更换贴图 I 旧技术更换贴图方法为使用replacetexture语句。 打开单位的动画xml文件,找到gr2模型路径,在其下面添加replacetexture语句,一般情况下<assetreference type="GrannyModel">的<file>...</file>就是gr2模型的路径。
replacetexture语句:
<replacetexture> <from>原\贴\图\路\径</from> <to>新\贴\图\路\径</to> </replacetexture>
你可以参考格林机枪,格林机枪在葡萄牙改良后Rabauld(皇家管炮)这个升级科技后,格林机枪的枪管会变成金色,就是用replacetexture更改贴图了。
如果用科技更换外观还需要在techtreey.xml那个科技添加下列语句,才能改变外观。
<Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='要改变外观的单位调用名' relativity='Absolute'> <Target type ='Player'></Target></Effect>
接下来制作一个像欧洲哨所的升级科技,并且改变塔楼外观的修改:
如果只是想修改默认的外观,自己像最上面的截图那样直接把replacetexture语句用在none那里就行了...
先把升级科技制作出来吧
塔楼升级科技:
红色语句很重要,没有红色语句不会改变外观。
techtreey.xml - 记事本
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<Tech name ='ypFrontierOutpost ' type ='Normal'> <DBID>1154</DBID> <DisplayNameID>99001</DisplayNameID> <Cost resourcetype ='Wood'>400.0000</Cost> <Cost resourcetype ='Gold'>200.0000</Cost> <ResearchPoints>60.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>ui\techs\frontier_outpost\frontier_outpost</Icon> <RolloverTextID>99003</RolloverTextID> <Flag>CountsTowardMilitaryScore</Flag> <Prereqs> <TechStatus status ='Active'>Fortressize</TechStatus></Prereqs> <Effects> <Effect type ='SetName' proto ='YPOutpostAsian ' culture ='none' newName ='29872'></Effect> <Effect type ='Data' action ='RangedAttack' amount ='1.50' subtype ='Damage' relativity ='BasePercent'> <Target type ='ProtoUnit'>YPOutpostAsian </Target></Effect> <Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='YPOutpostAsian ' relativity ='Absolute'> <Target type ='Player'></Target></Effect> </Effects> </Tech> <Tech name ='ypFortifiedOutpost' type ='Normal'> <DBID>1155</DBID> <DisplayNameID>99002</DisplayNameID> <Cost resourcetype ='Wood'>800.0000</Cost> <Cost resourcetype ='Gold'>400.0000</Cost> <ResearchPoints>60.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>ui\techs\fortified_outpost\fortified_outpost</Icon> <RolloverTextID>99004</RolloverTextID> <Flag>CountsTowardMilitaryScore</Flag> <Prereqs> <TechStatus status ='Active'>ypFrontierOutpost </TechStatus> <TechStatus status ='Active'>Industrialize</TechStatus> </Prereqs> <Effects> <Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>YPOutpostAsian </Target></Effect> <Effect type ='SetName' proto ='YPOutpostAsian ' culture ='none' newName ='29873'></Effect> <Effect type ='Data' action ='CannonAttack' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>YPOutpostAsian </Target></Effect> <Effect type ='Data' action ='AntiShipAttack' amount ='2.00' subtype ='Damage' relativity ='BasePercent'> <Target type ='ProtoUnit'>YPOutpostAsian </Target></Effect> <Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='YPOutpostAsian ' relativity ='Absolute'> <Target type ='Player'></Target></Effect> </Effects> </Tech>
中国起始科技(启用上面两个新增的科技):
techtreey.xml - 记事本
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<Tech name ='YPAge0Chinese' type ='Normal'> <DBID>3529</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='obtainable'>ypFrontierOutpost </Effect> <Effect type ='TechStatus' status ='obtainable'>ypFortifiedOutpost </Effect> <Effect type ='TechStatus' status ='active'>YPAAAsianStartingTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseSpecialTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseConsulate</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseMonks</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseUnits</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseBuildings</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseWonders</Effect> </Effects> </Tech>
塔楼protoy(增加那两个科技的按钮,还有从哨所那里将炮轰攻击的语句复制过来,至于tactics就不用修改了,combatBuilding.tactics原本就有定义炮轰攻击):
protoy.xml - 记事本
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<Unit id ='934' name ='YPOutpostAsian'> <DBID>1382</DBID> <DisplayNameID>60392</DisplayNameID> <EditorNameID>60393</EditorNameID> <ObstructionRadiusX>2.0000</ObstructionRadiusX> <ObstructionRadiusZ>2.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</AnimFile> <DeadReplacement>BuildingRubble2x2</DeadReplacement> <DeadReplacementLifespan>15</DeadReplacementLifespan> <ImpactType>Wood</ImpactType> <PhysicsInfo>house</PhysicsInfo> <PlacementFile>buildingsmall.xml</PlacementFile> <Icon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon</Icon> <PortraitIcon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon_portrait</PortraitIcon> <RolloverTextID>60391</RolloverTextID> <ShortRolloverTextID>60390</ShortRolloverTextID> <InitialHitpoints>2000.0000</InitialHitpoints> <MaxHitpoints>2000.0000</MaxHitpoints> <LOS>32.0000</LOS> <ProjectileProtoUnit>Arrow</ProjectileProtoUnit> <UnitAIType>RangedCombative</UnitAIType> <BuildPoints>50.0000</BuildPoints> <BuildLimit>7</BuildLimit> <Bounty>70.0000</Bounty> <BuildBounty>35.0000</BuildBounty> <Cost resourcetype ='Wood'>250.0000</Cost> <BuildingWorkRate>1.0000</BuildingWorkRate> <MaxContained>20</MaxContained> <AllowedAge>0</AllowedAge> <Armor type ='Siege' value ='0.0000'></Armor> <BuilderLimit>4</BuilderLimit> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWalls</UnitType> <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>MilitaryBuilding</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>Building</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractFort</UnitType> <UnitType>ConvertsHerds</UnitType> <Tech row ='0' page ='1' column ='1'>ypFrontierOutpost </Tech> <Tech row ='0' page ='1' column ='1'>ypFortifiedOutpost </Tech> <Flag>CollidesWithProjectiles</Flag> <Flag>StartsAtFullEfficiency</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>ObscuresUnits</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>Doppled</Flag> <Flag>SelectWithObstruction</Flag> <Flag>PaintTextureWhenPlacing</Flag> <Flag>FlattenGround</Flag> <Flag>HasGatherPoint</Flag> <Flag>AllowAutoGarrison</Flag> <Flag>Tracked</Flag> <Contain>xpMedicineManAztec</Contain> <Contain>Priest</Contain> <Contain>Surgeon</Contain> <Contain>xpMedicineMan</Contain> <Contain>Imam</Contain> <Contain>NatMedicineMan</Contain> <Contain>Missionary</Contain> <Contain>AbstractVillager</Contain> <Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command> <Command page ='10' column ='3'>Delete</Command> <Command page ='10' column ='2'>Eject</Command> <Command page ='10' column ='1'>SetGatherPointEconomy</Command> <Command page ='10' column ='0'>SetGatherPointMilitary</Command> <Command>CancelNativeDance</Command> <Command>StartNativeDance</Command> <Tactics>combatBuilding.tactics</Tactics> <ProtoAction> <Name>AntiShipAttack</Name> <Damage>100.000000</Damage> <DamageType>Siege</DamageType> <MinRange>0.000000</MinRange> <MaxRange>40.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus> </ProtoAction> <ProtoAction> <Name>RangedAttack</Name> <Damage>30.000000</Damage> <DamageType>Ranged</DamageType> <MinRange>0.000000</MinRange> <MaxRange>24.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type ='AbstractVillager'>0.250000</DamageBonus> <DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus> <DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>1.500000</DamageBonus> </ProtoAction> <ProtoAction> <Name>CannonAttack</Name> <Damage>60.000000</Damage> <DamageType>Siege</DamageType> <MinRange>0.000000</MinRange> <MaxRange>24.000000</MaxRange> <ROF>3.000000</ROF> <DamageCap>120.000000</DamageCap> <DamageBonus type ='AbstractVillager'>0.250000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> <DamageBonus type ='AbstractCavalry'>1.500000</DamageBonus> <DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>1.500000</DamageBonus> </ProtoAction> </Unit>
randommapstringsy.xml.xml - 记事本
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<?xml version="1.0" encoding="utf-8"?>
<StringTable version="130"> <Language name="English"> <String _locID="130015">Ozarks</String> <String _locID="130016">Ozarks: Dense thickets filled with wildlife dot this rolling terrain.</String> <String _locID="130017">Hilltop trading posts sit beside a trade route that crosses the map from East to West. Teams are split across the trade route.</String> <String _locID="130018">Plymouth</String> <String _locID="130019">Plymouth: A bountiful land of natural treasures and grateful Pilgrims.</String> <String _locID="130020">Each colony can use intrepid Pilgrims and Scout Turkeys to explore the bountiful wilderness for Native Settlements and unique treasures.</String> <String _locID="99001">坚固塔楼</String> <String _locID="99002">强化塔楼</String> <String _locID="99003">增加塔楼的攻击力。</String> <String _locID="99004">塔楼可发射炮弹攻击敌人,而且还有更高的耐久度。</String> <!-- 输入双引号与单引号都是可行的 --> </Language> </StringTable>
升级科技制作完成,下面制作升级后会改变外观
这句话是给想一步登天的萌新看的:单位xml是protoy.xml的
路径 定义的,<AnimFile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</AnimFile>。自己往上面搜索一下,是不是有这句。
用AOE3ED提取塔楼的单位xml文件,转换格式后再打开,先拉倒最底下把升级科技与模型先定义了,
塔楼外观与顶部说到的格林机枪不一样,<logic type="Tech">写在了最下方,你改其他的时候,自己判断吧,这里与上面是两个不同的例子了。
区别:格林机枪只有一个<submodel></submodel>,或者没有<submodel></submodel>;而塔楼则有多个<submodel></submodel>。
一个<submodel></submodel>是一个模型的内容。使用<submodelref ref="xxxx"/>调用
往上面搜索Outpost lvl1,从<submodel>复制到末尾的</submodel>,注意不要把其他模型的也复制了,然后粘贴两次(因为我们需要制作坚固塔楼与强化塔楼两个不同的外观)。
蓝色背景是要复制的语句,红色字是粘贴的语句,红色字中的蓝色字是粘贴后并修改的语句。绿色字是上面那张真·截图的内容。
spc_japanese_outpost.xml - 记事本
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_Launchpoint03</definebone> <definebone>bone_Launchpoint02</definebone> <definebone>bone_Launchpoint01</definebone> <definebone>bone_Launchpoint00</definebone> <definebone>bone_debris_1A</definebone> <definebone>bone_debris_1B</definebone> <definebone>bone_debris_1C</definebone> <definebone>bone_debris_1D</definebone> <definebone>bone_debris_1E</definebone> <definebone>bone_debris_1F</definebone> <definebone>bone_debris_1G</definebone> <definebone>bone_debris_1h</definebone> <definebone>bone_debris_1i</definebone> <definebone>bone_debris_1j</definebone> <definebone>bone_debris_2A</definebone> <definebone>bone_debris_2B</definebone> <definebone>bone_debris_2C</definebone> <definebone>bone_debris_2D</definebone> <definebone>bone_debris_2E</definebone> <definebone>bone_debris_2F</definebone> <definebone>bone_debris_2G</definebone> <definebone>bone_debris_2H</definebone> <definebone>bone_debris_2I</definebone> <definebone>bone_debris_2J</definebone> <definebone>bone_debris_2k</definebone> <definebone>bone_debris_2l</definebone> <definebone>bone_debris_2m</definebone> <definebone>bone_debris_3A</definebone> <definebone>bone_debris_3B</definebone> <definebone>bone_debris_3C</definebone> <definebone>bone_debris_3D</definebone> <definebone>bone_debris_3E</definebone> <definebone>bone_debris_3F</definebone> <definebone>bone_debris_4A</definebone> <definebone>bone_debris_4B</definebone> <definebone>bone_debris_4C</definebone> <definebone>bone_debris_4D</definebone> <definebone>bone_debris_4E</definebone> <definebone>bone_debris_4F</definebone> <definebone>bone_debris_4G</definebone> <definebone>bone_debris_4H</definebone> <definebone>bone_debris_5A</definebone> <definebone>bone_debris_5B</definebone> <definebone>bone_debris_5C</definebone> <definebone>bone_debris_5D</definebone> <definebone>bone_debris_5E</definebone> <definebone>bone_debris_5F</definebone> <definebone>bone_debris_5G</definebone> <definebone>bone_debris_5H</definebone> <definebone>bone_debris_5I</definebone> <definebone>bone_debris_5J</definebone> <definebone>bone_debris_6A</definebone> <definebone>bone_debris_6B</definebone> <definebone>bone_debris_6C</definebone> <definebone>bone_debris_6D</definebone> <definebone>bone_debris_6E</definebone> <definebone>bone_debris_6F</definebone> <definebone>bone_debris_6G</definebone> <definebone>bone_debris_6H</definebone> <definebone>bone_smoke</definebone> <definebone>bone_civ_flag</definebone> <submodel> Outpost lvl1 <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> Outpost_1 <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>default</effecttype> <texture>buildings\outpost\Outpost Ground</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <width>8.00</width> <height>8.00</height> </decal> </component> <component> Outpost_1_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> </component> <anim> Idle <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Rifleshot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathanime</file> </assetreference> <component>Outpost_1_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> <anim> RangedAttackShip <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> </submodel> <submodel> Outpost lvl2 <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> Outpost_1 <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>default</effecttype> <texture>buildings\outpost\Outpost Ground</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <width>8.00</width> <height>8.00</height> </decal> </component> <component> Outpost_1_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> </component> <anim> Idle <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RifleShot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathanime</file> </assetreference> <component>Outpost_1_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> <anim> RangedAttackShip <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> </submodel> <submodel> sub_construction_stage_01 <component> construction_stage_01 <assetreference type="GrannyModel"> <file>buildings\constructions\2x2_stage1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\constructions\2x2_construction_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>7.00</width> <height>7.00</height> </decal> </component> <anim> Idle <component>construction_stage_01</component> </anim> </submodel> <submodel> sub_construction_stage_02 <component> construction_stage_02 <assetreference type="GrannyModel"> <file>buildings\constructions\2x2_stage2</file> </assetreference> </component> <anim> Idle <component>construction_stage_02</component> </anim> </submodel> <submodel> OutpostLV3 <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> Outpost_1 <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV3</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV3</to> <replacetexture>
</assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV3</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV3</to> <replacetexture> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV3</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV3</to> <replacetexture> </assetreference> </lowpoly> </logic> <decal> <effecttype>default</effecttype> <texture>buildings\outpost\Outpost Ground</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <width>8.00</width> <height>8.00</height> </decal> </component> <component> Outpost_1_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> </component> <anim> Idle <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Rifleshot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathanime</file> </assetreference> <component>Outpost_1_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> <anim> RangedAttackShip <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> </submodel> <submodel> OutpostLV4 <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> Outpost_1 <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV4</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV4</to> <replacetexture> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV4</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV4</to> <replacetexture> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="asian_outpost"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost</from> <to>mods\Asian_outpostLV4</to> <replacetexture> <replacetexture> <from>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost_bump</from> <to>mods\Asian_outpost_bump_LV4</to> <replacetexture> </assetreference> </lowpoly> </logic> <decal> <effecttype>default</effecttype> <texture>buildings\outpost\Outpost Ground</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <width>8.00</width> <height>8.00</height> </decal> </component> <component> Outpost_1_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost</file> </assetreference> </lowpoly> </logic> </component> <anim> Idle <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> RangedAttack <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Rifleshot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_deathanime</file> </assetreference> <component>Outpost_1_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> <anim> RangedAttackShip <assetreference type="GrannyAnim"> <file>animation_library\building\ranged_attack</file> <tag type="Attack">0.45</tag> <tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag> </assetreference> <component>Outpost_1</component> <simskeleton> <model>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\asian_outpost_damaged</model> <damagetemplate>buildings\asian_civs\spc\japanese_outpost\Asian_outpost\Asian_outpost.dmg</damagetemplate> </simskeleton> </anim> </submodel> <submodel> Outpost lvl1_con2 <attachment> con <component> scaffolding <assetreference type="GrannyModel"> <file>buildings\outpost\outpost_generic_con</file> </assetreference> </component> <anim> Idle <component>scaffolding</component> </anim> </attachment> <component> Outpost_1 <assetreference type="GrannyModel"> <file>buildings\constructions\2x2_stage3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\constructions\2x2_construction_decal</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>7.00</width> <height>7.00</height> </decal> <attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <component>Outpost_1</component> </anim> </submodel> <component> ypoutpostasian <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p33> <submodelref ref="sub_construction_stage_02"/> </p33> <p66> <submodelref ref="Outpost lvl1_con2"/> </p66> <p100> <submodelref ref="Outpost lvl1"/> </p100> </logic> </none> <ypFrontierOutpost> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p33> <submodelref ref="sub_construction_stage_02"/> </p33> <p66> <submodelref ref="Outpost lvl1_con2"/> </p66> <p100> <submodelref ref="OutpostLV3 "/> </p100> </logic> </ypFrontierOutpost> <ypFortifiedOutpost> <logic type="BuildingCompletion"> <p0> <submodelref ref="sub_construction_stage_01"/> </p0> <p33> <submodelref ref="sub_construction_stage_02"/> </p33> <p66> <submodelref ref="Outpost lvl1_con2"/> </p66> <p100> <submodelref ref="OutpostLV4 "/> </p100> </logic> </ypFortifiedOutpost> </logic> </component> </animfile>
补充:<submodelref ref="
XXXX "/>要与你粘贴的submodel语句第一个调用名相同才会被调用到,你自己往上搜索几次OutpostLV4看看。
制作新贴图
最后改好的xml文件按照原路径,新贴图按照你定义的新路径放回游戏目录。
如何查看gr2文件?
gr2查看器
百度网盘:
https://pan.baidu.com/s/1Oc3Z9ZHiaULAOYUQvBSTeA ;提取码:odw9