文明6单位创建教程 文明6创建魔法兵种全流程详解
- 来源:3DM-ffss0927
- 作者:槑喵王
- 编辑:槑喵王
设置单位模型
接下来的重点就是单位模型,毕竟模型对了才叫魔法兵种嘛
代开Sid Meier's Civilization VI\Base\ArtDefs下的UNIT.ARTDEF
搜索UNIT_APOSTLE,这是使徒的模型代码
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Scattered"/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Formation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="UnitCombat"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="EscortFormation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UNIT_ANCIENTEMBARK"/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="EmbarkedUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DoNotDisplayCharges"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCulture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Era"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Era"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="roxyUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="layDeathOnDestroy"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>-500</m_nValue>
<m_ParamName text="DisplayLevel"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Members"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>1.000000</m_fValue>
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>4</m_nValue>
<m_ParamName text="Count"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Apostle"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="Type"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Members1"/>
</Element>
</Element>
<Element>
<m_CollectionName text="Audio"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text=""/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Entry"/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Apostle"/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="MISSIONARY"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="UNIT_APOSTLE"/>
</Element>
直接把上面一大段代码全部复制下来,在下面粘贴
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Scattered"/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Formation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="UnitCombat"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="EscortFormation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UNIT_ANCIENTEMBARK"/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="EmbarkedUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DoNotDisplayCharges"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCulture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Era"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Era"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="roxyUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="layDeathOnDestroy"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>-500</m_nValue>
<m_ParamName text="DisplayLevel"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Members"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>1.000000</m_fValue>
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>4</m_nValue>
<m_ParamName text="Count"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Apostle"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="Type"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Members1"/>
</Element>
</Element>
<Element>
<m_CollectionName text="Audio"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text=""/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Entry"/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Apostle"/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="MISSIONARY"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="UNIT_WIZARD"/>
</Element>
重点是紫色部分的单位代码要改成我们创建的自定义单位的代码也就是UNIT_WIZARD,其他部分原封不动即可,如果需要改变模型什么的可以参考我另外的帖子。
最后需要制定单位的图标,单位的图标修改是在Sid Meier's Civilization VI\Base\Assets\UI\Icons下的Icons_UnitFlags.xml、Icons_UnitPortraits.xml、Icons_Units.xml,似乎版子里已经有大神讲过怎么修改了,这里就不赘述了。其实修改代码很简单,无非是直接模仿原来的格式复制下来再改个名字有需要的话微调一下数值什么的。
到此为止我们就大功告成了,进入游戏里你就会发现一个新的单位魔法师,可以用闪电劈人。
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