2023年12月15日发(作者:)
这是自己玩CS以来学的游戏修改方面的经验,能解决大部分问题,挺实用的
武器模型方面
我用的工具是HLMV1.3.5汉化版在网上下载的,工具包里有
软件设置
首先解压HLMV1.3.5汉化版,在文件夹中找到打开,在工具下找到配置工具打开显示如下:
下面要调整正确的文件路径了,修改路径 ,第一栏此时显示的是D:Program
路径一定要正确,否则无法拆开模型,例如现在我的HLMV1.3.5汉化版文件夹放在F:游戏文件CS编辑查看HLMV模型浏览器HLMV1.3.5汉化版HLMV1.3.5汉化版下面的路径修改方式一样,我的是F:游戏文件CS编辑查看HLMV模型浏览器HLMV1.3.5汉化版HLMV1.3.5汉化版,设置方面就OK了。
软件设置好了,其他就好办了,都是汉化的,都能看懂,就不多啰嗦了。
(2)修改需要修改的模型
步骤
打开MDL格式的模型文件 首先拆开模型在软件工具下找到拆开模型,打开需要修改的模型,我拆开v_ (V_开头的一般是第一视角手中拿的那把枪,P_开头的是你看到的人物手中拿的那把枪,W_开头的就是掉在地上的那把枪)在那个v_所在的文件夹中得到了
这些文件其中有bmp格式的图片,smd格式的模型方面的文件,还有重要的QC文件,smd和QC文件都可以用记事本打开,右击该文件,找到属性,修改打开方式为记事本,查看文件smd的是这样的
version 1
nodes
0 "Bone01" -1
1 "Bone_Lefthand" 0
2 "Bone_MP7A1_L" 1
3 "Bone_EyeonSite_Front_L" 2
4 "Bone_EyeonSite_Back_L" 2
5 "Bone_Magazine_L" 2
6 "Bone_Trigger_L" 2
7 "Bone_Hand_Grib_L" 2
8 "Bone_SlidingStock_L" 2
9 "Bone_ChargeHandle_L" 2
10 "Bone04" -1
11 "Bone_Righthand" 10
12 "Bone_MP7A1_R" 11
13 "Bone_EyeonSite_Front_R" 12
14 "Bone_EyeonSite_Back_R" 12
15 "Bone_Magazine_R" 12
16 "Bone_Trigger_R" 12
17 "Bone_Hand_Grib_R" 12
18 "Bone_Hand_GribLock_R" 17
19 "Bone_SlidingStock_R" 12
20 "Bone_ChargeHandle_R" 12
21 "Bone4" 1
22 "Bone13" 21
23 "Bone14" 22
24 "Bone15" 23
25 "Bone17" 21
26 "Bone18" 25
27 "Bone19" 26
28 "Bone21" 21
29 "Bone22" 28
30 "Bone23" 29
31 "Bone05" 21
32 "Bone06" 31
33 "Bone07" 32
34 "Bone09" 21
35 "Bone10" 34
36 "Bone11" 35
37 "Bone26" 11
38 "Bone35" 37
39 "Bone36" 38
40 "Bone37" 39
41 "Bone31" 37
42 "Bone32" 41
43 "Bone33" 42
44 "Bone39" 37
45 "Bone40" 44
46 "Bone41" 45
47 "Bone43" 37
48 "Bone44" 47
49 "Bone45" 48
50 "Bone27" 37
51 "Bone28" 50
52 "Bone29" 51 认为这些都是模型各个部分的名称
end
skeleton
time 0 表示的是第零帧的模型状态,跟播动画似得
0 14.150202 -5.490111 -11.441728 0.497067 -2.175262 -0.893451
1 -0.021283 -8.563257 -0.000750 0.382246 0.368217 -0.393546
2 -0.350898 -2.752587 0.514683 0.536110 1.767884 0.542634
3 0.000000 -5.680970 4.733543 1.570796 0.000000 0.000000
4 0.000000 2.240248 4.862545 -1.570796 0.000000 0.000000
5 0.000000 -0.030803 -0.185498 0.000000 0.000000 0.000000
6 0.000000 -1.489114 1.895751 0.087266 0.000000 0.000000
7 0.000000 -6.270583 1.350241 1.570796 0.000000 0.000000
8 0.000000 5.114959 2.564909 0.000000 0.000000 0.000000
9 0.000000 4.784919 4.090397 -1.570796 -3.141592 -0.000001
10 -14.743999 -5.977176 -11.916990 0.697648 2.041932 1.107015
11 0.089929 -8.543166 0.000003 0.194157 -0.388319 0.174582
12 0.431291 -2.480750 0.566680 1.315037 -1.359682 -1.195261
13 0.000000 -5.680965 4.733542 1.570796 0.000000 0.000000
14 0.000001 2.240247 4.862545 -1.570796 0.000000 0.000000
15 0.000000 -0.030803 -0.185497 0.000000 0.000000 0.000000
16 0.000000 -1.489114 1.895751 0.087266 0.000000 0.000000
17 0.000000 -6.270579 1.350240 1.570796 0.000000 0.000000
18 0.000000 0.355522 -2.249654 -1.570796 -3.141592 1.570796
19 0.000001 5.114957 2.564910 0.000000 0.000000 0.000000
20 0.000001 4.784917 4.090397 -1.570796 -3.141592 -0.000001
21 -0.003480 -0.404827 0.000000 -0.000001 0.000000 0.000000 蓝色的应该没有修改价值
22 -0.519309 -2.501154 -0.278957 -0.055849 0.159087 -0.101278
23 -0.010598 -1.208184 -0.000001 -1.297208 -0.173275 -0.019006
24 -0.000001 -0.763066 0.000000 -0.764850 -0.064118 0.059360
25 0.105982 -2.607132 -0.278958 -0.243395 -0.074743 0.003010
26 0.000000 -1.250579 0.000001 -0.787829 0.000000 0.000000
27 -0.000001 -0.932635 0.000001 -1.655538 0.000000 0.000000
28 0.763065 -2.490555 -0.278958 -0.118672 0.173955 0.234657
29 -0.012322 -1.280917 0.000000 0.163930 -0.078319 -0.101829
30 -0.001695 -0.738091 0.129482 -1.218877 0.010997 0.011408
31 0.354567 0.016267 0.318133 0.332140 -0.490594 -1.265611
32 1.887164 0.012878 0.000000 0.115116 0.249897 -0.404259
33 1.001873 -0.000270 0.000000 -0.034863 0.000000 -0.093004
34 -1.123359 -2.195092 -0.278957 -0.208836 0.033735 -0.106247
35 0.010771 -0.963791 0.000001 -0.580345 0.023406 0.035654
36 -0.010412 -0.631916 0.000000 -1.043793 0.000000 0.000000
37 0.000000 -0.359713 0.000000 0.000000 0.000000 0.000000
38 -0.170478 -2.636148 -0.277655 -0.530719 0.075318 0.129491
39 0.010599 -1.261177 0.000002 -1.252265 0.000000 0.000000
40 -0.000002 -0.943233 0.000000 -1.208457 0.000000 0.000000
41 -0.827562 -2.508972 -0.277656 0.032235 0.011706 -0.024514
42 0.000001 -1.292972 0.000000 -0.322227 -0.048777 0.033353
43 -0.000002 -0.752466 -0.000002 -0.876546 -0.009049 0.017059
44 0.444213 -2.561962 -0.277655 -0.432451 0.143605 0.180914
45 0.021022 -1.208187 0.000001 -0.966197 0.000000 0.000000
46 0.010597 -0.741867 -0.000002 -1.240106 0.000000 0.000000
47 1.047446 -2.222822 -0.277655 -0.287618 0.038255 0.161519
48 0.000000 -0.996224 -0.000001 -0.664032 0.000000 0.000000
49 0.000000 -0.614691 0.000000 -1.344665 0.000000 0.000000
50 -0.308256 -0.007814 0.307165 -0.987918 -0.823553 -1.831620
51 1.978378 0.019544 0.000000 0.099985 0.407896 0.869471
52 0.980611 0.058421 -0.012628 0.185445 -0.212474 0.577857 蓝色的应该没有修改价值
time 1 第一帧 依次往下。有的多,好几百帧
0 14.150202 -5.490111 -11.441728 0.497067 -2.175262 -0.893451
1 -0.021283 -8.563257 -0.000750 0.382246 0.368217 -0.393546
2 -0.350898 -2.752587 0.514683 0.536110 1.767884 0.542634
3 0.000000 -5.680970 4.733543 1.570796 0.000000 0.000000
4 0.000000 2.240248 4.862545 -1.570796 0.000000 0.000000
5 0.000000 -0.030803 -0.185498 0.000000 0.000000 0.000000
6 0.000000 -1.489114 1.895751 0.087266 0.000000 0.000000
7 0.000000 -6.270583 1.350241 1.570796 0.000000 0.000000
8 0.000000 5.114959 2.564909 0.000000 0.000000 0.000000
9 0.000000 4.784919 4.090397 -1.570796 -3.141592 -0.000001
10 -14.743999 -5.977176 -11.916990 0.697648 2.041932 1.107015
11 0.089929 -8.543166 0.000003 0.194157 -0.388319 0.174582
12 0.431291 -2.480750 0.566680 1.315037 -1.359682 -1.195261
13 0.000000 -5.680965 4.733542 1.570796 0.000000 0.000000
14 0.000001 2.240247 4.862545 -1.570796 0.000000 0.000000
15 0.000000 -0.030803 -0.185497 0.000000 0.000000 0.000000
16 0.000000 -1.489114 1.895751 0.087266 0.000000 0.000000
17 0.000000 -6.270579 1.350240 1.570796 0.000000 0.000000
18 0.000000 0.355522 -2.249654 -1.570796 -3.141592 1.570796
19 0.000001 5.114957 2.564910 0.000000 0.000000 0.000000
20 0.000001 4.784917 4.090397 -1.570796 -3.141592 -0.000001
21 -0.003480 -0.404827 0.000000 -0.000001 0.000000 0.000000
22 -0.519309 -2.501154 -0.278957 -0.055849 0.159087 -0.101278
23 -0.010598 -1.208184 -0.000001 -1.297208 -0.173275 -0.019006
24 -0.000001 -0.763066 0.000000 -0.764850 -0.064118 0.059360
25 0.105982 -2.607132 -0.278958 -0.243395 -0.074743 0.003010
26 0.000000 -1.250579 0.000001 -0.787829 0.000000 0.000000
27 -0.000001 -0.932635 0.000001 -1.655538 0.000000 0.000000
28 0.763065 -2.490555 -0.278958 -0.118672 0.173955 0.234657
29 -0.012322 -1.280917 0.000000 0.163930 -0.078319 -0.101829
30 -0.001695 -0.738091 0.129482 -1.218877 0.010997 0.011408
31 0.354567 0.016267 0.318133 0.332140 -0.490594 -1.265611
32 1.887164 0.012878 0.000000 0.115116 0.249897 -0.404259
33 1.001873 -0.000270 0.000000 -0.034863 0.000000 -0.093004
34 -1.123359 -2.195092 -0.278957 -0.208836 0.033735 -0.106247
35 0.010771 -0.963791 0.000001 -0.580345 0.023406 0.035654
36 -0.010412 -0.631916 0.000000 -1.043793 0.000000 0.000000
37 0.000000 -0.359713 0.000000 0.000000 0.000000 0.000000
38 -0.170478 -2.636148 -0.277655 -0.530719 0.075318 0.129491
39 0.010599 -1.261177 0.000002 -1.252265 0.000000 0.000000
40 -0.000002 -0.943233 0.000000 -1.208457 0.000000 0.000000
41 -0.827562 -2.508972 -0.277656 0.032235 0.011706 -0.024514
42 0.000001 -1.292972 0.000000 -0.322227 -0.048777 0.033353
43 -0.000002 -0.752466 -0.000002 -0.876546 -0.009049 0.017059
44 0.444213 -2.561962 -0.277655 -0.432451 0.143605 0.180914
45 0.021022 -1.208187 0.000001 -0.966197 0.000000 0.000000
46 0.010597 -0.741867 -0.000002 -1.240106 0.000000 0.000000
47 1.047446 -2.222822 -0.277655 -0.287618 0.038255 0.161519
48 0.000000 -0.996224 -0.000001 -0.664032 0.000000 0.000000
49 0.000000 -0.614691 0.000000 -1.344665 0.000000 0.000000
50 -0.308256 -0.007814 0.307165 -0.987918 -0.823553 -1.831620
51 1.978378 0.019544 0.000000 0.099985 0.407896 0.869471
52 0.980611 0.058421 -0.012628 0.185445 -0.212474 0.577857
End 没了
修改smd一般用牛奶工具,这个也可以根据自己的要求删除或变换帧的顺序,来完善模型
QC文件比较重要,打开v_看到
/*
==============================================================================
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
v_
Original internal name:
"v_"
==============================================================================
*/
$modelname "v_"
$cd "."
$cdtexture "."
$scale 1.0
$cliptotextures
$origin 0.000000 0.000000 0.000000 (ORIGIN)这一项是拆开没有的,这是武器视角修改坐标加入此参数修改视角,用正负数字表示,视角在里的武器起点查看修改
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
//reference mesh(es)
$body "studio" "f_Dmp7a1_template" 双持mp7的模型文件名,其实就是代表的f_Dmp7a1_这个文件
$body "studio" "light" 这是我加的mp7黄金反光的文件
$bodygroup "hands" 手臂部分
{
studio "f_mp7a1_Male_hand_Low" 这个是男的手臂,删了studio "f_mp7a1_Male_hand_Low"他就剩女手了
studio "f_m4a1_Female_hand_Low" 这个是女的手臂,删了就剩男手了,可以换手
}
// 4 attachment(s)
$attachment 0 "Bone_MP7A1_L" 0.000000 -9.722000 2.615000
$attachment 1 "Bone_MP7A1_R" 0.000000 -9.722000 2.615000
$attachment 2 "Bone_MP7A1_L" -0.592000 -2.221000 2.778000
$attachment 3 "Bone_MP7A1_R" -0.592000 -2.221000 2.778000枪口火焰位置坐标
// 13 hit box(es)
$hbox 0 "Bone01" -1.290000 -8.720000 -1.760000 1.490000 0.010000 1.310000
$hbox 0 "Bone_Lefthand" -1.690000 -3.190000 -0.950000 1.210000 0.000000 0.700000
$hbox 0 "Bone_MP7A1_L" -0.700000 -9.650000 -1.740000 0.670000 5.114959 5.190000
$hbox 0 "Bone_Magazine_L" -0.500000 -1.770000 -5.010000 0.540000 0.960000 1.780000
$hbox 0 "Bone_SlidingStock_L" -0.670000 -12.420000 -2.880000 0.700000 0.380000 1.070000
$hbox 0 "Bone04" -1.490000 -8.970000 -1.760000 1.700000 0.070000 1.310000
$hbox 0 "Bone_Righthand" -1.380000 -3.150000 -0.930000 1.600000 0.000000 0.680000
$hbox 0 "Bone_MP7A1_R" -0.700000 -9.650000 -1.740000 0.670000 5.114957 5.190000
$hbox 0 "Bone_Magazine_R" -0.500000 -1.770000 -5.010000 0.540000 0.960000 1.780000
$hbox 0 "Bone_SlidingStock_R" -0.670000 -12.420000 -2.880000 0.700000 0.380000 1.070000
$hbox 0 "Bone05" 0.000000 -1.080000 -1.010000 2.150000 0.500000 0.470000
$hbox 0 "Bone06" -0.010000 -0.560000 -0.770000 1.080000 0.550000 0.370000
$hbox 0 "Bone27" 0.000000 -0.470000 -0.970000 2.130000 1.040000 0.500000
// 6 animation sequence(s)
$sequence "idle1" "idle1" fps 16 loop 一般表示静止时的动作,例如有的模型有轻微的上下晃动,跟人呼吸似得,在fps 16后面加上 loop(LOOP)就是循环晃动,模型不停止运动
$sequence "reload" "reload" fps 30 { 30和上面的16一样代表每分钟帧播放速度
{ event 5004 6 "weapons/Dmp7_" } 5004代表播放声音6是在第六帧时播放声音,weapons/Dmp7_是声音文件名路径一般是在游戏的cstrikesoundweapons里,这可以根据自己的需要改
{ event 5004 9 "weapons/mp7_" }
{ event 5004 32 "weapons/mp7_" }
{ event 5004 34 "weapons/mp7_" }
}
$sequence "draw" "draw" fps 24 { event 5004 1 "weapons/Dmp7_" }
$sequence "shoot1" "shoot1" fps 20 { event 5001 1 "22" } { event 5011 0 "22" }
$sequence "shoot2" "shoot2" fps 20 { event 5001 0 "22" } { event 5011 1 "22" }
$sequence "shoot3" "shoot3" fps 20 { event 5001 1 "22" } { event 5011 0 "22" }
{(5001 5011 5021 5031 这都是武器枪口火焰位置的代码,我认为5001就是说的上面的$attachment 0,5011是$attachment 1往下依次)(枪口火焰位置在哪呢?可以打开在模型展示下的显示附件这些点就是,另外还有5002是那样的枪口火焰可以试试)(后面引号里的22含义是前一个2代表火焰的大小,后一个决定火焰的种类,我就是试着改,不确定0到9的含义,2一般是像ak那样的火焰)
// 4 attachment(s)
$attachment 0 "Bone_MP7A1_L" 0.000000 -9.722000 2.615000
$attachment 1 "Bone_MP7A1_R" 0.000000 -9.722000 2.615000
$attachment 2 "Bone_MP7A1_L" -0.592000 -2.221000 2.778000
$attachment 3 "Bone_MP7A1_R" -0.592000 -2.221000 2.778000枪口火焰位置坐标}
// End of QC script.
另外 武器替换有的要调整QC里的换弹,射击,draw的顺序,要跟原有的顺序一样,文件名不一样是可以的,但顺序必须一致这样才不会乱套,顺序改好了,可以让机枪替换手枪等。


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