the text for the correct club from the ClubNames.txt file and save with that name
When creating new textures, they must be saved in 32bit .TGA format if they contain an alpha channel or 24bit .TGA if not
Once saved in the correct folder, with the correct name and in the correct file format (as all described above) the game will be able to locate the team badge texture upon the next restart



How To Add Crowd Sounds To The Game

原文地址:http://www.championshipmanager.c ... 901c899bdceed624a31

The crowd structure for CM10 has been designed so users can customise their match experience. It is completely customisable all the way down to how the crowd cheers a goal at Dartford in the Rymans League :)

As the system is fairly complex the best way to explain how it works is probably through examples so…..

Contents

Adding Chant Samples For A Region
Adding Chant Samples For A Country
Adding Goal Samples For A Specific Club
Adding Samples By Attendance
Adding Music For A Specific Club To Playing During The Team Talk Intervals
More Technical Notes & Rules

Adding Chant Samples For A Region

This example will show you how to add chant sounds for the Europe region. This means any game being played in Europe will use these sounds.

Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Chant’
Place your wav files into the ‘Chant’ folder
Rename them sequentially i.e. Chant1.wav, Chant2.wav, Chant3.wav
So it should look something like this:
CrowdsEuropeGenericChantChant1.wav
CrowdsEuropeGenericChantChant2.wav
CrowdsEuropeGenericChantChant3.wav
Note that the Crowd structure is designed to select randomly from the appropriate folders. The ‘Generic’ folder at the top layer is used worldwide so you will get a random mixture of ‘Generic’ and ‘Europe’ in this example.

Tip! – You could add some generic drumming patterns to the South America region.

Adding Chant Samples For A Country

This example will show you how to add chant sounds for Scotland. This means any game being played in Scotland will use these sounds.

Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘Scotland’
Inside ‘Scotland’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Chant’
Place your wav files into the ‘Chant’ folder
Rename them sequentially i.e. Chant1.wav, Chant2.wav, Chant3.wav
So it should look something like this:

CrowdsEuropeScotlandGenericChantChant1.wav
CrowdsEuropeScotlandGenericChantChant2.wav
CrowdsEuropeScotlandGenericChantChant3.wav
So now the samples will be selected from the ‘Generic’ and ‘Scotland’.

Adding Goal Samples For A Specific Club

This example will show you how to add Goal sounds for the Argentinian club River Plate.

Inside the ‘Crowds’ folder create a folder called ‘South America’
Inside ‘South America’ create a folder called ‘Argentina’
Inside ‘Argentina’ create a folder called ‘CA River Plate’
Inside ‘CA River Plate’ create a folder called ‘Goal’
Place your wav files into the ‘Goal’ folder
Rename them sequentially i.e. Goal1.wav, Goal2.wav, Goal3.wav
So it should look something like this:

CrowdsSouth AmericaArgentinaCA River PlateGoalGoal1.wav
CrowdsSouth AmericaArgentinaCA River PlateGoalGoal2.wav
CrowdsSouth AmericaArgentinaCA River PlateGoalGoal3.wav
Tip! - You could be creative and add music to the goal sounds i.e. teams like Bolton and Leicester have specific tunes they play when their team scores a goal

Adding Samples By Attendance

This example will show you how to add ambience samples for low attendance games in Asia.

You can add a further level of detail to the crowd structure by using an attendance folder to split up samples. Note attendance folders must be placed inside the sound type folders i.e. ‘Ambience’, ‘Goal’ or ‘Chant’

The folder names you need to use are: ‘AttendanceHigh’, ‘AttendanceMedium’ and ‘AttendanceLow’

Inside the ‘Crowds’ folder create a folder called ‘Asia’
Inside ‘Asia’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Ambience’
Inside ‘Ambience’ create a folder called ‘AttendanceLow’’
Place your wav files into the ‘AttendanceLow’ folder
Rename them sequentially i.e. Ambience1.wav, Ambience2.wav, Ambience3.wav
So it should look something like this:

CrowdsAsiaGenericAmbienceAttendanceLowAmbience1.wav
CrowdsAsiaGenericAmbienceAttendanceLowAmbience2.wav
CrowdsAsiaGenericAmbienceAttendanceLowAmbience3.wav

Adding Music For A Specific Club To Playing During The Team Talk Intervals

To give the effect of pre-match, half-time and post-match music has been adding to the game to sound as if it was being played over the tannoy. I will write a guide to editing files for this separately but for now I will tell you how to get the files to play in game.
So for this example we will add music to Leicester City:

Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘England’
Inside ‘England’ create a folder called ‘Leicester City’
Inside ‘Leicester City’ create a folder called ‘TeamTalks’
Place your wav files into the ‘TeamTalks’ folder
Rename them sequentially i.e. TeamTalks1.wav, TeamTalks2.wav TeamTalks3.wav

More Technical Notes & Rules

Below are the sound folder types that can be added at any stage of the hierarchy:

Ambience – This is the underlying background crowd drone
Anticipation – This kicks in when a team are on the attack giving the effect of the crowd swelling
Applause – Crowd reaction to a positive event
Chant – Play randomly throughout the match, more frequently at higher attendance matches
Clapping – Crowd reaction to events
Goal – Er…goals
Miss – Shots that have gone quite wide
NearMiss – Shots that have narrowly missed
ReactionToCaution – Reaction to ref decisions
ReactionToRed – Reaction to ref decisions
ReactionToYellow – Reaction to ref decisions
Save – Shots that the Goalkeeper has saved
StartMatchApplause – Roar of the crowd at kick off
TeamTalk – Music played over the tannoy during the intervals
TeamTalkVenue – Random tannoy announcements or crowd sounds during the intervals
Inside the folder types the filenames must be sequentially ordered for them to work i.e.

CrowdsEuropeEnglandArsenalTeamTalkTeamTalk1.wav
CrowdsEuropeEnglandArsenalTeamTalkTeamTalk2.wav
CrowdsEuropeEnglandArsenalTeamTalkTeamTalk3.wav

Please Note: if they are not part of a specific club they need to go inside a generic folder e.g.
CrowdsGeneric
CrowdsEuropeGeneric
CrowdsEuropeEnglandGeneric
CrowdsEuropeEnglandArsenal


Also when creating folders for clubs you need to use the long club name as it appears on the top bar in game.

So…

‘CA River Plate’ not just ‘River Plate’
‘FC Barcelona’ not just ‘Barcelona’
‘Blackburn Rovers’ not just ‘Blackburn’
etc….

In Part 2 we will look at editing your sounds in a wave editor.


第三篇就不发了,直接上连接:http://www.championshipmanager.c ... 901c899bdceed624a31

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☆神圣罗马帝国·圣域星子学园☆
游侠资深版主
AS罗马 最佳中场
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沙发
发表于 2009-10-25 11:47:37 |只看该作者
坐等FMYX翻译帝

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☆最熟悉你的街·人去后夕阳斜☆
游侠足球经理工作组【顾问】
意甲联赛 最佳射手
AC米蘭 功勛教練 200/200
★★★★
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板凳
发表于 2009-10-25 11:53:20 |只看该作者
好长啊……看看有没有哪位大侠对CM有爱的帮你一把

...

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軍神
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『体育游戏区』
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亚洲足球先生
利物浦 足坛教父 200/200
★★★★★★★★

版主勋章资深版主勋章大头像勋章白金会员勋章活跃勋章youki贡献勋章

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地板
发表于 2009-10-25 12:00:03 |只看该作者
所有热心玩家都可以来翻译。

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5#
发表于 2009-10-25 14:52:29 |只看该作者
只看懂了个大概,就是教导如何DIY队徽、游戏主菜单背景、和比赛时各类声音,如进球,球迷唱歌,敲锣打鼓,教练呼喊等等。
这样的话比赛时用巴萨在主场岂不是很爽?

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游侠足球经理工作组【采编】
曼联 主教练 110/200
PS2☆零-红蝶 红魔の新手

大头像勋章白金会员勋章活跃勋章youki贡献勋章足球经理工作组组员勋章电玩工作组荣誉勋章

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6#
发表于 2009-10-25 14:54:37 |只看该作者
所有游侠会员都可以翻译~~~召唤翻译帝            

弗格森=曼联

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7#
发表于 2009-10-25 15:17:03 |只看该作者
本来想翻译的,可惜太长了,而且属于我不感兴趣的,坐等翻译帝吧。
另外问一句,你们大家看了游戏附赠的manual了吗,就是官方说明书,那个其实不错的,不知道有没人翻译。虽然我自己能看懂,但翻译出来可以给更多的人看
知耻近乎勇,无耻而后勇

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游侠足球经理工作组【采编】

足球经理工作组组员勋章

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8#
发表于 2009-10-25 15:44:25 |只看该作者
楼主现在是CM10的忠实玩家哦  谢谢分享

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9#
发表于 2009-10-25 16:42:35 |只看该作者
谢谢lz
顶起
我已经决定今年坚持cm10
fm吃老本太厉害

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10#
发表于 2009-10-25 18:32:04 |只看该作者
你都玩上游戏,还经常上官网,这个东西不用翻译啦,这比足球术语简单多了啊……

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11#
发表于 2009-10-25 18:39:23 |只看该作者

回复 #10 asgoder 的帖子

我只能看明白一点点.......

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12#
发表于 2009-10-25 18:40:04 |只看该作者

回复 #8 dingjiany 的帖子

呃,足球游戏我都玩滴.........

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