羽人非獍 死亡骑士
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从官方的论坛得来的:
As far as I know, there aren't any tutorials for modeling armor parts for the game.
What modeling program are you using (include version number)? If it's some version of Max, make sure you are using tazpn's import/export tools verion 1.17. Version 2.01 does not work for skinned meshes.
The general steps to get armor parts into the game tends to flow like this:
1. Model the new armor part. (high poly, low poly main, lod1, lod2) The main, lod1,and lod2 meshes each need to be a single layer editable mesh.
2. Assign placeholder texture maps to the diffuse and bump material slots for each of your models.
3. Import an OEI model of the same part type(glove, body, etc), race, and gender as your part. Make sure the importer brings in the collision spheres and bones.
4. Use the OEI model as a guide to set your model to the proper position and scale for the game.
5. Add a skin mesh layer to your main, lod1, and lod2 models.
6. Assign the pertinent bones to your meshes and rig the vertices in your meshes based on the bone interactions you want. The envelopes that come with the skeletons will help with most of that, but some areas like inner arms, inner legs, and shoulders will need to be tweaked by hand to fix distortions. Each vertex can have up to 4 bones affecting it, and the total bone weight on a vertex must equal 1. Vertices with total bone weights not equaling 1 will cause the resulting mdb to crash the game.
7. Change the object names of your main, lod1, and lod2 models to match the mdb file name they will be exported to. Example: For a part called P_HHM_CL_Body 78.mdb, main should be named P_HHM_CL_Body78; lod1 should be named P_HHM_CL_Body78_L01; and lod2 should be named P_HHM_CL_Body78_L02.
8. In the user defined properties of each model, add a line to define the engine operations used by the model. Example: Write UIFlag = Alpha_Test if you want transparency on the diffuse map. UIFlag defaults to none when this line isn't added. You can find the complete list of flag settings available either through the Expotron documentation or the readme notes that come with Tazpn's exporter.
9. In the user defined properties of each model, add a second line to identify the gr2 skeleton file that the model uses for its animations. Example: If the armor part belongs to a human male, write Skeleton = P_HHM_skel. A skeleton definition line is required for all animating models in the game. If this line is missing from any of the meshes in an armor part MDB, the resulting MDB will crash the game.
10. Select the collision spheres, the main mesh, the lod1 mesh, and the lod2 mesh from your scene. Export the selected objects to an mdb named the same as the main mesh.
11. Stick the mdb, and your placeholder textures into your override folder and see if it works in game. If the model is not working, go over each of the previous steps to make sure something wasn't misspelled or omitted.
12. Make the real textures for the model, and fix any animation rigging bugs that you find while testing the model in game.
13. Convert your model to work with other races and genders.
Hair, heads, and helms have additional elements that need to go into their mdb's to get them to work. Most of their details are explained in Tazpn's plugin readme.
This information is based off my rather limited experience with Max 9 and Tazpn's plugin version 1.17. Other modelers should be better qualified to explain the nuances of the Expotron or Blender exporting and build processes. Anyhow, I hoped this helped.
-Monkey
看来是个很漫长的过程了 |
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