更换单位模型
更换单位模型的意思是将一个单位的模型,换成另一个模型,例如城墙换成剧情那种堡垒城墙,火枪手的模型换成瑞士长枪兵的。
下面是城墙换成剧情那种堡垒城墙修改方法:
简单粗暴的方法一:
去protoy.xml将
animfile的路径修改了,然后所有国家的城墙都会变成剧情的堡垒城墙了。
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protoy.xml - 记事本------未修改过的WallStraight5(墙1X5) |
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<Unit id="375" name="WallStraight5"> <DBID>190</DBID> <DisplayNameID>24927</DisplayNameID> <EditorNameID>25388</EditorNameID> <ObstructionRadiusX>5.0000</ObstructionRadiusX> <ObstructionRadiusZ>1.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>buildings\wall\wall_1x5.xml</AnimFile> <ImpactType>Stone</ImpactType> <PhysicsInfo>house</PhysicsInfo> <PlacementFile>wall.xml</PlacementFile> <Icon>buildings\wall\wall_icon_64x64</Icon> <PortraitIcon>buildings\wall\wall_portrait</PortraitIcon> <RolloverTextID>24926</RolloverTextID> <ShortRolloverTextID>25745</ShortRolloverTextID> <InitialHitpoints>3000.0000</InitialHitpoints> <MaxHitpoints>3000.0000</MaxHitpoints> <LOS>4.0000</LOS> <BuildPoints>5.0000</BuildPoints> <Cost resourcetype="Wood">5.0000</Cost> <BuildingWorkRate>1.0000</BuildingWorkRate> <AllowedAge>0</AllowedAge> <Decay delay="0.0000" duration="0.0000"/> <Armor type="Siege" value="0.0000"/> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>MilitaryBuilding</UnitType> <UnitType>AbstractWall</UnitType> <UnitType>ColonyBuilding</UnitType> <UnitType>Building</UnitType> <Tech row="0" page="1" column="0">Bastion</Tech> <Tactics>wall.tactics</Tactics> <Flag>SelectWithObstruction</Flag> <Flag>Doppled</Flag> <Flag>CollidesWithProjectiles</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>wallBuild</Flag> <Flag>NeverShowButton</Flag> <Flag>UseAlignedObstructionOnMinimap</Flag> <Flag>NoIdleActions</Flag> <Flag>TileAlignPlacement</Flag> <Flag>ColonyBuilding</Flag> <Flag>ObscuresUnits</Flag> <Flag>CanAutoHeal</Flag> <Flag>FlattenGround</Flag> <Flag>Tracked</Flag> <Command page="6" column="0">Transform</Command> <Command page="10" column="0">Delete</Command> </Unit>
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可以无视上面,只是放出来让你对比一下而已。
正确方法是先搜索堡垒城墙,然后复制animfile,然后再搜索村民建造出来的城墙,将animfile替换掉就好了。
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protoy.xml - 记事本------SPCFortWallLarge(大型堡垒城墙) |
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<Unit id="598" name="SPCFortWallLarge"> <DBID>870</DBID> <DisplayNameID>34619</DisplayNameID> <EditorNameID>34620</EditorNameID> <ObstructionRadiusX>5.0000</ObstructionRadiusX> <ObstructionRadiusZ>2.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile> <ImpactType>Stone</ImpactType> <PhysicsInfo>house</PhysicsInfo> <Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon> <PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon> <RolloverTextID>34618</RolloverTextID> <ShortRolloverTextID>34645</ShortRolloverTextID> <InitialHitpoints>4500.0000</InitialHitpoints> <MaxHitpoints>4500.0000</MaxHitpoints> <LOS>6.0000</LOS> <Cost resourcetype="Wood">50.0000</Cost> <BuildingWorkRate>1.0000</BuildingWorkRate> <AllowedAge>0</AllowedAge> <Decay delay="0.0000" duration="0.0000"/> <Armor type="Siege" value="0.0000"/> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>MilitaryBuilding</UnitType> <UnitType>AbstractWall</UnitType> <UnitType>Building</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <Flag>SelectWithObstruction</Flag> <Flag>Doppled</Flag> <Flag>CollidesWithProjectiles</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>wallBuild</Flag> <Flag>DontFlattenGround</Flag> <Flag>NeverShowButton</Flag> <Flag>UseAlignedObstructionOnMinimap</Flag> <Flag>NoIdleActions</Flag> <Flag>TileAlignPlacement</Flag> <Flag>ColonyBuilding</Flag> <Flag>ObscuresUnits</Flag> <Flag>Tracked</Flag> <Command page="10" column="1">Delete</Command> </Unit>
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将如下WallStraight5(墙1X5)的模成模型修改成堡垒城墙如下↓↓↓↓↓
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protoy.xml - 记事本------WallStraight5(墙1X5) |
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<Unit id="375" name="WallStraight5"> <DBID>190</DBID> <DisplayNameID>24927</DisplayNameID> <EditorNameID>25388</EditorNameID> <ObstructionRadiusX>5.0000</ObstructionRadiusX> <ObstructionRadiusZ>1.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile> <ImpactType>Stone</ImpactType> <PhysicsInfo>house</PhysicsInfo> <PlacementFile>wall.xml</PlacementFile> <Icon>buildings\wall\wall_icon_64x64</Icon> <PortraitIcon>buildings\wall\wall_portrait</PortraitIcon> <RolloverTextID>24926</RolloverTextID> <ShortRolloverTextID>25745</ShortRolloverTextID> <InitialHitpoints>3000.0000</InitialHitpoints> <MaxHitpoints>3000.0000</MaxHitpoints> <LOS>4.0000</LOS> <BuildPoints>5.0000</BuildPoints> <Cost resourcetype="Wood">5.0000</Cost> <BuildingWorkRate>1.0000</BuildingWorkRate> <AllowedAge>0</AllowedAge> <Decay delay="0.0000" duration="0.0000"/> <Armor type="Siege" value="0.0000"/> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>MilitaryBuilding</UnitType> <UnitType>AbstractWall</UnitType> <UnitType>ColonyBuilding</UnitType> <UnitType>Building</UnitType> <Tech row="0" page="1" column="0">Bastion</Tech> <Tactics>wall.tactics</Tactics> <Flag>SelectWithObstruction</Flag> <Flag>Doppled</Flag> <Flag>CollidesWithProjectiles</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>wallBuild</Flag> <Flag>NeverShowButton</Flag> <Flag>UseAlignedObstructionOnMinimap</Flag> <Flag>NoIdleActions</Flag> <Flag>TileAlignPlacement</Flag> <Flag>ColonyBuilding</Flag> <Flag>ObscuresUnits</Flag> <Flag>CanAutoHeal</Flag> <Flag>FlattenGround</Flag> <Flag>Tracked</Flag> <Command page="6" column="0">Transform</Command> <Command page="10" column="0">Delete</Command> </Unit>
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剩下的WallStraight2(墙 1x2)、WallConnector(墙柱)、CWallGate(城门)自己分别换成SPCFortWallMedium(中型堡垒城墙)、SPCFortCorner(堡垒墙柱)、SPCFortGate(堡垒墙柱)的animfile,我就不举例了。
比较高级的方法二:让某个国家的城墙变成堡垒城墙
视频:
https://www.bilibili.com/video/av60693312,这个视频与下面的教程不一样,视频只是随便制作的,没有修改动画之类的,所以被摧毁后还是会变成城墙摧毁的动画。
仍然是将WallStraight5(墙1X5)作为例子,WallStraight2(墙 1x2)、WallConnector(墙柱)、CWallGate(城门)自己修改。
①先去protoy.xml查WallStraight5(墙1X5)与SPCFortWallLarge(大型堡垒城墙)的animfile文件是什么,顺便用AOE3ED去art5.bar与art1.bar将这两个文件提取出来。
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wall_1x5.xml.xml - 记事本------未修改过的WallStraight5(墙1X5) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_debris_1a</definebone> <definebone>bone_debris_1b</definebone> <definebone>bone_debris_1c</definebone> <definebone>bone_debris_1d</definebone> <definebone>bone_debris_1e</definebone> <definebone>bone_debris_1f</definebone> <definebone>bone_debris_1g</definebone> <definebone>bone_debris_1h</definebone> <definebone>bone_debris_1i</definebone> <definebone>bone_debris_2a</definebone> <definebone>bone_debris_2b</definebone> <definebone>bone_debris_2c</definebone> <definebone>bone_debris_2d</definebone> <definebone>bone_debris_2e</definebone> <definebone>bone_debris_3a</definebone> <definebone>bone_debris_3b</definebone> <definebone>bone_debris_3c</definebone> <definebone>bone_debris_3d</definebone> <definebone>bone_debris_3e</definebone> <definebone>bone_debris_3f</definebone> <definebone>bone_debris_3g</definebone> <definebone>bone_debris_3h</definebone> <definebone>bone_debris_3i</definebone> <definebone>bone_debris_3j</definebone> <definebone>bone_debris_4a</definebone> <definebone>bone_debris_4b</definebone> <definebone>bone_debris_4c</definebone> <definebone>bone_debris_4d</definebone> <definebone>bone_debris_4e</definebone> <definebone>bone_debris_4f</definebone> <definebone>bone_debris_5a</definebone> <definebone>bone_debris_5b</definebone> <definebone>bone_debris_5c</definebone> <definebone>bone_debris_5d</definebone> <definebone>bone_debris_5e</definebone> <definebone>bone_debris_5f</definebone> <submodel> wood <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> woodWall <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <logic type="Variation"> <v1> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5_damaged</file> </assetreference> </v1> <v2 weight="0"> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5_damaged_B</file> </assetreference> </v2> </logic> </p1> <p99> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_wooden_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <component> woodWall_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_wooden_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>2.00</height> </decal> </component> <anim> Idle <component>woodWall</component> <simskeleton> <model>buildings\wall\wall_wooden_1X5_damaged</model> <damagetemplate>buildings\wall\wall_wooden_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_A</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_B</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_C</file> <weight>10</weight> </assetreference> <component>woodWall_death</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> stone <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> stoneWall <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_stone_1X5_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_stone_1X5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\lp_wall_stone_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <component> stoneWall_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\wall_stone_1X5_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_stone_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>stoneWall</component> <simskeleton> <model>buildings\wall\wall_stone_1X5</model> <damagetemplate>buildings\wall\wall_stone_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\wall_stone_1X5_deathAnim</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iroPalisade_1X5_deathAnim2</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iroPalisade_1X5_deathAnim3</file> <weight>10</weight> </assetreference> <component>stoneWall_death</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> base_construction <component> base_con <assetreference type="GrannyModel"> <file>buildings\constructions\wall_1x5a_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> mid_construction <component> mid_con <assetreference type="GrannyModel"> <file>buildings\constructions\wall_1x5b_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>mid_con</component> </anim> </submodel> <submodel> wood_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> wood_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> wood_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> stone_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_stone_1X5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> stone_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_stone_1X5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> stone_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_stone_1X5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> wicker <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> LIVE <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\native_civs\wall\wall_iro_wicker_1X5_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\native_civs\wall\wall_wicker_1X5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\native_civs\wall\wall_wicker_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <component> DEAD <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\native_civs\wall\wall_iro_wicker_1X5_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\native_civs\wall\wall_wicker_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>2.00</height> </decal> </component> <anim> Idle <component>LIVE</component> <simskeleton> <model>buildings\native_civs\wall\wall_iro_wicker_1X5_damaged</model> <damagetemplate>buildings\native_civs\wall\wall_iro_wicker_1x5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iro_wicker_1X5_deathanim</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iro_wicker_1X5_deathanim_2</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iro_wicker_1X5_deathanim_3</file> <weight>10</weight> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> palisade <attachment> 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<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_1x5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iro_palisade_1X5_deathanim</file> <weight>10</weight> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> aztecstone <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> LIVE <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_aztec_1x5"> <file>buildings\native_civs\wall\wall_aztec_1x5_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_aztec_1x5"> 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<texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>LIVE</component> <simskeleton> <model>buildings\native_civs\wall\wall_aztec_1x5_damaged</model> <damagetemplate>buildings\native_civs\wall\wall_aztec_1x5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_aztec_1x5_deathanim</file> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_aztec_1x5_deathanim1</file> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> iro_1x5_con_stage1 <component> iro_1x5_con_stage1 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage1</component> </anim> </submodel> <submodel> iro_1x5_con_stage2 <component> iro_1x5_con_stage2 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage2</component> </anim> </submodel> <submodel> iro_1x5_con_stage3 <component> iro_1x5_con_stage3 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage3</component> </anim> </submodel> <submodel> az_stone_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\native_civs\wall\wall_aztec_1x5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> az_stone_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\native_civs\wall\wall_aztec_1x5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> az_stone_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\native_civs\wall\wall_aztec_1x5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> iro_1x5_con_stage1_age4 <component> iro_1x5_con_stage1_age4 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage1_age4</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage1_age4</component> </anim> </submodel> <submodel> iro_1x5_con_stage2_age4 <component> iro_1x5_con_stage2_age4 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage2_age4</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage2_age4</component> </anim> </submodel> <submodel> iro_1x5_con_stage3_age4 <component> iro_1x5_con_stage3_age4 <assetreference type="GrannyModel"> <file>buildings\constructions\iro_wall_1x5_stage3_age4</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>iro_1x5_con_stage3_age4</component> </anim> </submodel> <submodel> asianwall <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> LIVE <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Asian_walls_destructions\1x5\asian_wall_damaged_1x5</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_1x5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_1x5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <component> DEAD <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\Asian_walls_destructions\1x5\asian_wall_deathmodel_1x5</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\wall_1x5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>LIVE</component> <simskeleton> <model>buildings\wall\Asian_walls_destructions\1x5\asian_wall_damaged_1x5</model> <damagetemplate>buildings\wall\wall_stone_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\Asian_walls_destructions\1x5\asian_wall_deathanime_1x5</file> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\Asian_walls_destructions\1x5\asian_wall_deathanime_1x5</file> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> asian_stone_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> asian_stone_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> asian_stone_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Asian_walls_construction\asian_wall_stone_1x5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> indianstone <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> LIVE <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_lp</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <component> DEAD <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_lp</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>LIVE</component> <simskeleton> <model>buildings\wall\Indian_wall\indian_wall_1x5_stone_damaged</model> <damagetemplate>buildings\wall\wall_stone_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathanime</file> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathanime</file> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> indian_stone_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> indian_stone_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> indian_stone_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <component> wall <logic type="Culture"> <easterneurope> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="stone"/> </p100> </logic> </bastion> </logic> </easterneurope> <mediterranean> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="stone"/> </p100> </logic> </bastion> </logic> </mediterranean> <westerneurope> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="stone"/> </p100> </logic> </bastion> </logic> </westerneurope> <iroquois> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="iro_1x5_con_stage1"/> </p0> <p33> <submodelref ref="iro_1x5_con_stage2"/> </p33> <p66> <submodelref ref="iro_1x5_con_stage3"/> </p66> <p100> <submodelref ref="wicker"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="iro_1x5_con_stage1_age4"/> </p0> <p33> <submodelref ref="iro_1x5_con_stage2_age4"/> </p33> <p66> <submodelref ref="iro_1x5_con_stage3_age4"/> </p66> <p100> <submodelref ref="palisade"/> </p100> </logic> </bastion> </logic> </iroquois> <aztec> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="az_stone_con1"/> </p0> <p33> <submodelref ref="az_stone_con2"/> </p33> <p66> <submodelref ref="az_stone_con3"/> </p66> <p100> <submodelref ref="aztecstone"/> </p100> </logic> </bastion> </logic> </aztec> <chinese> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="asian_stone_con1"/> </p0> <p33> <submodelref ref="asian_stone_con2"/> </p33> <p66> <submodelref ref="asian_stone_con3"/> </p66> <p100> <submodelref ref="asianwall"/> </p100> </logic> </bastion> </logic> </chinese> <indian> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="indian_stone_con1"/> </p0> <p33> <submodelref ref="indian_stone_con2"/> </p33> <p66> <submodelref ref="indian_stone_con3"/> </p66> <p100> <submodelref ref="indianstone"/> </p100> </logic> </bastion> </logic> </indian> <japanese> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="asian_stone_con1"/> </p0> <p33> <submodelref ref="asian_stone_con2"/> </p33> <p66> <submodelref ref="asian_stone_con3"/> </p66> <p100> <submodelref ref="asianwall"/> </p100> </logic> </bastion> </logic> </japanese> </logic> </component> </animfile> |
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需要从SPCFortWallLarge(大型堡垒城墙)复制粘贴的语句已用蓝色背景标出。
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SPC_Fort_Wall_Large.xml.xml - 记事本-----不需要修改的SPCFortWallLarge(大型堡垒城墙) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_debris_1a</definebone> <definebone>bone_debris_1b</definebone> <definebone>bone_debris_1c</definebone> <definebone>bone_debris_1d</definebone> <definebone>bone_debris_1e</definebone> <definebone>bone_debris_1f</definebone> <definebone>bone_debris_1g</definebone> <definebone>bone_debris_1h</definebone> <definebone>bone_debris_1i</definebone> <definebone>bone_debris_1j</definebone> <definebone>bone_debris_1k</definebone> <definebone>bone_debris_1l</definebone> <definebone>bone_debris_1m</definebone> <definebone>bone_debris_2a</definebone> <definebone>bone_debris_2b</definebone> <definebone>bone_debris_2c</definebone> <definebone>bone_debris_2d</definebone> <definebone>bone_debris_2e</definebone> <definebone>bone_debris_2f</definebone> <definebone>bone_debris_2g</definebone> <definebone>bone_debris_2h</definebone> <definebone>bone_debris_3a</definebone> <definebone>bone_debris_3b</definebone> <definebone>bone_debris_3c</definebone> <definebone>bone_debris_3d</definebone> <definebone>bone_debris_3e</definebone> <definebone>bone_debris_3f</definebone> <definebone>bone_debris_2i</definebone> <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> SPC_Fort_Wall_Large <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\SPC_Fort_Wall_large_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\SPC_Fort_Wall_Large</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\lp_SPC_Fort_Wall_Large</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\spc\fort\spc_ft_wall_large_ground</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>buildings\spc\fort\spc_ft_wall_large_ground_bumpmap</bumptexture> <width>12.00</width> <height>5.50</height> </decal> </component> <component> SPC_Fort_Wall_Large_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\spc\fort\spc_fort_wall_large_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\spc\fort\lp_SPC_Fort_Wall_Large</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\spc\fort\spc_ft_wall_large_ground</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>buildings\spc\fort\spc_ft_wall_large_ground_bumpmap</bumptexture> <width>12.00</width> <height>5.50</height> </decal> </component> <anim> Idle <component>SPC_Fort_Wall_Large</component> <simskeleton> <model>buildings\spc\fort\SPC_Fort_Wall_large_damaged</model> <damagetemplate>buildings\spc\fort\SPC_Fort_Wall_large.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\spc\fort\SPC_Fort_Wall_large_deathAnim</file> </assetreference> <component>SPC_Fort_Wall_Large_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim>
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②打开WallStraight5(墙1X5)的xml进行修改:SPCFortWallLarge(大型堡垒城墙)的模型复制到WallStraight5(墙1X5)里面
一般来说,有多个外观的单位都会用到submodel(不是只贴图),因为submodel可以设定不同的anim动作;WallStraight5(墙1X5)也是这样,设定了多个submodel,所以我们直接创建一个submodel,然后随便命名为fort,再把语句粘贴进去就完成一半了。
submodel传送门
最后到底部的BuildingCompletion把p100改成fort就可以了。
BuildingCompletion传送门
至于Death那些amin动作之类的因为WallStraight5(墙1X5)与SPCFortWallLarge(大型堡垒城墙)定义的名称是一样的,所以就不用管了(仅仅是这里不用管,不排除其他单位要改成与其tactics调用的anim名称的可能性)。
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wall_1x5.xml - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_debris_1a</definebone> <definebone>bone_debris_1b</definebone> <definebone>bone_debris_1c</definebone> <definebone>bone_debris_1d</definebone> <definebone>bone_debris_1e</definebone> <definebone>bone_debris_1f</definebone> <definebone>bone_debris_1g</definebone> <definebone>bone_debris_1h</definebone> <definebone>bone_debris_1i</definebone> <definebone>bone_debris_2a</definebone> <definebone>bone_debris_2b</definebone> <definebone>bone_debris_2c</definebone> <definebone>bone_debris_2d</definebone> <definebone>bone_debris_2e</definebone> <definebone>bone_debris_3a</definebone> <definebone>bone_debris_3b</definebone> <definebone>bone_debris_3c</definebone> <definebone>bone_debris_3d</definebone> <definebone>bone_debris_3e</definebone> <definebone>bone_debris_3f</definebone> <definebone>bone_debris_3g</definebone> <definebone>bone_debris_3h</definebone> <definebone>bone_debris_3i</definebone> <definebone>bone_debris_3j</definebone> <definebone>bone_debris_4a</definebone> <definebone>bone_debris_4b</definebone> <definebone>bone_debris_4c</definebone> <definebone>bone_debris_4d</definebone> <definebone>bone_debris_4e</definebone> <definebone>bone_debris_4f</definebone> <definebone>bone_debris_5a</definebone> <definebone>bone_debris_5b</definebone> <definebone>bone_debris_5c</definebone> <definebone>bone_debris_5d</definebone> <definebone>bone_debris_5e</definebone> <definebone>bone_debris_5f</definebone> <submodel> Fort <attachment> base smoke <component> smoke base <assetreference type="ParticleSystem"> <file>effects\smoke\collapsesmoke01.particle</file> </assetreference> </component> <anim> Idle <component>smoke base</component> </anim> </attachment> <attachment> base smoke2 <component> smoke wave <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave</component> </anim> </attachment> <attachment> base smoke3 <component> smoke wave center <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wave02.particle</file> </assetreference> </component> <anim> Idle <component>smoke wave center</component> </anim> </attachment> <attachment> collapse_smoke <component> collapse_smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_a.particle</file> </assetreference> </component> <anim> Idle <component>collapse_smoke</component> </anim> </attachment> <component> SPC_Fort_Wall_Large <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\SPC_Fort_Wall_large_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\SPC_Fort_Wall_Large</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="spc_fort_wall_large"> <file>buildings\spc\fort\lp_SPC_Fort_Wall_Large</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\spc\fort\spc_ft_wall_large_ground</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>buildings\spc\fort\spc_ft_wall_large_ground_bumpmap</bumptexture> <width>12.00</width> <height>5.50</height> </decal> </component> <component> SPC_Fort_Wall_Large_Death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\spc\fort\spc_fort_wall_large_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\spc\fort\lp_SPC_Fort_Wall_Large</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\spc\fort\spc_ft_wall_large_ground</texture> <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture> <bumptexture>buildings\spc\fort\spc_ft_wall_large_ground_bumpmap</bumptexture> <width>12.00</width> <height>5.50</height> </decal> </component> <anim> Idle <component>SPC_Fort_Wall_Large</component> <simskeleton> <model>buildings\spc\fort\SPC_Fort_Wall_large_damaged</model> <damagetemplate>buildings\spc\fort\SPC_Fort_Wall_large.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\spc\fort\SPC_Fort_Wall_large_deathAnim</file> </assetreference> <component>SPC_Fort_Wall_Large_Death</component> <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> wood <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> woodWall <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <logic type="Variation"> <v1> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5_damaged</file> </assetreference> </v1> <v2 weight="0"> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5_damaged_B</file> </assetreference> </v2> </logic> </p1> <p99> <assetreference type="GrannyModel" shape="wall_wood_1X5"> <file>buildings\wall\wall_wooden_1X5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_wooden_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <component> woodWall_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_wooden_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>2.00</height> </decal> </component> <anim> Idle <component>woodWall</component> <simskeleton> <model>buildings\wall\wall_wooden_1X5_damaged</model> <damagetemplate>buildings\wall\wall_wooden_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_A</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_B</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\wall_wooden_1X5_deathAnim_C</file> <weight>10</weight> </assetreference> <component>woodWall_death</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> stone <attachment> collapseSmoke <component> smoke <assetreference type="ParticleSystem"> <file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> stoneWall <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_stone_1X5_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\wall_stone_1X5</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\lp_wall_stone_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <component> stoneWall_death <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\wall_stone_1X5_deathModel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\lp_wall_stone_1X5</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>stoneWall</component> <simskeleton> <model>buildings\wall\wall_stone_1X5</model> <damagetemplate>buildings\wall\wall_stone_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\wall_stone_1X5_deathAnim</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iroPalisade_1X5_deathAnim2</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\native_civs\wall\wall_iroPalisade_1X5_deathAnim3</file> <weight>10</weight> </assetreference> <component>stoneWall_death</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> base_construction <component> base_con <assetreference type="GrannyModel"> <file>buildings\constructions\wall_1x5a_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> mid_construction <component> mid_con <assetreference type="GrannyModel"> <file>buildings\constructions\wall_1x5b_con</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>mid_con</component> </anim> </submodel> <submodel> wood_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> wood_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> <xoffset>0.00</xoffset> <zoffset>-0.15</zoffset> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> wood_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\wall_wooden_1X5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x128</selectedtexture> <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture> <width>11.00</width> <height>2.50</height> 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<file>effects\smoke\collapse_smoke_wall.particle</file> </assetreference> </component> <anim> None <component>smoke</component> </anim> </attachment> <component> LIVE <logic type="LowPoly"> <normal> <logic type="Destruction"> <p1> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_damaged</file> </assetreference> </p1> <p99> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone</file> </assetreference> </p99> </logic> </normal> <lowpoly> <assetreference type="GrannyModel" shape="wall_stone_1X5"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_lp</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <component> DEAD <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathmodel</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_lp</file> </assetreference> </lowpoly> </logic> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>LIVE</component> <simskeleton> <model>buildings\wall\Indian_wall\indian_wall_1x5_stone_damaged</model> <damagetemplate>buildings\wall\wall_stone_1X5.dmg</damagetemplate> </simskeleton> </anim> <anim> Death <assetreference type="GrannyAnim"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathanime</file> </assetreference> <assetreference type="GrannyAnim"> <file>buildings\wall\Indian_wall\indian_wall_1x5_stone_deathanime</file> </assetreference> <component>DEAD</component> <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </submodel> <submodel> indian_stone_con1 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con1</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> indian_stone_con2 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con2</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <submodel> indian_stone_con3 <component> base_con <assetreference type="GrannyModel"> <file>buildings\wall\Indian_walls_constructions\indian_wall_stone_1x5_con3</file> </assetreference> <decal> <effecttype>bump</effecttype> <texture>buildings\wall\wall_wood_stone_ground_large</texture> <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture> <bumptexture>buildings\wall\wall_wood_stone_ground_large_bumpmap</bumptexture> <width>14.00</width> <height>5.00</height> </decal> </component> <anim> Idle <component>base_con</component> </anim> </submodel> <component> wall <logic type="Culture"> <easterneurope> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="stone"/> </p100> </logic> </bastion> </logic> </easterneurope> <mediterranean> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="stone"/> </p100> </logic> </bastion> </logic> </mediterranean> <westerneurope> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/><!--往下看--> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="stone_con1"/> </p0> <p33> <submodelref ref="stone_con2"/> </p33> <p66> <submodelref ref="stone_con3"/> </p66> <p100> <submodelref ref="Fort"/> </p100> </logic> <!--因为最开始是使用<logic type="Culture">,所以我只修改了文化westerneurope,也就是说只有法国、英国、荷兰会生效,除了Culture,后面还有一个<logic type="Tech">,因为只修改了bastion(城墙升级科技--要塞)但并没有改none(默认),所以要改良要塞科技才会看见,如果你想未升级的情况下就变成堡垒城墙,你可以将上面绿色的wood也改成Fort。至于BuildingCompletion是建造进度,p100是100%也就是建造好的样子,不过因为官方没有给堡垒城墙设定建造模型,所以只改了p100,而p0、p33、p66还是原来建造城墙的模型。--> </bastion> </logic> </westerneurope> <iroquois> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="iro_1x5_con_stage1"/> </p0> <p33> <submodelref ref="iro_1x5_con_stage2"/> </p33> <p66> <submodelref ref="iro_1x5_con_stage3"/> </p66> <p100> <submodelref ref="wicker"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="iro_1x5_con_stage1_age4"/> </p0> <p33> <submodelref ref="iro_1x5_con_stage2_age4"/> </p33> <p66> <submodelref ref="iro_1x5_con_stage3_age4"/> </p66> <p100> <submodelref ref="palisade"/> </p100> </logic> </bastion> </logic> </iroquois> <aztec> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="az_stone_con1"/> </p0> <p33> <submodelref ref="az_stone_con2"/> </p33> <p66> <submodelref ref="az_stone_con3"/> </p66> <p100> <submodelref ref="aztecstone"/> </p100> </logic> </bastion> </logic> </aztec> <chinese> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="asian_stone_con1"/> </p0> <p33> <submodelref ref="asian_stone_con2"/> </p33> <p66> <submodelref ref="asian_stone_con3"/> </p66> <p100> <submodelref ref="asianwall"/> </p100> </logic> </bastion> </logic> </chinese> <indian> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="indian_stone_con1"/> </p0> <p33> <submodelref ref="indian_stone_con2"/> </p33> <p66> <submodelref ref="indian_stone_con3"/> </p66> <p100> <submodelref ref="indianstone"/> </p100> </logic> </bastion> </logic> </indian> <japanese> <logic type="Tech"> <none> <logic type="BuildingCompletion"> <p0> <submodelref ref="wood_con1"/> </p0> <p33> <submodelref ref="wood_con2"/> </p33> <p66> <submodelref ref="wood_con3"/> </p66> <p100> <submodelref ref="wood"/> </p100> </logic> </none> <bastion> <logic type="BuildingCompletion"> <p0> <submodelref ref="asian_stone_con1"/> </p0> <p33> <submodelref ref="asian_stone_con2"/> </p33> <p66> <submodelref ref="asian_stone_con3"/> </p66> <p100> <submodelref ref="asianwall"/> </p100> </logic> </bastion> </logic> </japanese> </logic> </component> </animfile> |
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重复一遍:因为最开始是使用<logic type="Culture">,所以我只修改了文化westerneurope,也就是说只有法国、英国、荷兰会生效,除了Culture,后面还有一个<logic type="Tech">,因为只修改了bastion(城墙升级科技--要塞)但并没有改none(默认),所以要改良要塞科技才会看见,如果你想未升级的情况下就变成堡垒城墙,你可以将上面绿色的
wood也改成
Fort。至于BuildingCompletion是建造进度,p100是100%也就是建造好的样子,不过因为官方没有给堡垒城墙设定建造模型,所以只改了p100,而p0、p33、p66还是原来建造城墙的模型。
~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
再列举一个将火枪手模型换成瑞士长枪兵的例子:
很简单,把<assetreference type="GrannyModel">下面的file路径改掉就行了。
①提取火枪手的xml(注:优先提取art5.bar的xml文件),
瑞士长枪兵懒得提取了,直接在AOE3ED复制语句就行了
②将火枪手<assetreference type="GrannyModel">下面的调用gr2模型文件的file路径改成瑞士长枪兵的gr2。
红色字是修改后,灰色字(注释)是修改前,只是修改了默认的样子,升级后的模型没有修改
(反正只是随便弄一个例子,细节之类的都无所谓了)。
传送门
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musketeer.xml - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\swiss_pikeman</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\lp_swiss_pikeman</file> </assetreference> </lowpoly> <!-- <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> --> </logic> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> </animfile> |
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如果你只想让某个国家设定这个模型可以添加
<logic type="Civ">
<none>
</none>
<xxxxx>
</xxxxx>
<国家调用名>
</国家调用名>
</logic>
none是默认,我只给Chinese(中国)设定了瑞士长枪兵的外观,其他国家仍然是none,调用火枪手原本的外观,即为不变。灰色字(注释)依然是修改前的语句,你自己对比一下修改前与修改后的不同之处吧。
传送门
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musketeer.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="Civ"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <Chinese> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\swiss_pikeman</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\lp_swiss_pikeman</file> </assetreference> </lowpoly> </logic> </Chinese> </logic>
<!-- <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> --> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> </animfile> |
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如果你只想让某个文化设定这个模型可以添加
<logic type="Culture">
<none>
</none>
<xxxxx>
</xxxxx>
<文化调用名>
</文化调用名>
</logic>
none是默认,我只给WesternEurope(西欧:英国、法国、荷兰)设定了瑞士长枪兵的外观,其他国家仍然是none,调用火枪手原本的外观,即为不变。灰色字(注释)依然是修改前的语句,你自己对比一下修改前与修改后的不同之处吧。
传送门
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musketeer.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="Culture"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <WesternEurope> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\swiss_pikeman</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\lp_swiss_pikeman</file> </assetreference> </lowpoly> </logic> </WesternEurope> </logic>
<!-- <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> --> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> </animfile> |
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如果你想设定改良某科技后才会变成这个模型可以添加
<logic type="Tech">
<none>
</none>
<xxxxx>
</xxxxx>
<科技调用名>
</科技调用名>
</logic>
火枪手原本就已经有<logic type="Tech">了,直接复制粘贴一个就可以了
我设定了改良科技TestTech5就会将模型换成瑞士长枪兵模型:
传送门
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musketeer.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <TestTech5> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\swiss_pikeman</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\mercenaries\swiss_pikeman\lp_swiss_pikeman</file> </assetreference> </lowpoly> </logic> </TestTech5> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture> <selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.80</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.76</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> 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type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> </animfile> |
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直接用gr2换模型(包括贴图)与replacetexture换贴图不一样,replacetexture用科技换贴图要在那个加上
<Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='要改变外观的单位调用名' relativity='Absolute'>
<Target type ='Player'></Target></Effect>
才会改变贴图,而我测试用科技更换gr2的时候,没有在科技加上上述语句,所以应该不用添加了。
总之我也不太肯定,如果用科技改了没效果,可以尝试在科技添加以下语句:
<Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='要改变外观的单位调用名' relativity='Absolute'>
<Target type ='Player'></Target></Effect>
添加了还是没效果,请检查是不是你自己修改错了,或者没有将文件放对路径。