模型和游戏怎样结合的技术 

2007-01-26 21:10 发布

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{
   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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  • fair
    fair 2007-1-26 21:14:00
    [upload=jpg]UploadFile/2007-1/200712621134833526.jpg[/upload]
  • fair
    fair 2007-1-26 21:15:00
    这是和该脚本结合在一起的模型数据

    SMD格式,够熟悉了吧,够通用了吧?

    [upload=jpg]UploadFile/2007-1/20071262115789092.jpg[/upload]
  • fair
    fair 2007-1-26 21:16:00
    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[upload=jpg]UploadFile/2007-1/200712621154282344.jpg[/upload]
  • fair
    fair 2007-1-26 21:16:00
    这是模拟环境的专用脚本.[upload=jpg]UploadFile/2007-1/200712621161649517.jpg[/upload]
  • fair
    fair 2007-1-26 21:17:00
    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.


    很简单,不是吗,就是那些脚本有点烦.


    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.

    [upload=jpg]UploadFile/2007-1/200712621164324446.jpg[/upload]
  • fair
    fair 2007-1-26 21:17:00
    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.

    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]
  • fair
    fair 2007-1-26 21:18:00
    这就是MD3的支持了。

    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]
  • fair
    fair 2007-1-26 21:18:00
    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。

    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]

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