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[原创] 战争游戏:空地一体战 - mod修改工具moddingSuite(简单介绍和使用)

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发表于 2013-12-26 22:33 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 Κυκλοφο 于 2014-11-8 21:28 编辑

       工具和一些自己整理的资料会放到下面,也会给出一些英文的教程。只是简单的介绍(单位价格和数量等级,牌组点数),有问题请大家回复一起讨论讨论。预留2楼给问题说明。先说明我不是什么高手只是个初学者,一起提高吧。工具需要.net4.5

不喜欢废话,直接开始。
       启动软件moddingSuite。

注意备份原始文件NDF_Win.dat,修改后的文件只能单机使用,联机请恢复原始文件。
1.单位修改
1.1 点击File选择open,打开窗口定位到游戏目录下的:Data\wargame\PC\210000xxxx(选择最新版,最底下的文件夹),打开NDF_Win.dat文件
1.2 也可以复制NDF_Win.dat文件到常用的地方,修改完在复制回去。

        界面如下

2.1 单击红色区域的搜索栏,填写ever。path(路径)这一栏就搜索到everthing.ndfbin这个文件.(path里有很多文件,大家如果知道是干什么的,可以自行修改)
2.2 选择everthing.ndfbin这个文件,点击绿色区域内的View Ndf file按钮(可能时间比较长,请耐心)
        Ndf界面

3.1单击红色区域的搜索栏,填写id号(86),在界面左侧(Classes)id栏选择 86-TUniteAuSolDescriptor 文件,
3.2界面中间的instance栏(注意不是instances,是instance),列举了各个单位数字标签,可以自行选择修改,详细的数字标签对应的单位名称,我会提供给大家
3.3界面右侧(Properties(属性)),这里只列举常用的,Name对应了大概说明,选择要修改的id(如499),右下角Type栏会显示可以修改的数据。
       id      作用
        476   单位模块(包括装甲,速度,弹药种类......)
        499   单位价格(第一项有用)
        500   单位数量(会有五个数据,从上到下分别对应单位1-5级)
3. 4修改完数值,点击回车确认键修改,不放心可以再双击检查一下。 修改完毕,点击左上角保存按钮。
2.牌组修改[hide]
重复1.1-2.2步骤
3.1 单击红色区域的搜索栏,填写id号(353),在界面左侧紫色区域(Classes)id栏选择 353-TShowRoomDeckRuleManager 文件
3.2 界面右侧(Properties(属性)),选择绿色区域id-1938(看不到的话,请把窗口最大化),在Value栏修改33为自己想的数值。修改完数值,点击回车键确认修改,不放心可以再双击检查一下。
3.4 修改完毕,点击左上角保存按钮。

如果想深入研究,可以去官方模组板块看看
如果不喜欢修改,可以到这里下载ce脚本
ce脚本帖子

单位统计:
PS:我用的是Excel2007.不能打开请回复,我会更新百度和google网盘。



mod工具下载:已更新到0.8.2
modding Suite(官方[点击绿色0.8.2.rar下载])
modding suite(百度网盘)

英文教程:
Modding suite documantation(本地)
DM's awesome tutorial(在线)
Darkmil's awesome quick guides(在线)
86-TUniteAuSolDescriptor 文件,属性英文说明
  • DescriptorID : the instance’s Id, nothing much to say and you probably won’t have to touch this unless you want to remove/add units
  • Modules : a list of different special instances of classes called “modules”, modules control most of a unit’s behavior. They are very important for modding a units specific part. We ‘ll see later how to work with them.
  • _ShortDataBaseName : probably useless ? No idea, really.
  • ClassNameForDebug : useless for modding.
  • StickToGround : boolean determining… well if a unit stick to the ground I guess ? This field may have no use at all but seems to separate Helicopters from other kind of units.
  • The ArmorDescriptor(s) : reference to a TArmorDecriptor instance which determine the armor value of the selected side.  Armor values goes from 0 (null) to 23 (yes, 23) but are still displayed going from 0 to 20 anyway.
  • ManageUnitOrientation : true = unit will always show they most armored side to the greatest threat, false = unit will show whatever side their pathfinding made them to.
  • HitRollSizeModifier : float determining the accuracy malus/bonus due to the unit’s size can be 0.05 (% ?) or -0.15.
  • DeathExplosionAmmo : refer to a TAmmunition instance, is probably used to determine the explosion animation based on the Ammunition instance supplied. No idea yet about how it works exactly.
  • IconeType (IconType) : integer pointing to a unit type list probably.
  • PositionInMenu : probably the unit’s position in the Armory, dunno if it’s in a global list of just whithin a category (TANK, INF, ect) menu. Might be just a remanent of WEE.
  • NameInMenuToken : a localisation hash (hence a reference to the hash table of the unit dictionary), it probably determine the unit’s name diplayed in the uit’s icon in the armory and production menu.
  • Category : point to a category list ( INF, REC, etc)
  • AcknowUnitType : probably determine a unit’s audio acknow when given an order.
  • TypeForAcknow : honestly no idea…
  • Nationalite (Nationality) : determine a unit’s faction, null = NATO, 1 = Pact.
  • MotherCountry :The actual country of the unit. Thanks to Fleff for this one.
  • ProductionYear: pretty explicit.
  • MaxPack : number of card of said unit you can add in a deck.
  • UppgradeRequire : not formal use in WAB beside putting some vehicle in the same line in the Armory.
  • Factory : change a unit’s category in the armory and production menu (in-game). Thanks to homerfcb.
  • ProductionPrice: a unit’s cost(s), actually only the top cost of the list actually matter, the rest are probably remanent of WEE or some old design, just dont care about the rest.
  • MaxDeployableAmmount : a list of a unit’s avaibilities, each of the value refer to a particular veterancy hence the first value is the avaibility at recruit vet’.
  • ShowInMenu : list of boolean determining if a unit can be viewable in the Armory.
  • ProductionTime: time need for the unit to appear at a reinforcement point (in seconds ?).
    Is the same for all units in WAB vanilla.
  • CoutEtoile (StarCost) : relic of WEE and WAB early beta, useless.
  • TextureForInterface: refer to a TUITextureRessource, is basically the unit’s image in the production menu, the small unit "cards" you see in menu.
  • TextureMotherCountryForInterface : The country flag used in the small unit "cards" you see in menu.
  • UnitTypeToken : list of localisationhash that refer to a unit’s possible deck types (motorized, etc…). Be sure to look for the hash at a interface_outgame.dic. Thanks to AJE.
  • UnitMovingType : determine a unit’s locomotion type (tracked, wheeled…). Might be useless since a proper module already take care of this.
  • VitesseCombat (CombatSpeed) : determine a unit’s locomotion speed ? Might be useless since a proper module already take care of this.
  • IsPrototype : pretty explicit
  • TextureTransportForInterface : probably refer to the image used to represent infantry in a transport.
  • Key : absolutely no idea.
  • HitRollECMModifier : Malus/bonus to hit roll due to ECM.


86-TUniteAuSolDescriptor 文件下id为476 - name为Modules属性英文说明
  • TypeUnit
  • Flags
  • CriticModule : manager determining whatkind of critic can a unit receive.
  • TargetCoordinatorModule : constant among all unit instances.
  • Position
  • Inflammable : constant among all unit instances.
  • LinkTeam : constant among all unit instances.
  • CompanyUnit
  • Experience: constant among all unit instances except for supply units.
  • AppearanceModel : manage how a unit is rendere in-game, include : sounds, special effects, models (meshes).
  • Halo : probably manage the selection interface (the “halo” around a unit).
  • MouvementHandler : control the way a unit moves, its speed and agility.
  • WeaponManager : control the behavior and stats of a unit’s weapons.
  • Dammage
  • Visibility
  • Fuel
  • ScannerConfiguration
  • Scanner
  • GhostManager
  • Cadavre (corpse)
  • MissileCarriage
  • AttacheAeroport
  • IAStratModule :
  • StatEngine
  • Debug : nothing for us to touch.
  • Transportable : (for infantries only)
  • Capturable : (for supply units only)
  • Supply : (for supply units only)
  • Transporter : (for transport vehicles and helicopters only)

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舒服的沙发
发表于 2022-5-7 12:50 | 只看该作者
大佬,moddingsuit下载完没有exe程序啊,如何运行?
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