转贴 { 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 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 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。 下图是该脚本的工作/运行环境 } uses MDLAuto; const //***************************************************************************************** //owner type //TRULEDummyOwnerType(rdotSelf, rdotNeutrally, rdotAntagonize, rdotAlly, rdotWorld) _OwnerType=rdotSelf; //***************************************************************************************** //state type //TRULEDummyCubeStateType(rostDummy, rostStatic, rostStaticTraversing, potStaticUnderprop, rostMovement, rostMovementTraversing, rostMovementFly) _StateType=rostMovement; //***************************************************************************************** //show shadow _ShadowVolume=True; //***************************************************************************************** //map open a time auto preload,only for WorldEditor build mode,no interface manual _Preload=False; //***************************************************************************************** //radius _Radius=100; //***************************************************************************************** //autofree _AutoFree=True; //***************************************************************************************** //skin mesh _Skin_CFG='Skin.SMD'; //***************************************************************************************** //load format (animated file)#13#10(animated file)#13#10....... //animated switch format (animated name):(frame):(animate mode) //***************************************************************************************** { IDLE animated, } _IDLE_CFG='IDLE1.smd'+#13#10+'IDLE2.smd'; // _IDLE_50_AnimatedSwitch='IDLE1:60'; _IDLE_30_AnimatedSwitch='IDLE2:60'; _IDLE_20_AnimatedSwitch='IDLE2:60'; //***************************************************************************************** { Attack animated, } _Attack_CFG='Attack1.smd'; // _Attack_60_AnimatedSwitch='Attack1:80'; _Attack_60_Trigger_PercentFrame=50; _Attack_60_Trigger_SkeletonBoneName=''; // _Attack_40_AnimatedSwitch='Attack1:80'; _Attack_40_Trigger_PercentFrame=50; _Attack_40_Trigger_SkeletonBoneName=''; //***************************************************************************************** { Remote animated, } _Remote_CFG=_Attack_CFG; // _Remote_60_AnimatedSwitch=_Attack_60_AnimatedSwitch; _Remote_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame; _Remote_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName; // _Remote_40_AnimatedSwitch=_Attack_40_AnimatedSwitch; _Remote_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame; _Remote_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName; //***************************************************************************************** { Spell animated, } _Spell_CFG='Spell.smd'; // _Spell_60_AnimatedSwitch='Spell:80'; _Spell_60_Trigger_PercentFrame=50; _Spell_60_Trigger_SkeletonBoneName=''; // _Spell_40_AnimatedSwitch='Spell:80'; _Spell_40_Trigger_PercentFrame=50; _Spell_40_Trigger_SkeletonBoneName=''; //***************************************************************************************** { Special animated, } _Special_CFG=_Attack_CFG; // _Special_60_AnimatedSwitch=_Attack_60_AnimatedSwitch; _Special_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame; _Special_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName; // _Special_40_AnimatedSwitch=_Attack_40_AnimatedSwitch; _Special_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame; _Special_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName; //***************************************************************************************** { Use animated, } _Use_CFG=_Spell_CFG; // _Use_60_AnimatedSwitch=_Spell_60_AnimatedSwitch; _Use_60_Trigger_PercentFrame=_Spell_60_Trigger_PercentFrame; _Use_60_Trigger_SkeletonBoneName=_Spell_60_Trigger_SkeletonBoneName; // _Use_40_AnimatedSwitch=_Spell_40_AnimatedSwitch; _Use_40_Trigger_PercentFrame=_Spell_40_Trigger_PercentFrame; _Use_40_Trigger_SkeletonBoneName=_Spell_40_Trigger_SkeletonBoneName; //***************************************************************************************** { Walk animated, } _Walk_CFG='Walk1.smd'; _Walk_AnimatedSwitch='Walk1'; _Walk_StandMovementSpeed=200; _Walk_StandFrameInterval=80; //***************************************************************************************** { Run animated, } _Run_CFG='Walk2.smd'; _Run_AnimatedSwitch='Walk2'; _Run_StandMovementSpeed=200; _Run_StandFrameInterval=80; //***************************************************************************************** { DIE animated, } _DIE_CFG='DIE.smd'; _DIE_AnimatedSwitch='DIE:80'; //***************************************************************************************** { Ready animated, } _Ready_CFG='IDLE1.smd'; _Ready_AnimatedSwitch='IDLE1:80'; //implementation script var _ObjectData:TObjectDataManager; _DataFramework:TRULESectionTextEngine; // _Parent:TDummyCube; _Actor:TActor; // _Attack_60_Trigger_SkeletonBone:TSkeletonBone; _Attack_40_Trigger_SkeletonBone:TSkeletonBone; _Remote_60_Trigger_SkeletonBone:TSkeletonBone; _Remote_40_Trigger_SkeletonBone:TSkeletonBone; _Spell_60_Trigger_SkeletonBone:TSkeletonBone; _Spell_40_Trigger_SkeletonBone:TSkeletonBone; _Special_60_Trigger_SkeletonBone:TSkeletonBone; _Special_40_Trigger_SkeletonBone:TSkeletonBone; _Use_60_Trigger_SkeletonBone:TSkeletonBone; _Use_40_Trigger_SkeletonBone:TSkeletonBone;
procedure _Destroy(Sender:TObject); begin _DataFramework.Free; DisableResident; end; procedure _IDLE_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<50 then begin _AnimatedSwitch:=_IDLE_50_AnimatedSwitch _Actor.AnimationMode:=aamLoop; end else if _R<80 then begin _AnimatedSwitch:=_IDLE_30_AnimatedSwitch _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_IDLE_20_AnimatedSwitch; _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0); end; function Proc_IDLE(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_IDLE_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _IDLE_FrameReached(_Actor); end; var ___Percent:Integer; ___SkeletonBone:TSkeletonBone; ___Animation:TActorAnimation; procedure _Attack_Remote_Spell_Special_Use_Progress(Sender: TOBJECT; deltaTime: Double; NEWTIME: Double); begin if (___Animation<>nil)and(_Actor.StartFrame=___Animation.StartFrame)and(_Actor.EndFrame=___Animation.EndFrame)and (mlPercentageToInt(_Actor.EndFrame-_Actor.StartFrame, _Actor.CurrentFrame-_Actor.StartFrame) >= ___Percent) then begin ActorTriggerSpellFromMDL(_Parent, ___SkeletonBone); _Actor.OnProgress:=nil; with _Parent.Procs[C_ReadyInterface] do begin Variantvalues['Wait']:=True; Execute; end; end; end; procedure _Attack_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<60 then begin _AnimatedSwitch:=_Attack_60_AnimatedSwitch; ___Percent:=60; ___SkeletonBone:=_Attack_60_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_Attack_40_AnimatedSwitch; ___Percent:=40; ___SkeletonBone:=_Attack_40_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; ___Animation:=_Actor.Animations.FindName(_Name); _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0); _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress; end; function Proc_Attack(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Attack_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Attack_FrameReached(_Actor); end; procedure _Remote_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<60 then begin _AnimatedSwitch:=_Remote_60_AnimatedSwitch; ___Percent:=60; ___SkeletonBone:=_Remote_60_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_Remote_40_AnimatedSwitch; ___Percent:=40; ___SkeletonBone:=_Remote_40_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; ___Animation:=_Actor.Animations.FindName(_Name); _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0); _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress; end; function Proc_Remote(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Remote_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Remote_FrameReached(_Actor); end; procedure _Spell_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<60 then begin _AnimatedSwitch:=_Spell_60_AnimatedSwitch; ___Percent:=60; ___SkeletonBone:=_Spell_60_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_Spell_40_AnimatedSwitch; ___Percent:=40; ___SkeletonBone:=_Spell_40_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; ___Animation:=_Actor.Animations.FindName(_Name); _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0); _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress; end; function Proc_Spell(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Spell_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Spell_FrameReached(_Actor); end; procedure _Special_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<60 then begin _AnimatedSwitch:=_Special_60_AnimatedSwitch; ___Percent:=60; ___SkeletonBone:=_Special_60_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_Special_40_AnimatedSwitch; ___Percent:=40; ___SkeletonBone:=_Special_40_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; ___Animation:=_Actor.Animations.FindName(_Name); _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0); _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress; end; function Proc_Special(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Special_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Special_FrameReached(_Actor); end; procedure _Use_FrameReached(Sender:TObject); var _R:Integer; _AnimatedSwitch:string; _Name:string; _Interval:Integer; begin _R:=RandomRange(0, 100); if _R<60 then begin _AnimatedSwitch:=_Use_60_AnimatedSwitch; ___Percent:=60; ___SkeletonBone:=_Use_60_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end else begin _AnimatedSwitch:=_Use_40_AnimatedSwitch; ___Percent:=40; ___SkeletonBone:=_Use_40_Trigger_SkeletonBone; // _Actor.AnimationMode:=aamLoop; end; // FilterAnimatedText(_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; ___Animation:=_Actor.Animations.FindName(_Name); _Actor.SwitchToAnimationFromType(___Animation, _Actor.CurrentFrame>0); _Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress; end; function Proc_Use(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Use_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Use_FrameReached(_Actor); end; function Proc_Walk(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=nil; _Actor.OnEndFrameReached:=nil; // _Actor.Interval:=_Walk_StandFrameInterval; _Actor.AnimationMode:=aamLoop; _Actor.SwitchToAnimationFromName(_Walk_AnimatedSwitch, _Actor.CurrentFrame>0); end; function Proc_Run(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=nil; _Actor.OnEndFrameReached:=nil; // _Actor.Interval:=_Run_StandFrameInterval; _Actor.AnimationMode:=aamLoop; _Actor.SwitchToAnimationFromName(_Run_AnimatedSwitch, _Actor.CurrentFrame>0); end; procedure _DIE_FrameReached(Sender:TObject); var _Name:string; _Interval:Integer; begin _Actor.OnStartFrameReached:=nil; // FilterAnimatedText(_DIE_AnimatedSwitch, _Name, _Interval); _Actor.Interval:=_Interval; _Actor.AnimationMode:=aamPlayOnce; _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0); end; function Proc_DIE(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_DIE_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _DIE_FrameReached(_Actor); end; procedure _Ready_FrameReached(Sender:TObject); var _Name:string; _Interval:Integer; begin _Actor.OnStartFrameReached:=nil; // FilterAnimatedText(_Ready_AnimatedSwitch, _Name, _Interval); _Actor.AnimationMode:=aamLoop; _Actor.Interval:=_Interval; _Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0); end; function Proc_Ready(Sender:TRULEProc): Variant; begin Result:=True; // _Actor.OnProgress:=nil; _Actor.OnFrameChanged:=nil; _Actor.OnStartFrameReached:=@_Ready_FrameReached; _Actor.OnEndFrameReached:=nil; // _Actor.AnimationMode:=aamLoop; if not Sender.Variantvalues['Wait'] then _Ready_FrameReached(_Actor); end; procedure InitExternalAPI; begin //init external api _Parent.Procs.New(C_IDLEInterface).OnProcExecute:=@Proc_IDLE; _Parent.Procs.New(C_AttackInterface).OnProcExecute:=@Proc_Attack; _Parent.Procs.New(C_RemoteInterface).OnProcExecute:=@Proc_Remote; _Parent.Procs.New(C_SpellInterface).OnProcExecute:=@Proc_Spell; _Parent.Procs.New(C_SpecialInterface).OnProcExecute:=@Proc_Special; _Parent.Procs.New(C_WalkInterface).OnProcExecute:=@Proc_Walk; _Parent.Procs.New(C_RunInterface).OnProcExecute:=@Proc_Run; _Parent.Procs.New(C_UseInterface).OnProcExecute:=@Proc_Use; _Parent.Procs.New(C_DIEInterface).OnProcExecute:=@Proc_DIE; _Parent.Procs.New(C_ReadyInterface).OnProcExecute:=@Proc_Ready; end; procedure LoadSK(_List:string); var Rep_Int:Integer; _SL:TStrings; begin _SL:=TStringList.Create; if mlLimitTextAsList(_List, #13#10, _SL) then begin for Rep_Int:=0 to _SL.Count-1 do begin if _Actor.Animations.FindName(mlMaskLastStr(_SL[Rep_Int], '.'))=nil then begin AddSKToActorFromMDL(_Actor, _SL[Rep_Int]); end; end; end; _SL.Free; end; procedure LoadSMD; begin LoadSKSkinToActorFromMDL(_Actor, _Skin_CFG); // LoadSK(_IDLE_CFG); LoadSK(_Attack_CFG); LoadSK(_Remote_CFG); LoadSK(_Spell_CFG); LoadSK(_Special_CFG); LoadSK(_Walk_CFG); LoadSK(_Run_CFG); LoadSK(_Use_CFG); LoadSK(_DIE_CFG); LoadSK(_Ready_CFG); end; procedure ScanSkeletonBone; begin _Attack_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_60_Trigger_SkeletonBoneName); _Attack_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_40_Trigger_SkeletonBoneName); _Remote_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_60_Trigger_SkeletonBoneName); _Remote_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_40_Trigger_SkeletonBoneName); _Spell_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_60_Trigger_SkeletonBoneName); _Spell_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_40_Trigger_SkeletonBoneName); _Special_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_60_Trigger_SkeletonBoneName); _Special_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_40_Trigger_SkeletonBoneName); _Use_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_60_Trigger_SkeletonBoneName); _Use_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_40_Trigger_SkeletonBoneName); end; //main begin //entry _Parent:=TDummyCube(TriggerTarget); _ObjectData:=TObjectDataManager(TriggerSource); _Parent.Roll(-90); //fixed options _Parent.StateData.Fixed_Type:=_StateType; _Parent.StateData.Fixed_OwnerType:=_OwnerType; _Parent.StateData.Fixed_ShadowVolume:=_ShadowVolume; _Parent.StateData.Fixed_Preload:=_Preload; _Parent.StateData.Fixed_Radius:=_Radius; _Parent.StateData.Fixed_AutoFree:=_AutoFree; //init data framework _DataFramework:=GetDataFrameworkFromMDL; //init api InitExternalAPI; //init actor _Actor:=TActor.CreateAsChild(_Parent); _Actor.Reference:=aarSkeleton; _Actor.OverlaySkeleton:=True; InitActorMaterialFromMDL(_Actor); //custom material process, custom texture options here with GetActorTextureFromMDL(_Actor, 'BlackDragon.tga', 'BlackDragon.tga') do begin Material.BlendingMode:=bmOpaque; Material.FaceCulling:=fcNoCull; end; //load smd LoadSMD; //scan and initiation Skeleton Bone ScanSkeletonBone; //auto play ILDE animated with _Parent.Procs[C_IDLEInterface] do begin Variantvalues['Wait']:=False; Execute; end; //Resident _Parent.OnDestroy:=@_Destroy; EnabledResident; end.
[此贴子已经被作者于2007-1-26 21:14:36编辑过]
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全部评论8
SMD格式,够熟悉了吧,够通用了吧?
[upload=jpg]UploadFile/2007-1/20071262115789092.jpg[/upload]很简单,不是吗,就是那些脚本有点烦.
[upload=jpg]UploadFile/2007-1/200712621164324446.jpg[/upload]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.
我还支持MD3,MD2,MD5(把ID的格式全支持完了)
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
[upload=jpg]UploadFile/2007-1/200712621171066892.jpg[/upload]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。
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
[upload=jpg]UploadFile/2007-1/200712621174783632.jpg[/upload]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。
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?
[upload=jpg]UploadFile/2007-1/200712621182011068.jpg[/upload]