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本帖最后由 kongfanxiao101 于 2013-3-19 15:32 编辑
唉~~英语渣水平,就翻译成这样吧,只翻译O2方面的~~~带上英文对照,有不对的地方大家赶紧指点,我好改,,发布出来也是请英语高手帮帮忙,应为最近开发遇到了些阻力,所以没事翻译一下也是好好看看教程吧。。。
Porting existing Arma 2 characters into Arma 3
将现有的ArmA2人物模型导入ArmA3
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This is for experienced people who already know how to create a character for Arma 2, and have their models ready in unbinarized p3d format. Unfortunately, binarized p3d models, like Arma 2 addons content, cannot be converted for Arma 3(这句貌似没什么实际意义)
open two Oxygens, one with the template scene A3_character_template.p3d, and one with the Arma 2 character you want to port
1、打开O2软件的两个窗口,一个打开A3_character_template.p3d这个样板模型另一个打开你所想导入的AA2模型。
select only the visual mesh of the Arma 2 character (only the physical mesh of the actual character, nothing else) and copy-paste it into corresponding LODs in the Arma 3 template. Discard all Arma 2 proxies and technical LODs, only copy the visual mesh and mesh from ShadowVolume 0.00.
2、打开要导入的A2文件,把第一模型层(0距) 拷入A3样板的新层
If bare skin is present (typically hands or head) then discard the Arma 2 mesh, and replace with Arma 3 parts (included in template). In O2, even the skinned mesh can be freely copy-pasted without trouble.
3、如果局部的身体部分已经被创建(手和头)只要把你在ArmA2的模型替换到ArmA3.在O2中皮肤替换不会有什么问题。
update the names of the injury selections in the LODs. The new names are "injury_head, injury_hands, injury_body, injury_legs"
4、升级LOD受伤的selection。新的名称是"injury_head, injury_hands, injury_body, injury_legs"
update the material links (default Arma 3 path is a3\characters_f\ )
5、升级material links(材料链接吧?)(默认是a3\characters_f\)
6、check model for degenerated faces, isolated vertices, split edges, zero UV faces, make sure you transferred Named Properties correctly (there cannot be "lodnoshadow = 1" in Shadow Volume etc)
检查模型有没有不连接的点、线、面以及为0的UV面。确保你正确的替换属性名称。(比如在Shadow Volume里不能写Lodnoshadow=1这种属性)(感谢cycle6 的翻译)
IMPORTANT - If the character already has a vest, head or helmet as a solid part of its mesh, then make sure to erase appropriate proxies (the big triangles named "\A3\Characters_F\Proxies\headgear" etc, so the game doesn't try to put them on.) Usually, at least the helmet can be detached and made into a standalone equipment part - see next section.
7、重要!如果人物已经有背心(战术背心吧)、头或者头盔,然后必须删掉相应的proxies(就是那几个大三角诸如此类的叫
做"\A3\Characters_F\Proxies\headgear" )因为通常这些已经被做成单独部分了,详见下一节。
Making vests, helmets, backpacks and glasses
制作马甲,头盔,背包和眼镜
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the procedure is the same as for actual characters, except these accessories are much simpler - they lack all of those proxies and special LODs.
这些几乎和人物差不多除了以下几个单独的部分。
see example vest and helmet (A3_vest_example.p3d, A3_headgear_example.p3d)
1、详见示例模型(A3_vest_example.p3d, A3_headgear_example.p3d)
Geometry LOD has to be present, even if it's empty, and has to have "autocenter = 0" set in Named Properties window.
2、即使物理层(Geometry LOD)是空的也必须有,然后需要将"autocenter = 0"设置在命名属性窗口(Named Properties window).
helmets and glasses need to have an empty ViewPilot LOD or they would obscure view in 1st person.
3、头盔和眼镜必须有空的ViewPilot层,以便在第一人称视角可以不显现。
make sure to model NVG slot on helmets in appropriate position - see A3_headgear_NVGslot.p3d for placement reference
4、确认夜视仪在头盔上的位置,详见A3_headgear_NVGslot.p3d。
if you want to make chin strap skinned on jawbone, the bone name is "Face_Jawbone"
5、如果你想做头盔的盔带,你需要将其定义成 "Face_Jawbone"
"camo" selections do work, the same as on characters
6、“camo”的作用和人物一样,(这个玩意就是替换贴图用的,所以把整个模型定义成他就行)
all other character technical rules apply
7、其他所有规则和人物一样。
原文链接http://community.bistudio.com/wiki/Arma_3_Modding_Characters |
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