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楼主: HammerSun

[原创] 导入X3的Split M3模型, 无贴图

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发表于 2007-12-31 16:45:58 | 显示全部楼层
感觉还是YouTube的画质厚道,你看这贴:
http://bbs.deeptimes.org/forum.php?mod=viewthread&tid=8885
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发表于 2008-1-1 11:45:14 | 显示全部楼层
黑泥鳅呀:lol
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发表于 2008-2-21 14:39:40 | 显示全部楼层
LZ当时是怎么吧模型转进去的???
模型文件放
Textures
Mesh

然后改对应的gameinfo
这样有用的不
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发表于 2008-2-21 17:26:49 | 显示全部楼层
挖坟啦~警告啦~
官方有MOD教程的说...虽然我没看
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 楼主| 发表于 2008-2-21 17:30:13 | 显示全部楼层
恩,这个是beta3时候弄的,那时还没MOD工具的说。
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发表于 2008-2-21 19:01:17 | 显示全部楼层
由关于模型的部分不?
现在手头由3ds模型合dds帖图
想试试能不能放进去
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发表于 2008-2-21 19:03:03 | 显示全部楼层
原帖由 southwolf 于 2008-2-21 17:26 发表
挖坟啦~警告啦~
官方有MOD教程的说...虽然我没看

其实是考古的说:victory:
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发表于 2008-2-21 23:33:07 | 显示全部楼层
放弃了:'(
那家园 EVE mod的开发者的模型导入过程...
过程是相当复杂..

开发进度贴:
http://hw2evemod.proboards82.com ... 70245661&page=2


Basic process for getting ships ingame:
1) Extract the models and textures from the client (~5 minutes)
2) Read the associated *.blue file for the model to determine all textures that are needed (~5 minutes)
3) Open each texture and manually adjust if needed, usually the colors are wrong and the glow/specular maps need a bit of work, I don't know how to read CCP's compressed shader files so I have to mimick them by eyeballing it (~5 minutes to 2 hours)
4) Repeat the above 4 steps for whatever turret is mounted on the ship; note that turrets are split into multiple parts so I need to find each one, match them all together, and make sure the positioning is perfect (~30-60 minutes)
4) In Maya: Import, rotate, fix the smoothing groups, apply the texture (~2 minutes)
5) In Maya: Rig the model; this includes all turret hardpoints, engine hardpoints, subsystem hardpoints, etc... I have not done any navlights yet, but they will be done eventually. (~1 to several hours)

6) Make the *.ship script file (~30 minutes)
7) Load up HW2 and see if everything works. If it doesn't work, usually it's a rigging error.

In total it takes several hours usually to get a ship in, because stuff doesn't always work as expected.
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