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本帖最后由 笑笑笑笑笑 于 2009-5-3 23:14 编辑
一 模型部分
国外一个比较牛的太空飞船模型站
http://www.scifi-meshes.com/gallery/showphoto.php/photo/2827
一个模型搜索引擎
http://www.3dvia.com/search/mode ... ch%5Bfields%5D=text
一个例子
http://www.xwiki.chaos.net.nz/in ... ild_a_TS_class_ship
学习建摸的方法
找一本有详细步骤的书,按书上的步骤,自己在3DMAX 上绘出来,画 4幅左右,就学成了
推荐用书
http://www.golden-book.com/booksinfo/83/831093.html
二 材质与贴图部分
http://kerberos-productions.com/ ... mp;p=158190#p158190
First, make or use a texture that has metal panels and stuff you basicely want on your ship. Apply that material (diffuse color) to the ship (or part of ship you want to map)
Next, apply the Unwrap UVW modifer, expand it and click select face.
Now the fun part - First decide what faces you want to start with.
For that ship of yours, it looks like it's symetrical. So let's start with the left and right side of the "head"
Hold shift to multi-select and select all flatter faces on the left side of the "head", roatae the view and select the appropriate faces on the right.
By now the faces selected should be marked red and you should have a orangish/yellowish boxy outline showing the plane on which those faces will be projected.
you have 4 check bottuns under PARAMETERS - X, Y, Z, AVERAGED NORMALS. click each to see what happens.
X or Y (can't recall which) should put that plane right trough the middle of the ship, that's the one you want.
Hit PLANAR MAP and then the EDIT bottun. A new window will open (you might want to go to display - filter selected faces ... it makes things easier)
All selected faces should now be projected onto that plane, and should end up like a sideways drawing. Now just move it, rotate it and scale it around the texture and drop it on any place that fits.
F9 for a quick check it it's ok, if not move a bit more.
Select new faces, rinse and repeat. Once done, collapse the Unwrap UVW modifer (you can do it any time, the mapping sticks so you cna continue later)
That's all there is to it.
3 Unwrapping in 3Ds Max for Beginners
http://www.moddb.com/tutorials/u ... s-max-for-beginners
三 模型导出导入游戏中
http://sots.rorschach.net/Adding_A_Model_From_Blender
http://sots.rorschach.net/Graphics
http://sots.rorschach.net/Tools#Importing_.X_files
1)简单说就是 星际之剑使用的是.x files 模型文件,你只需要用3D MAX 做好模型,然后用插件导出成.x files ,然后就可以在星际之剑中使用了。
2)关于.x files 模型文件
SotS uses binary .x files for all of its models. This is a DirectX file format, so it's windows specific, but even so it's a very effective model format to use. Handily, microsoft have released various tools and things for working with .x, and you can find them in the DirectX SDK. DXViewer and DXOps are both very useful for checking to see if your model is in the correct format, and shifting it between text and binary.
That leads us nicely onto our next point — SotS uses binary .x files, which if you open them in a text editor are a garbled mess. They're small and efficient, easier to load, generally better. However, we can't read them, and being able to look at the exact output of a model is useful, so, DirectX also has a text format, where the model is defined with huge lists of human–readable numbers and commands. This .x text is the format that blender actually exports to in version 2.48.
If you're packaging your mod for distribution, it might be worth converting all of the models from text.x to binary.x, because they're much much smaller. As a comparison, the human destroyer CnC section is 859k in text, and only 77k in binary. See the advanced section below for further details, but be aware it's an extra somewhat fiddly step that is in no way needed to make the model load and run just fine.
3)导出模型的冽子
http://sots.rorschach.net/Tutori ... with_a_custom_model
4)关于顶点渲染
http://www.urgaffel.com/tutorials/vptut/index.html
四 文件结构及相应的数据修改
1) 文件结构及作用
http://sots.rorschach.net/File-S ... nIconPlacements.txt
2)相应项目参数修改
http://sots.rorschach.net/Graphics
3) 武器的修改
http://sots.rorschach.net/Weapons_--_Modding
4)添加新船
http://sots.rorschach.net/Tutorial:_Adding_a_new_ship
1. 文件结构研究
entity_class "DroneRider"
entity_class "SpyShip"
section_class Cruiser
section_type command
section_type engine
section_type mission
section_class destroyer
section_class Dreadnought
可以一个文件或2个文件或3个文件实现,关键要有下列几项
船的基本参数和炮塔参数和引擎参数
http://sots.rorschach.net/Fighters_--_Modding
6)Mod BSG Viper
http://sots.rorschach.net/Mod_BSG_Viper
7)科技树修改
http://sots.rorschach.net/Tech_Tree_--_Modding
8)炮塔的修改
炮塔模型与飞船的关联通过
turretclass standard 完成
small tiny standard 20 360 1.00 1.00 "turret_pd.x"
small small standard 100 120 1.00 1.00 "turret_s1standard.x"
medium small standard 350 95 1.00 1.00 "turret_m2standard.x"
medium medium standard 400 90 1.00 1.00 "turret_m1standard.x"
large small standard 950 60 1.00 1.00 "turret_l3standard.x"
large medium standard 950 45 1.00 1.00 "turret_l2standard.x"
large large standard 1200 30 1.00 1.00 "turret_l1standard.x"
medium medium missile 400 100 1.00 0.25 "turret_m1missile.x"
large medium missile 950 100 1.00 0.25 "turret_l2missile.x"
large large missile 1000 100 1.00 0.25 "turret_l1missile.x"
large medium planetmissile 1000 100 1.00 1.00 ""
large large beam 1400 30 1.00 1.00 "turret_l1freebeam.x"
large large freebeam 1400 30 1.00 1.00 ""
large large spinal 800 100 1.00 1.00 ""
large large torpedo 800 100 1.00 1.00 "torp-turret.x"
large large mine 800 100 1.00 1.00 ""
large large missilerider 800 100 1.00 1.00 ""
large large assaultshuttlerider 800 100 1.00 1.00 ""
large large prisonershuttlerider 800 100 1.00 1.00 ""
small small nodemissilerider 800 100 1.00 1.00 ""
medium medium nodemissilerider 800 100 1.00 1.00 ""
large small nodemissilerider 800 100 1.00 1.00 ""
large medium nodemissilerider 800 100 1.00 1.00 ""
large large nodemissilerider 800 100 1.00 1.00 ""
large large siege 15000 30 1.00 1.00 ""
large large projector 1600 30 1.00 1.00 "turret_l1projector.x"
large large boardingpod 800 100 1.00 1.00 ""
large large wraith 50000 100 1.00 1.00 ""
large large nodecannon 800 100 1.00 1.00 ""
large large dronerider 800 100 1.00 1.00 ""
large large col 800 100 1.00 1.00 ""
large large spyship 800 100 1.00 1.00 ""
medium medium dronerider 800 360 1.00 1.00 ""
http://sots.rorschach.net/Turret_Modding
五 所需要的工具软件
http://sots.rorschach.net/Tools
六: 其它有益的资源
本站其它MOD区的资源很好 |
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