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[原创] 《万智牌:旅法师对决 2012》自制DLC教程(更新 一楼:新建DLC思路篇,二楼:工具使用篇、各种新建教程,三楼:周边资源)

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发表于 2011-7-29 17:14 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 trygjb 于 2011-8-3 22:58 编辑

因篇幅太长,所以我重新开贴了,方便编辑。

注:以下内容基于《万智牌旅法师对决2012》3DM万智牌汉化硬盘版

汉化版下载地址:http://bbs.3dmgame.com/thread-2140148-1-1.html


=================================================================
希望大家在看完后自己新建DLC的时候能换个号码。。比如Data_DLC_8888.wad。神马的。。。你懂的。。
=================================================================



=================================================================
以下内容是基于单机版的,联机版的仅供参考,在某些方面会和
机版的不太一样。
=================================================================



一楼:
新建DLC思路篇

二楼:
新建DLC详解篇

三楼:周边资源








=============================新建DLC思路篇============================



首先。按照以下的横向列表新建文件和文件夹

                                                                                                   |CONFIGS---PLAYER_AVATARS
                                                                                                   |DECKS
                                                                                                   |UNLOCKS
                                                                                                   |AI_PERSONALITIES
                            |DATA_ALL_PLATFORMS----DATA_REQUIRED----|DATASETS  
                            |                                                                      |TEXT_PERMANENT
                            |                                                                      |CARDS
                            |                                                                      |INFO.XML
                            |
                            |                                                                     |_PREPPED_APPID_LINKING.TXT
                            |                   |DATA_REQUIRED----CONFIGS----|
Data_DLC_7777 -- |                   |                                                 |APPID_LINKING.TXT
                            |                   |
                            |                   |                                                                      |DECKS   
                            |                   |                                                |TEXTURES----|PLANESWALKERS---BACKPLATES
                            |DATA_PC----|DATA_SHARED---ART_ASSETS--|                     |PERSONAS---BACKPLATES
                                                |                                                |ILLUSTRATIONS   
                                                |
                                                |APPINFOFILE_DEFAULT.XML
                                                |APPINFOFILE_LOWSPEC.XML
                                                |APPINFOFILE_MEDIUMSPEC.XML

                                 

乡亲们都建好了吧。。。接下来。。在各个文件里添加以下代码

===============================INFO.XML===============================


<?xml version="1.0"?>

<ContentPack UID="0">

        <LocalisedName>
                <English string="Custom pack 1"/>
                <French string="Custom pack 1"/>
                <Italian string="Custom pack 1"/>
                <German string="Custom pack 1"/>
                <Spanish string="Custom 1"/>
                <Japanese string="Custom pack 1"/>
        </LocalisedName>
               
        <ContentFlags>
                <DECK_CONTENT/>
                <AVATAR_CONTENT/>
                <CARD_CONTENT/>  
        </ContentFlags>

        <;PD_Section>
                <Offering_ID id="0"/>
                <Content_Catagories catagoires="0x0050000"/>
                <License_Bits bits="0"/>
                <App_ID id="49499"/>
        </PD_Section>

</ContentPack>


===================_PREPPED_APPID_LINKING.TXT=========================

[CaspersDeck]
7000
0
0


=======================APPID_LINKING.TXT==============================

[CaspersDeck]
7000
0
0


====================APPINFOFILE_DEFAULT.XML===========================



<?xml version="1.0"?>
<!--
NOTE:        Paths should use forward-slashs ( / ) not back-slashs ( \ ), they should also not contain any ../ or ./ these will just be removed and the path will probably be different to what you intended
                Also, all paths should be relative to the data directory to that the tracks dir would be simply "\Tracks" rather than "\Data\Tracks"

There are a number of tokens that can be used in the strings contained in this file they are as follows
        
        [CURRENT_LEVEL_FOLDER]         - This will be replaced with the folder of the current level
        [LEVEL_ROOT_FOLDER]         - This will be replaced with the full path obtained from the LevelRootDir tag
        [CURRENT_LEVEL_NAME]         - This will be replaced with the name of the current level ( the name of the folder that contains the level within [LEVEL_ROOT] )
                                  This is so that LevelScriptFileName can be declared as [CURRENT_LEVEL_NAME].ext, where ext can be any extension you choose
        [CURRENT_CNT_FOLDER]        - The folder the current cnt was loaded from is contained in
  [CURRENT_MDL_FOLDER]        - The folder the current cnt was loaded from is contained in
[DATA_PATH_CNT_FOLDER]-
  [COMMON_MATERIAL_DIRECTORY]
  [COMMON_TEXTURE_DIRECTORY]
-->
<ApplicationInfo Revision ="1.07777">
  <LevelRootDir>\Tracks</LevelRootDir>
  <LevelScriptFileName>Level.txt</LevelScriptFileName>

  <AccessoryPaths>
  </AccessoryPaths>

  <DataPaths>

    <DataPath Priority="1">Data_DLC_7777/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Required</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="1">Data_DLC_7777</DataPath>

  </DataPaths>

  <LumpPaths>
  </LumpPaths>

  <TexturePaths>
  </TexturePaths>

  <MaterialPaths>
  </MaterialPaths>

  <ModelPaths>

    <ModelPath Priority="2">[DATA_PATH_CNT_FOLDER]</ModelPath>

  </ModelPaths>

  <AppFlags>
  </AppFlags>

</ApplicationInfo>

<!--
//////////////////////////////////////////////////////////////////////////////////
//EXPLAINATION ON HOW THIS XML WORKS  
//////////////////////////////////////////////////////////////////////////////////
!!Hvae a look at the explanation if you did not understand how the appinfo helper works(looking at the code)
!!
<DataPaths>
     <DataPath Priority="2">Data_def</DataPath>
     <DataPath Priority="1">Data</DataPath>
</DataPaths>

Explanation: Data Paths can be described as data folder or content or XYZ folder which is in the root of the application for Example
|
|
|->Xylo.exe
|  Data.Wad or Data folder
|  DataABC.WAD or DataABC folder

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATHS]</TexturePath>
</TexturePaths>

Explaination: Texture Path is the path where you want your application to look for files

[DATA_PATHS]
This means in your application you are asking the ResoucreManager/AppInfo to iterate through data paths to find the resource
for Example Imagine in app side you are providing path to load an image(CardImage.img or.tdx) as "\\Texture\\CardImage" or "/Texture/CardImage"
it will go search in path below Data/Texture/CardImage or Data_def/Texture/CardImage to find the image.
If you have passed \\CardImage or /CardImage then it will go th Data\\CardImage or Data_def/CardImage. Jus to be more precise dont get confused as CardImage is a file not
folder so logically it will only go through Data and Data_def

Note:Intially if you have not set any Path in your texture paths then the app assumes you have given an absolute path and Texture is in the Root of your application
But this will not work as the it will break on loading lump when it will will try to load a texture for lump so it is neccessary to include this xml with basic configuration
But if you have provided the texture paths then to find resource the appinfo module with iterate through the folder you have specified and then load/assert depedning
whether it was able to find the image

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_CNT_FOLDER]</TexturePath>
</TexturePaths>

[CURRENT_CNT_FOLDER]
This tag means that you want your application to look for the image in the cnt folder from where the current lump was loaded. for example if you have laoded your lump(CardLump.CNT) from Data\\Card\\CardLump or Data/Card/CardLump
then your current CNT folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATH_CNT_FOLDER]</TexturePath>
</TexturePaths>

[DATA_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the DATA path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Data paths.


<TexturePath Priority="1">[DATA_PATHS]/Textures</TexturePath>
[DATA_PATHS]/FolderName
In certain cases you want your application to look in a specific folder but in different root folder then this token is quite useful.
For example in above case the CardImage is lying in Textures folder of one of your root data dirs(root data dir can be 1-X so I am referring it as root as the directory is in the
root of aplication ). So in this case if application has said CardImage the appinfo will iterate through Data/Textures/CardImage or Data_def/Textures/CardImage
If you provide Card\\CardImage then it will go iterate through Data/Textures/Card/CardImage or Data_def/Textures/Card/CardImage.

<TexturePath Priority="1">[LUMP_PATH_CNT_FOLDER]</TexturePath>
[LUMP_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data_LODx\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Lump paths.

[CURRENT_MDL_FOLDER]
By default the texture path should contain CURRENT_MDL_FOLDER as one of it path inorder for load lump to work. This tag means that you want your application to look
for the image in the model folder from where the current model was loaded. for example if you have laoded your model(CardLump.MDL) from Data\\Card\\CardFrame.MDL or Data/Card/CardFrame.MDL
then your current MDL folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_MDL_FOLDER]</TexturePath>
</TexturePaths>

<TexturePath Priority="1">[LUMP_PATH_MDL_FOLDER]</TexturePath>
[LUMP_PATH_MDL_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardFrame.MDL now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardFrame.MDL so in this case the Appinfo will iterate
through Data_LODx\\Card\\CardFrame.MDL and Data_def\\Card\CardFrame.MDL depending upon the priority you set in Lump paths.
-->


====================APPINFOFILE_LOWSPEC.XML===========================



<?xml version="1.0"?>
<!--
NOTE:        Paths should use forward-slashs ( / ) not back-slashs ( \ ), they should also not contain any ../ or ./ these will just be removed and the path will probably be different to what you intended
                Also, all paths should be relative to the data directory to that the tracks dir would be simply "\Tracks" rather than "\Data\Tracks"

There are a number of tokens that can be used in the strings contained in this file they are as follows
        
        [CURRENT_LEVEL_FOLDER]         - This will be replaced with the folder of the current level
        [LEVEL_ROOT_FOLDER]         - This will be replaced with the full path obtained from the LevelRootDir tag
        [CURRENT_LEVEL_NAME]         - This will be replaced with the name of the current level ( the name of the folder that contains the level within [LEVEL_ROOT] )
                                  This is so that LevelScriptFileName can be declared as [CURRENT_LEVEL_NAME].ext, where ext can be any extension you choose
        [CURRENT_CNT_FOLDER]        - The folder the current cnt was loaded from is contained in
[DATA_PATH_CNT_FOLDER]- This means search in the folder of different data types like
-->
<ApplicationInfo Revision ="1.07777">
  <LevelRootDir>\Tracks</LevelRootDir>
  <LevelScriptFileName>Level.txt</LevelScriptFileName>
  <AccessoryPaths>
  </AccessoryPaths>

  <DataPaths>

    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD3</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Required</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_All_Platforms/Data_Required</DataPath>

  </DataPaths>

  <LumpPaths>
  </LumpPaths>

  <TexturePaths>
  </TexturePaths>

  <MaterialPaths>
  </MaterialPaths>

  <ModelPaths>
  </ModelPaths>

  <AppFlags>
  </AppFlags>

</ApplicationInfo>

<!--
//////////////////////////////////////////////////////////////////////////////////
//EXPLAINATION ON HOW THIS XML WORKS  
//////////////////////////////////////////////////////////////////////////////////
!!Hvae a look at the explanation if you did not understand how the appinfo helper works(looking at the code)
!!
<DataPaths>
     <DataPath Priority="2">Data_def</DataPath>
     <DataPath Priority="1">Data</DataPath>
</DataPaths>

Explanation: Data Paths can be described as data folder or content or XYZ folder which is in the root of the application

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATHS]</TexturePath>
</TexturePaths>

Explaination: Texture Path is the path where you want your application to look for files

[DATA_PATHS]
This means in your application you are asking the ResoucreManager/AppInfo to iterate through data paths to find the resource
for Example Imagine in app side you are providing path to load an image(CardImage.img or.tdx) as "\\Texture\\CardImage" or "/Texture/CardImage"
it will go search in path below Data/Texture/CardImage or Data_def/Texture/CardImage to find the image.
If you have passed \\CardImage or /CardImage then it will go th Data\\CardImage or Data_def/CardImage. Jus to be more precise dont get confused as CardImage is a file not
folder so logically it will only go through Data and Data_def

Note:Intially if you have not set any Path in your texture paths then the app assumes you have given an absolute path and Texture is in the Root of your application
But this will not work as the it will break on loading lump when it will will try to load a texture for lump so it is neccessary to include this xml with basic configuration
But if you have provided the texture paths then to find resource the appinfo module with iterate through the folder you have specified and then load/assert depedning
whether it was able to find the image

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_CNT_FOLDER]</TexturePath>
</TexturePaths>

[CURRENT_CNT_FOLDER]
By default the texture path should contain CURRENT_CNT_FOLDER as one of it path inorder for load lump to work. This tag means that you want your application to look
for the image in the cnt folder from where the current lump was loaded. for example if you have laoded your lump(CardLump.CNT) from Data\\Card\\CardLump or Data/Card/CardLump
then your current CNT folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATH_CNT_FOLDER]</TexturePath>
</TexturePaths>

[DATA_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the DATA path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Data paths.


<TexturePath Priority="1">[DATA_PATHS]/Textures
</TexturePath>
[DATA_PATHS]/FolderName
In certain cases you want your application to look in a specific folder but in different root folder then this token is quite useful.
For example in above case the CardImage is lying in Textures folder of one of your root data dirs(root data dir can be 1-X so I am referring it as root as the directory is in the
root of aplication ). So in this case if application has said CardImage the appinfo will iterate through Data/Textures/CardImage or Data_def/Textures/CardImage
If you provide Card\\CardImage then it will go iterate through Data/Textures/Card/CardImage or Data_def/Textures/Card/CardImage.
-->


===================APPINFOFILE_MEDIUMSPEC.XML=========================


<?xml version="1.0"?>
<!--
NOTE:        Paths should use forward-slashs ( / ) not back-slashs ( \ ), they should also not contain any ../ or ./ these will just be removed and the path will probably be different to what you intended
                Also, all paths should be relative to the data directory to that the tracks dir would be simply "\Tracks" rather than "\Data\Tracks"

There are a number of tokens that can be used in the strings contained in this file they are as follows
        
        [CURRENT_LEVEL_FOLDER]         - This will be replaced with the folder of the current level
        [LEVEL_ROOT_FOLDER]         - This will be replaced with the full path obtained from the LevelRootDir tag
        [CURRENT_LEVEL_NAME]         - This will be replaced with the name of the current level ( the name of the folder that contains the level within [LEVEL_ROOT] )
                                  This is so that LevelScriptFileName can be declared as [CURRENT_LEVEL_NAME].ext, where ext can be any extension you choose
        [CURRENT_CNT_FOLDER]        - The folder the current cnt was loaded from is contained in
  [CURRENT_MDL_FOLDER]        - The folder the current cnt was loaded from is contained in
[DATA_PATH_CNT_FOLDER]-
  [COMMON_MATERIAL_DIRECTORY]
  [COMMON_TEXTURE_DIRECTORY]
-->
<!--This file is for HIGH graphic details and medium res Texture-->
<ApplicationInfo Revision ="1.07777">
  <LevelRootDir>\Tracks</LevelRootDir>
  <LevelScriptFileName>Level.txt</LevelScriptFileName>
  <AccessoryPaths>
  </AccessoryPaths>
  
  <DataPaths>
   
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_LOD3</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="1">Data_DLC_7777/Data_PC/Data_Required</DataPath>   
    <DataPath Priority="1">Data_DLC_7777/Data_All_Platforms/Data_Required</DataPath>
  </DataPaths>
  
  <LumpPaths>
  </LumpPaths>
  
  <TexturePaths>
  </TexturePaths>
  
  <MaterialPaths>
  </MaterialPaths>
  
  <ModelPaths>
  </ModelPaths>
  
  <AppFlags>
  </AppFlags>
  
</ApplicationInfo>

<!--
//////////////////////////////////////////////////////////////////////////////////
//EXPLAINATION ON HOW THIS XML WORKS  
//////////////////////////////////////////////////////////////////////////////////
!!Hvae a look at the explanation if you did not understand how the appinfo helper works(looking at the code)
!!
<DataPaths>
     <DataPath Priority="2">Data_def</DataPath>
     <DataPath Priority="1">Data</DataPath>
</DataPaths>

Explanation: Data Paths can be described as data folder or content or XYZ folder which is in the root of the application for Example
|
|
|->Xylo.exe
|  Data.Wad or Data folder
|  DataABC.WAD or DataABC folder

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATHS]</TexturePath>
</TexturePaths>

Explaination: Texture Path is the path where you want your application to look for files

[DATA_PATHS]
This means in your application you are asking the ResoucreManager/AppInfo to iterate through data paths to find the resource
for Example Imagine in app side you are providing path to load an image(CardImage.img or.tdx) as "\\Texture\\CardImage" or "/Texture/CardImage"
it will go search in path below Data/Texture/CardImage or Data_def/Texture/CardImage to find the image.
If you have passed \\CardImage or /CardImage then it will go th Data\\CardImage or Data_def/CardImage. Jus to be more precise dont get confused as CardImage is a file not
folder so logically it will only go through Data and Data_def

Note:Intially if you have not set any Path in your texture paths then the app assumes you have given an absolute path and Texture is in the Root of your application
But this will not work as the it will break on loading lump when it will will try to load a texture for lump so it is neccessary to include this xml with basic configuration
But if you have provided the texture paths then to find resource the appinfo module with iterate through the folder you have specified and then load/assert depedning
whether it was able to find the image

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_CNT_FOLDER]</TexturePath>
</TexturePaths>

[CURRENT_CNT_FOLDER]
This tag means that you want your application to look for the image in the cnt folder from where the current lump was loaded. for example if you have laoded your lump(CardLump.CNT) from Data\\Card\\CardLump or Data/Card/CardLump
then your current CNT folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATH_CNT_FOLDER]</TexturePath>
</TexturePaths>

[DATA_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the DATA path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Data paths.


<TexturePath Priority="1">[DATA_PATHS]/Textures</TexturePath>
[DATA_PATHS]/FolderName
In certain cases you want your application to look in a specific folder but in different root folder then this token is quite useful.
For example in above case the CardImage is lying in Textures folder of one of your root data dirs(root data dir can be 1-X so I am referring it as root as the directory is in the
root of aplication ). So in this case if application has said CardImage the appinfo will iterate through Data/Textures/CardImage or Data_def/Textures/CardImage
If you provide Card\\CardImage then it will go iterate through Data/Textures/Card/CardImage or Data_def/Textures/Card/CardImage.

<TexturePath Priority="1">[LUMP_PATH_CNT_FOLDER]</TexturePath>
[LUMP_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data_LODx\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Lump paths.

[CURRENT_MDL_FOLDER]
By default the texture path should contain CURRENT_MDL_FOLDER as one of it path inorder for load lump to work. This tag means that you want your application to look
for the image in the model folder from where the current model was loaded. for example if you have laoded your model(CardLump.MDL) from Data\\Card\\CardFrame.MDL or Data/Card/CardFrame.MDL
then your current MDL folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_MDL_FOLDER]</TexturePath>
</TexturePaths>

<TexturePath Priority="1">[LUMP_PATH_MDL_FOLDER]</TexturePath>
[LUMP_PATH_MDL_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardFrame.MDL now considering that path was obtained as an absolute and
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardFrame.MDL so in this case the Appinfo will iterate
through Data_LODx\\Card\\CardFrame.MDL and Data_def\\Card\CardFrame.MDL depending upon the priority you set in Lump paths.
-->
=====================================================================


以上文件新建好后,自己添加新的卡组,卡牌等。。。完了后,用WadProgram.jar打包为.wad格式。。。复制到2012的安装目录下。进游戏看下。
要是发现有显示错误的,或者卡组里面的卡牌没显示完的。请删除C:\Documents and Settings\Administrator\Local Settings\Application Data\SKIDROW下的文件(记得备份)。。。然后重新运行游戏。。

deck和card的详细添加教程在二楼放出。。当然,,没这么快。。嘿。。
添加基本上和10版的差不多,10版教程:http://bbs.3dmgame.com/thread-2045761-1-1.html


【注释】
1、 Data_DLC_7777可以换成你自己的,比如。Data_DLC_2012等等。。。
2、_PREPPED_APPID_LINKING.TXT和APPID_LINKING.TXT里面的7000,指的是你新建卡组的ID号码。每新建一个卡组就需要再这里添加一次。如果不加的话,等待你的就是被锁定的命运~
比如刚开始我们新建的是7000开头的,里面的代码是
[CaspersDeck]
7000
0
0
如果我们再新建一个deck的话。id就得+1,也就是7001,里面的代码就如下(中括号里面的文字貌似可以自己任意定):
[CaspersDeck]
7000
0
0
[CDeck]
7001
0
0
0

3、APPINFOFILE_DEFAULT.XML、APPINFOFILE_LOWSPEC.XML、APPINFOFILE_MEDIUMSPEC.XML  里面的7777可以改成你自己的dlc号码。比如2012.。。直接替换就好了。。
4、DATA_ALL_PLATFORMS\DATA_REQUIRED\CONFIGS\PLAYER_AVATARS  里面放的是头像配置的文件。如AVATARS_4.XML。
5、DATA_ALL_PLATFORMS\DATA_REQUIRED\UNLOCKS  解锁卡牌的位置
6、DATA_ALL_PLATFORMS\DATA_REQUIRED\AI_PERSONALITIES  新角色文件的位置,简单的说,新建卡组肯定都会对应一个新的角色,那么这个角色的文件位置就是放在这里,比如WEIGUO.XML
7、DATA_ALL_PLATFORMS\DATA_REQUIRED\DATASETS  这个本来是放置新建的文字关联的文件的地方的(我是这么理解的),不过貌似现在没用了~!·里面一般放的是GENERAL.XML
8、DATA_ALL_PLATFORMS\DATA_REQUIRED\TEXT_PERMANENT  同上。。。。不过貌似也没用了。。比较纠结。。哎。。。
9、DATA_ALL_PLATFORMS\DATA_REQUIRED\CARDS  放置卡牌文件
10、DATA_ALL_PLATFORMS\DATA_REQUIRED\DECKS  放置卡组文件
11、DATA_PC\DATA_SHARED\ART_ASSETS\ILLUSTRATIONS  卡牌图片的位置
12、DATA_PC\DATA_SHARED\ART_ASSETS\TEXTURES\DECKS  卡组图片的位置
13、DATA_PC\DATA_SHARED\ART_ASSETS\TEXTURES\PLANESWALKERS  卡组小头像的位置
14、DATA_PC\DATA_SHARED\ART_ASSETS\TEXTURES\PLANESWALKERS\BACKPLATES  卡组全身像的位置
15、DATA_PC\DATA_SHARED\ART_ASSETS\TEXTURES\PERSONAS  自定义人物头像的位置
16、DATA_PC\DATA_SHARED\ART_ASSETS\TEXTURES\PERSONAS\BACKPLATES  自定义人物头像的全身像的位置




--------------------------------------------------------------------------------
以上仅仅是新建DLC的思路。。。大体思路就是这样。。。。当然。。你在弄这个的时候不可避免的会遇到很多问题~!~因为我也遇到很多问题。%>_<%。。欢迎留贴探讨。。。

另。。。。新建这么多的文件的确是相当的麻烦。。所以。。我放出新建好的空的文件压缩包上来。。。就是不清楚有多少人已经根据上面的步骤一步一步的做完的。。。哈哈。。。
Data_DLC_7777.rar (9.32 KB, 下载次数: 1747)


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希望大家在看完后自己新建DLC的时候能换个号码。。比如Data_DLC_8888.wad。神马的。。。你懂的。。
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