模型和游戏怎样结合的技术
<p>转贴</p><p>{<br/> 看到这么长的脚本,你们总该知道为什么我需要一个脚本产生工具了吧<br/> 这个脚本是不完整的,没有写音效,没有写粒子,比如角色死亡时的特效<br/> 这是一条黑龙的模型驱动脚本,我先ctrl+v过来,然后花了10分钟来改写,虽然有详细的常量,但还是非常麻烦,不是吗。<br/> 下图是该脚本的工作/运行环境<br/>} </p><p></p><p>uses MDLAuto;</p><p>const<br/> //*****************************************************************************************<br/> //owner type<br/> //TRULEDummyOwnerType(rdotSelf, rdotNeutrally, rdotAntagonize, rdotAlly, rdotWorld)<br/> _OwnerType=rdotSelf;<br/> //*****************************************************************************************<br/> //state type<br/> //TRULEDummyCubeStateType(rostDummy, rostStatic, rostStaticTraversing, potStaticUnderprop, rostMovement, rostMovementTraversing, rostMovementFly)<br/> _StateType=rostMovement;<br/> //*****************************************************************************************<br/> //show shadow <br/> _ShadowVolume=True;<br/> //*****************************************************************************************<br/> //map open a time auto preload,only for WorldEditor build mode,no interface manual <br/> _Preload=False;<br/> //*****************************************************************************************<br/> //radius <br/> _Radius=100;<br/> //*****************************************************************************************<br/> //autofree <br/> _AutoFree=True;<br/> //*****************************************************************************************<br/> //skin mesh<br/> _Skin_CFG='Skin.SMD';<br/> //*****************************************************************************************<br/> //load format (animated file)#13#10(animated file)#13#10.......<br/> //animated switch format (animated name):(frame):(animate mode)<br/> //*****************************************************************************************<br/> { IDLE animated, }<br/> _IDLE_CFG='IDLE1.smd'+#13#10+'IDLE2.smd';<br/> //<br/> _IDLE_50_AnimatedSwitch='IDLE1:60'; <br/> _IDLE_30_AnimatedSwitch='IDLE2:60'; <br/> _IDLE_20_AnimatedSwitch='IDLE2:60'; <br/> //*****************************************************************************************<br/> { Attack animated, }<br/> _Attack_CFG='Attack1.smd';<br/> // <br/> _Attack_60_AnimatedSwitch='Attack1:80'; <br/> _Attack_60_Trigger_PercentFrame=50;<br/> _Attack_60_Trigger_SkeletonBoneName='';<br/> //<br/> _Attack_40_AnimatedSwitch='Attack1:80';<br/> _Attack_40_Trigger_PercentFrame=50;<br/> _Attack_40_Trigger_SkeletonBoneName='';<br/> //*****************************************************************************************<br/> { Remote animated, }<br/> _Remote_CFG=_Attack_CFG;<br/> //<br/> _Remote_60_AnimatedSwitch=_Attack_60_AnimatedSwitch; <br/> _Remote_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame;<br/> _Remote_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName;<br/> // <br/> _Remote_40_AnimatedSwitch=_Attack_40_AnimatedSwitch; <br/> _Remote_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame;<br/> _Remote_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName; <br/> //*****************************************************************************************<br/> { Spell animated, }<br/> _Spell_CFG='Spell.smd';<br/> //<br/> _Spell_60_AnimatedSwitch='Spell:80'; <br/> _Spell_60_Trigger_PercentFrame=50;<br/> _Spell_60_Trigger_SkeletonBoneName='';<br/> // <br/> _Spell_40_AnimatedSwitch='Spell:80'; <br/> _Spell_40_Trigger_PercentFrame=50;<br/> _Spell_40_Trigger_SkeletonBoneName=''; <br/> //*****************************************************************************************<br/> { Special animated, }<br/> _Special_CFG=_Attack_CFG;<br/> //<br/> _Special_60_AnimatedSwitch=_Attack_60_AnimatedSwitch; <br/> _Special_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame;<br/> _Special_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName;<br/> //<br/> _Special_40_AnimatedSwitch=_Attack_40_AnimatedSwitch; <br/> _Special_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame;<br/> _Special_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName;<br/> //*****************************************************************************************<br/> { Use animated, }<br/> _Use_CFG=_Spell_CFG;<br/> //<br/> _Use_60_AnimatedSwitch=_Spell_60_AnimatedSwitch; <br/> _Use_60_Trigger_PercentFrame=_Spell_60_Trigger_PercentFrame;<br/> _Use_60_Trigger_SkeletonBoneName=_Spell_60_Trigger_SkeletonBoneName;<br/> // <br/> _Use_40_AnimatedSwitch=_Spell_40_AnimatedSwitch; <br/> _Use_40_Trigger_PercentFrame=_Spell_40_Trigger_PercentFrame;<br/> _Use_40_Trigger_SkeletonBoneName=_Spell_40_Trigger_SkeletonBoneName;<br/> //*****************************************************************************************<br/> { Walk animated, }<br/> _Walk_CFG='Walk1.smd';<br/> _Walk_AnimatedSwitch='Walk1';<br/> _Walk_StandMovementSpeed=200;<br/> _Walk_StandFrameInterval=80;<br/> //*****************************************************************************************<br/> { Run animated, }<br/> _Run_CFG='Walk2.smd';<br/> _Run_AnimatedSwitch='Walk2';<br/> _Run_StandMovementSpeed=200;<br/> _Run_StandFrameInterval=80;<br/> //*****************************************************************************************<br/> { DIE animated, }<br/> _DIE_CFG='DIE.smd';<br/> _DIE_AnimatedSwitch='DIE:80';<br/> //*****************************************************************************************<br/> { Ready animated, }<br/> _Ready_CFG='IDLE1.smd';<br/> _Ready_AnimatedSwitch='IDLE1:80';</p><p><br/>//implementation script<br/> <br/>var<br/> _ObjectData:TObjectDataManager;<br/> _DataFramework:TRULESectionTextEngine;<br/> //<br/> _Parent:TDummyCube;<br/> _Actor:TActor;<br/> //<br/> _Attack_60_Trigger_SkeletonBone:TSkeletonBone;<br/> _Attack_40_Trigger_SkeletonBone:TSkeletonBone;<br/> _Remote_60_Trigger_SkeletonBone:TSkeletonBone;<br/> _Remote_40_Trigger_SkeletonBone:TSkeletonBone;<br/> _Spell_60_Trigger_SkeletonBone:TSkeletonBone;<br/> _Spell_40_Trigger_SkeletonBone:TSkeletonBone;<br/> _Special_60_Trigger_SkeletonBone:TSkeletonBone;<br/> _Special_40_Trigger_SkeletonBone:TSkeletonBone;<br/> _Use_60_Trigger_SkeletonBone:TSkeletonBone;<br/> _Use_40_Trigger_SkeletonBone:TSkeletonBone;</p><p>procedure _Destroy(Sender:TObject);<br/>begin<br/> _DataFramework.Free; <br/> DisableResident;<br/>end;</p><p>procedure _IDLE_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<50 then<br/> begin<br/> _AnimatedSwitch:=_IDLE_50_AnimatedSwitch<br/> _Actor.AnimationMode:=aamLoop;<br/> end <br/> else if _R<80 then<br/> begin<br/> _AnimatedSwitch:=_IDLE_30_AnimatedSwitch<br/> _Actor.AnimationMode:=aamLoop;<br/> end <br/> else<br/> begin<br/> _AnimatedSwitch:=_IDLE_20_AnimatedSwitch;<br/> _Actor.AnimationMode:=aamLoop;<br/> end;<br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0);<br/>end;</p><p>function Proc_IDLE(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_IDLE_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _IDLE_FrameReached(_Actor);<br/>end;</p><p>var<br/> ___Percent:Integer;<br/> ___SkeletonBone:TSkeletonBone;<br/> ___Animation:TActorAnimation;</p><p>procedure _Attack_Remote_Spell_Special_Use_Progress(Sender: TOBJECT; deltaTime: Double; NEWTIME: Double);<br/>begin<br/> if (___Animation<>nil)and(_Actor.StartFrame=___Animation.StartFrame)and(_Actor.EndFrame=___Animation.EndFrame)and<br/> (mlPercentageToInt(_Actor.EndFrame-_Actor.StartFrame, _Actor.CurrentFrame-_Actor.StartFrame) >= ___Percent) then<br/> begin<br/> ActorTriggerSpellFromMDL(_Parent, ___SkeletonBone);<br/> _Actor.OnProgress:=nil;<br/> with _Parent.Procs do<br/> begin<br/> Variantvalues['Wait']:=True;<br/> Execute;<br/> end; <br/> end;<br/>end;</p><p>procedure _Attack_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<60 then<br/> begin<br/> _AnimatedSwitch:=_Attack_60_AnimatedSwitch;<br/> ___Percent:=60;<br/> ___SkeletonBone:=_Attack_60_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end<br/> else<br/> begin<br/> _AnimatedSwitch:=_Attack_40_AnimatedSwitch;<br/> ___Percent:=40;<br/> ___SkeletonBone:=_Attack_40_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end; <br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> ___Animation:=_Actor.Animations.FindName(_Name);<br/> _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0);<br/> _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;<br/>end;</p><p>function Proc_Attack(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Attack_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Attack_FrameReached(_Actor);<br/>end;</p><p>procedure _Remote_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<60 then<br/> begin<br/> _AnimatedSwitch:=_Remote_60_AnimatedSwitch;<br/> ___Percent:=60;<br/> ___SkeletonBone:=_Remote_60_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end<br/> else<br/> begin<br/> _AnimatedSwitch:=_Remote_40_AnimatedSwitch;<br/> ___Percent:=40;<br/> ___SkeletonBone:=_Remote_40_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end; <br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> ___Animation:=_Actor.Animations.FindName(_Name);<br/> _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0);<br/> _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;<br/>end;</p><p>function Proc_Remote(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Remote_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Remote_FrameReached(_Actor);<br/>end;</p><p>procedure _Spell_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<60 then<br/> begin<br/> _AnimatedSwitch:=_Spell_60_AnimatedSwitch;<br/> ___Percent:=60;<br/> ___SkeletonBone:=_Spell_60_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end<br/> else<br/> begin<br/> _AnimatedSwitch:=_Spell_40_AnimatedSwitch;<br/> ___Percent:=40;<br/> ___SkeletonBone:=_Spell_40_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end; <br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> ___Animation:=_Actor.Animations.FindName(_Name);<br/> _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0);<br/> _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;<br/>end;</p><p>function Proc_Spell(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Spell_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Spell_FrameReached(_Actor);<br/>end;</p><p>procedure _Special_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<60 then<br/> begin<br/> _AnimatedSwitch:=_Special_60_AnimatedSwitch;<br/> ___Percent:=60;<br/> ___SkeletonBone:=_Special_60_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end<br/> else<br/> begin<br/> _AnimatedSwitch:=_Special_40_AnimatedSwitch;<br/> ___Percent:=40;<br/> ___SkeletonBone:=_Special_40_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end; <br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> ___Animation:=_Actor.Animations.FindName(_Name);<br/> _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0);<br/> _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;<br/>end;</p><p>function Proc_Special(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Special_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Special_FrameReached(_Actor);<br/>end;</p><p>procedure _Use_FrameReached(Sender:TObject);<br/>var<br/> _R:Integer;<br/> _AnimatedSwitch:string;<br/> _Name:string; <br/> _Interval:Integer; <br/>begin<br/> _R:=RandomRange(0, 100);<br/> if _R<60 then<br/> begin<br/> _AnimatedSwitch:=_Use_60_AnimatedSwitch;<br/> ___Percent:=60;<br/> ___SkeletonBone:=_Use_60_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end<br/> else<br/> begin<br/> _AnimatedSwitch:=_Use_40_AnimatedSwitch;<br/> ___Percent:=40;<br/> ___SkeletonBone:=_Use_40_Trigger_SkeletonBone;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> end; <br/> //<br/> FilterAnimatedText(_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> ___Animation:=_Actor.Animations.FindName(_Name);<br/> _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0);<br/> _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;<br/>end;</p><p>function Proc_Use(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Use_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Use_FrameReached(_Actor);<br/>end;</p><p>function Proc_Walk(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=nil;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.Interval:=_Walk_StandFrameInterval;<br/> _Actor.AnimationMode:=aamLoop;<br/> _Actor.SwitchToAnimationFromName(_Walk_AnimatedSwitch, _Actor.CurrentFrame>0);<br/>end;</p><p>function Proc_Run(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=nil;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.Interval:=_Run_StandFrameInterval;<br/> _Actor.AnimationMode:=aamLoop;<br/> _Actor.SwitchToAnimationFromName(_Run_AnimatedSwitch, _Actor.CurrentFrame>0);<br/>end;</p><p>procedure _DIE_FrameReached(Sender:TObject);<br/>var<br/> _Name:string;<br/> _Interval:Integer;<br/>begin<br/> _Actor.OnStartFrameReached:=nil;<br/> //<br/> FilterAnimatedText(_DIE_AnimatedSwitch, _Name, _Interval);<br/> _Actor.Interval:=_Interval;<br/> _Actor.AnimationMode:=aamPlayOnce;<br/> _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0);<br/>end;</p><p>function Proc_DIE(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_DIE_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _DIE_FrameReached(_Actor);<br/>end;</p><p>procedure _Ready_FrameReached(Sender:TObject);<br/>var<br/> _Name:string;<br/> _Interval:Integer;<br/>begin<br/> _Actor.OnStartFrameReached:=nil;<br/> //<br/> FilterAnimatedText(_Ready_AnimatedSwitch, _Name, _Interval);<br/> _Actor.AnimationMode:=aamLoop;<br/> _Actor.Interval:=_Interval;<br/> _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0);<br/>end;</p><p>function Proc_Ready(Sender:TRULEProc): Variant;<br/>begin<br/> Result:=True;<br/> //<br/> _Actor.OnProgress:=nil;<br/> _Actor.OnFrameChanged:=nil;<br/> _Actor.OnStartFrameReached:=@_Ready_FrameReached;<br/> _Actor.OnEndFrameReached:=nil;<br/> //<br/> _Actor.AnimationMode:=aamLoop;<br/> if not Sender.Variantvalues['Wait'] then _Ready_FrameReached(_Actor);<br/>end;</p><p>procedure InitExternalAPI;<br/>begin<br/> //init external api<br/> _Parent.Procs.New(C_IDLEInterface).OnProcExecute:=@Proc_IDLE;<br/> _Parent.Procs.New(C_AttackInterface).OnProcExecute:=@Proc_Attack;<br/> _Parent.Procs.New(C_RemoteInterface).OnProcExecute:=@Proc_Remote;<br/> _Parent.Procs.New(C_SpellInterface).OnProcExecute:=@Proc_Spell; <br/> _Parent.Procs.New(C_SpecialInterface).OnProcExecute:=@Proc_Special;<br/> _Parent.Procs.New(C_WalkInterface).OnProcExecute:=@Proc_Walk; <br/> _Parent.Procs.New(C_RunInterface).OnProcExecute:=@Proc_Run; <br/> _Parent.Procs.New(C_UseInterface).OnProcExecute:=@Proc_Use; <br/> _Parent.Procs.New(C_DIEInterface).OnProcExecute:=@Proc_DIE; <br/> _Parent.Procs.New(C_ReadyInterface).OnProcExecute:=@Proc_Ready; <br/>end;</p><p>procedure LoadSK(_List:string);<br/>var<br/> Rep_Int:Integer;<br/> _SL:TStrings;<br/>begin<br/> _SL:=TStringList.Create;<br/> if mlLimitTextAsList(_List, #13#10, _SL) then<br/> begin<br/> for Rep_Int:=0 to _SL.Count-1 do<br/> begin<br/> if _Actor.Animations.FindName(mlMaskLastStr(_SL, '.'))=nil then<br/> begin<br/> AddSKToActorFromMDL(_Actor, _SL);<br/> end;<br/> end;<br/> end;<br/> _SL.Free;<br/>end;</p><p>procedure LoadSMD;<br/>begin<br/> LoadSKSkinToActorFromMDL(_Actor, _Skin_CFG);<br/> //<br/> LoadSK(_IDLE_CFG);<br/> LoadSK(_Attack_CFG);<br/> LoadSK(_Remote_CFG);<br/> LoadSK(_Spell_CFG);<br/> LoadSK(_Special_CFG);<br/> LoadSK(_Walk_CFG);<br/> LoadSK(_Run_CFG);<br/> LoadSK(_Use_CFG);<br/> LoadSK(_DIE_CFG);<br/> LoadSK(_Ready_CFG);<br/>end;</p><p>procedure ScanSkeletonBone;<br/>begin<br/> _Attack_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_60_Trigger_SkeletonBoneName);<br/> _Attack_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_40_Trigger_SkeletonBoneName);<br/> _Remote_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_60_Trigger_SkeletonBoneName);<br/> _Remote_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_40_Trigger_SkeletonBoneName);<br/> _Spell_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_60_Trigger_SkeletonBoneName);<br/> _Spell_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_40_Trigger_SkeletonBoneName);<br/> _Special_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_60_Trigger_SkeletonBoneName);<br/> _Special_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_40_Trigger_SkeletonBoneName);<br/> _Use_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_60_Trigger_SkeletonBoneName);<br/> _Use_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_40_Trigger_SkeletonBoneName);<br/>end;</p><p>//main<br/>begin<br/> //entry<br/> _Parent:=TDummyCube(TriggerTarget);<br/> _ObjectData:=TObjectDataManager(TriggerSource);<br/> _Parent.Roll(-90);</p><p> //fixed options<br/> _Parent.StateData.Fixed_Type:=_StateType;<br/> _Parent.StateData.Fixed_OwnerType:=_OwnerType;<br/> _Parent.StateData.Fixed_ShadowVolume:=_ShadowVolume;<br/> _Parent.StateData.Fixed_Preload:=_Preload;<br/> _Parent.StateData.Fixed_Radius:=_Radius;<br/> _Parent.StateData.Fixed_AutoFree:=_AutoFree;<br/> <br/> //init data framework<br/> _DataFramework:=GetDataFrameworkFromMDL;<br/> <br/> //init api<br/> InitExternalAPI;<br/> <br/> //init actor<br/> _Actor:=TActor.CreateAsChild(_Parent);<br/> _Actor.Reference:=aarSkeleton;<br/> _Actor.OverlaySkeleton:=True;<br/> InitActorMaterialFromMDL(_Actor);<br/> <br/> //custom material process, custom texture options here<br/> with GetActorTextureFromMDL(_Actor, 'BlackDragon.tga', 'BlackDragon.tga') do<br/> begin <br/> Material.BlendingMode:=bmOpaque;<br/> Material.FaceCulling:=fcNoCull; <br/> end;<br/> <br/> //load smd<br/> LoadSMD;<br/> <br/> //scan and initiation Skeleton Bone<br/> ScanSkeletonBone;<br/> <br/> //auto play ILDE animated<br/> with _Parent.Procs do<br/> begin<br/> Variantvalues['Wait']:=False;<br/> Execute;<br/> end; <br/> <br/> //Resident<br/> _Parent.OnDestroy:=@_Destroy;<br/> EnabledResident; <br/>end.</p>[此贴子已经被作者于2007-1-26 21:14:36编辑过]
UploadFile/2007-1/200712621134833526.jpg<br/> 这是和该脚本结合在一起的模型数据 <p></p><p>SMD格式,够熟悉了吧,够通用了吧?<br/></p>UploadFile/2007-1/20071262115789092.jpg<br/> 这是模拟环境中的运行结果,这和最终放在游戏中的运行结果是一致的UploadFile/2007-1/200712621154282344.jpg<br/> 这是模拟环境的专用脚本.UploadFile/2007-1/200712621161649517.jpg<br/> 运行以后,得到了所需的控制按钮,可以在这里切换动画,以及调整播放贞的速率,和做一些纹理,骨骼参数的调整,这样就成了一个完整的SMD调试环境了. <p></p><p><br/>很简单,不是吗,就是那些脚本有点烦.</p><p><br/>不久以后某天,当太阳升起的时候,然后一个全球最变态引擎将出现在中国的游戏土地上.变态引擎将代替我们的太阳.</p>UploadFile/2007-1/200712621164324446.jpg<br/> 其实单单支持SMD是不能作为通用引擎的,何况还是变态的通用引擎. <p></p><p>我还支持MD3,MD2,MD5(把ID的格式全支持完了)</p><p>看图,这是完整的MD3,可以更换武器,更换衣服.这是从游戏中提取的模型</p>UploadFile/2007-1/200712621171066892.jpg<br/> 这就是MD3的支持了。 <p></p><p>你看出什么心得了吗?我前年花了大量时间在做模型开发方案。如果手痒,想亲自做一下,就等吧。</p><p>只要从现在起,多看看变态引擎作者的帖子,多关心一下变态引擎。不久以后,你就会发现,开发ARPG=easy<br/></p>UploadFile/2007-1/200712621174783632.jpg<br/> 然后把,上面做好的模型,应用一下。设置成,NPC,友方,本方,等等属性以后,这样在游戏中就可以应用了。 <p></p><p>这是演示模型在游戏中已经可以被成功的驱动了。非游戏画面。</p><p>怎么样,这个过程对于制作者来说很简单了吧。凡是你在网上搜集,自己做的模型,你只需要花10分钟去该一下模型的驱动脚本,那么在游戏中就可以使用了,目前我支持了10来种通用格式,3dsmax导出的大多数格式基本上都支持。我没说错吧,是不是开发ARPG,或则开发RTS,等于Easy?<br/></p>UploadFile/2007-1/200712621182011068.jpg<br/>
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