兵模
我们玩中2都会被那些不同的兵吸引,有时会喜欢用a国但有喜欢b国的某个兵,我们都想组建一支自己喜欢的兵团,但如果在export_descr_unit里只是加入你用的国家的名字,在进入战场后会出现鬼兵的情况,这是因为皮肤问题。所以在这里我会举个例子讲一下怎么改兵模、皮肤,其他的请看令狐一点通兄弟的帖子
我把SS6.1里的安条克骑士改成圣殿骑士团主帅卫队
打开data下的export_descr_unit,找到安条克骑士对应的数据
type Knights of Antioch
dictionary Knights_of_Antioch ; Knights of Antioch, f
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Knights_of_Antioch, 24, 0, 1
mount barded horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit
formation 1.5, 4.4, 2, 6, 2, square, wedge
stat_health 1, 0
stat_pri 7, 12, no, 0, 0, melee, melee_blade, piercing, spear, 60, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 8, 6, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 7, 4, 4, metal
;stat_armour_ex 5, 0, 0, 0, 4, 6, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, -2, 0
stat_mental 20, impetuous, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1115, 600, 80, 185, 1115, 4, 240
armour_ug_levels 2
armour_ug_models Knights_of_Antioch
ownership jerusalem
era 0 jerusalem
era 1 jerusalem
recruit_priority_offset 20
(注意对比不同的地方,改兵模和皮肤最重要的是soldier和armour_ug_models后面的对应项,其中soldier是士兵的模型,看export_descr_unit你会发现有很多兵的这一项是一样的,而armour_ug_models决定了不同国家的即使是同一个兵会穿不同的衣服)type Knights of Antioch
dictionary Knights_of_Antioch ; Knights of Antioch, f
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Marshall_of_the_Templars(这个不是我创出来的,我没那水平,这是SS6.1里面原来就有的,这个主要是看兵的外形是否相同,比如步行封建骑士和步行耶路撒冷骑士的兵模是不同的,因为前者的袍没到脚,后者的到了,如果把步行耶路撒冷骑士的皮肤用在步行封建骑士那里可能就会出现花兵的现象), 36, 0, 1
mount order mailed horse2
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit
formation 1.5, 4.4, 2, 6, 2, square, wedge
stat_health 1, 0
stat_pri 10, 12, no, 0, 0, melee, melee_blade, piercing, spear, 60, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 11, 6, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 6, 8, 6, metal
;stat_armour_ex 9, 0, 0, 0, 5, 0, 6, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, -2, 0
stat_mental 17, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2500, 550, 130, 305, 1450, 1, 430
armour_ug_levels 3
armour_ug_models Marshall_of_the_Templars(这个也是原来就有的,只是原来的SS6.1没用,这里有个问题,除了ug还有一些其他单词(一般是非名词)外开头一律要大写,虽然在battle_models.modeldb里开头都是小写,但这里要大写,如Broken_Lances_ug1)
ownership knights_templar, jerusalem
era 0 knights_templar, jerusalem
era 1 knights_templar, jerusalem
recruit_priority_offset 20
用记事本打开data\unit_models下的battle_models.modeldb,找到Marshall_of_the_Templars(原先的Knights_of_Antioch可以不用管了,因为用不上)
24 marshall_of_the_templars
1 4 (下面有多少行,要对应)
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod0.mesh 121 (皮肤组合)
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod1.mesh 900 (皮肤组合)
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod2.mesh 2500 (皮肤组合)
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod3.mesh 6400 (皮肤组合)
1 (可用国家数)
9 jerusalem (国家名,前面的数字是国家的代号,但有些国家是一样的)
61 unit_models/_Units/CM_Fancy/textures/CM_fancy_templar.texture (耶路撒冷的衣服细节,我曾经试过把SS6.4的某个兵模的textures黏贴到6.1里,把6.1里的battle_models.modeldb里的对应项直接黏贴到6.1里,实验结果是不会跳出的,但如果不这样,用6.4的textures而自己乱改前面的数字,是会跳出的)
60 unit_models/_Units/CM_Fancy/textures/CM_fancy_normal.texture (不明)
58 unit_sprites/jerusalem_Marshall_of_the_Templars_sprite.spr (远景样子)
1 (可用国家数)
9 jerusalem
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_diff.texture (有资料说是脸部)
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_norm.texture 0 (根据个人修改经验,这个和上面的这两条在这个兵模里任何国家都可以用,只要前面那个国家“9 jerusalem ”这个不同就行了)
1 5 Horse (前面的1表示一个兵模,5 Horse :有马)
13 MTW2_HR_Lance (骑枪)
13 MTW2_HR_Sword 2 (13 MTW2_HR_Sword:骑士剑,2:两件主武器)
21 MTW2_HR_Lance_Primary (主武器骑枪)
14 fs_test_shield 2 (14 fs_test_shield:主武器盾牌,2:两件副武器)
18 MTW2_Sword_Primary (副武器骑士剑)
14 fs_test_shield (副武器盾牌)
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 (不明)(我一般都不会动这一块)
改成(注意比较不同的地方)(这里的空格有严格要求,所以一般用复制黏贴的套用方式来避免出错)
24 marshall_of_the_templars
1 4
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod0.mesh 121
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod1.mesh 900
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod2.mesh 2500
62 unit_models/_Units/CM_Fancy/marshall_of_the_templars_lod3.mesh 6400
2
15 knights_templar
61 unit_models/_Units/CM_Fancy/textures/CM_fancy_templar.texture
60 unit_models/_Units/CM_Fancy/textures/CM_fancy_normal.texture
58 unit_sprites/jerusalem_Marshall_of_the_Templars_sprite.spr
9 jerusalem
61 unit_models/_Units/CM_Fancy/textures/CM_fancy_templar.texture
60 unit_models/_Units/CM_Fancy/textures/CM_fancy_normal.texture
58 unit_sprites/jerusalem_Marshall_of_the_Templars_sprite.spr
2
15 knights_templar
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_diff.texture
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_norm.texture 0
9 jerusalem
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_diff.texture
70 unit_models/AttachmentSets/Final Heater Special_jerusalem_norm.texture 0
1 5 Horse
13 MTW2_HR_Lance
13 MTW2_HR_Sword 2
21 MTW2_HR_Lance_Primary
14 fs_test_shield 2
18 MTW2_Sword_Primary
14 fs_test_shield
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
PS:同样的,如果兵因升级而改变兵模的,也按上面原则来修改
到text下的export_units把安条克骑士的描述改成你喜欢的文字
最后我们要解决的问题是兵的兵牌问题
小兵牌:我在data\ui\units\jerusalem里找到名为#marshall_of_the_templars和#knights_of_antioch的图片,把后者的图改成前者的图,名字不变(这样就意味着原先的安条克骑士这个小兵牌的图没了),在把它复制黏贴到data\ui\units\knights_templar里
大兵牌:其实用不用兵牌这一步都不会影响你进入游戏,只是没有兵牌会不好看(比如新拥有的国家的兵牌会以罗马战争里的农民代替),但不会令你跳出游戏。其实圣殿骑士团主帅卫队的大兵牌原先也是有的,我不喜欢,所以进入了自定义游戏,用圣殿骑士团,选了两队兵进入战场,然后隐蔽所有界面,弄个自己认为好看的姿势,截图,出来后裁剪,大小根据data\ui\unit_info里图片的大小来裁剪。名字用data\ui\unit_info\jerusalem里的knights_of_antioch_info