TA模型精细计划: 给ta3d的
you can experiment game scripts, it's basic lua and you have all the functions prototypes in a .txt file in docs/.Current TA3D version needs a main function in game script. This function is called every tick but global code is executed at loading time, so you can initialize things. If you need examples, run a campaign mission, leave the game and read the __campaign_script.lua file created in /scripts/, it's a lua version of mission commands.
As far as TA3D 1.0 is concerned, we're almost there regarding the engine, but the main requirement for 1.0 is a free set of resources in order to get a standalone and completely free game.
If you want you can help us with that, it's all about creating HD versions of TA textures/units/weapons/...
anyway thanks for posting
原帖见http://ta3d.darkstars.co.uk/forums/viewtopic.php?t=914
大概翻译下
你可以尝试写写游戏脚本,脚本语言是简单的lua语言,你可以到docs目录下找到一个txt文件,里面有所有可用函数的介绍。
目前TA3D需要在游戏脚本中有一个主函数,这个主函数会被频繁的反复调用。不过全局代码只会在启动载入时执行一次,所以你想要初始化什么东西应该写在这里面。如果你想看看脚本范例,执行一个战役任务,然后关闭游戏并到scripts目录下找对应的.lua文件,这个文件里面使用lua语言来设置任务的各种指令。
以目前TA3D制作进度来看,我们基本上完成了整套引擎,不过1.0版本现在主要需要一套能够免费使用的游戏资源,这样才能制作一个完全免费的游戏。
如果你想帮助我们,主要的工作就是为TA的各种单位/武器/纹理制作高精细度的版本。
well,ta3d里面自带了一个可视化的模型编辑器,20MB多,不过有一点点E文,可以去下载了试试。使用非常简单,只是高清晰的模型还需要耐心,有耐心的筒子们,你们有活干了! 啊啊,我对3D模型不精 hmm,等吧。毕竟。嗨嗨,等吧
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