由 S-22 发表的全部内容
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[国际英文版] 荣誉勋章及资料片全系列升级补丁
=============================================================================== 2003年12月29日 =============================================================================== MOHAA V2.40 英文版资料片 Breakthrough 升级补丁 -> 点击下载 [Q3ACN 镜像] 该升级包可以将您的荣誉勋章第二部资料片 Breakthrough 英文版从最初的 V2.30 升级到 V2.40b (注:资料片 Breakthrough 的起始版本为 V2.30),与官方升级包相比该升级包具备以下新特性: 1. 免CD。 2. 免注册表键值检测。 3. 跳过开场动画。 4. 显示全部3大任务。 5. 显示全部6枚勋章。 6. 游戏中按F10/F11键可以打开/关闭指南针等贴图显示,配合收起武器的Q键,可以做到完美截图。 7. 游戏中按DEL/INS键可以打开/关闭游戏的FPS显示。 使用前提:务必确认已安装的资料片是英文版。 注:具有智能安装特性的新版升级补丁将会以 FPSCHINA.COM 的名义推出,敬请留意。
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[国际英文版] 荣誉勋章及资料片全系列升级补丁
=============================================================================== 2003年3月7日 =============================================================================== MOHAA V2.15 英文版资料片 Spearhead 升级补丁 -> 点击下载 [Q3ACN 镜像] 该升级包可以将您的荣誉勋章第一部资料片 Spearhead 英文版从 V2.00 直接升级到 V2.15 (注:资料片 Spearhead 的起始版本为 V2.00),与官方升级包相比该升级包具备以下新特性: 1. 免CD。 2. 免注册表键值检测。 3. 跳过开场动画。 4. 显示全部3大任务。 5. 显示全部6枚勋章。 6. 游戏中按F10/F11键可以打开/关闭指南针等贴图显示,配合收起武器的Q键,可以做到完美截图。 7. 游戏中按DEL/INS键可以打开/关闭游戏的FPS显示。 使用前提:务必确认已安装的资料片是英文版。 注:具有智能安装特性的新版升级补丁将会以 FPSCHINA.COM 的名义推出,敬请留意。
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[国际英文版] 荣誉勋章及资料片全系列升级补丁
=============================================================================== 2002年4月16日 =============================================================================== MOHAA V1.11 英文版升级补丁 -> 点击下载 [Q3ACN 镜像] 该升级包除了大小比原升级文件小、不用导入注册信息、免CD和跳过开场动画外,无其他特性。主要是为了方便安装。;-) 注:具有智能安装特性的新版升级补丁将会以 FPSCHINA.COM 的名义推出,敬请留意。
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[主机] MOHAA V2.40 迷你服务器 V0.92
=============================================================================== 2005年4月13日 =============================================================================== MOHAA Breakthrough V2.40 迷你服务器 V0.92 请大家自觉使用一两个线程下载。镜像下载: [=JS=战队镜像 ] 本站专门为架设独立主机而推出的特别版本,与用完全安装的游戏建立独立主机相比,软件体积减少了93%;系统资源占用减少了70%;可以直接修改文本格式的主机配置文件;在未来的版本中将具备强大的扩展能力。 MOHAA 第二部资料片 Breakthrough V2.40 迷你服务器 V0.92,V2.40 Mini Server 需要 V1.11 Mini Server 的支持,请先下载 V1.11 Mini Server。用该安装包架设服务器相当方便,可以直接修改文本格式的主机配置文件,玩家也可以用该方法建立服务器,然后从完整版游戏加入。 使用方法: 1. 需要先下载 V1.11 Mini Server,使用时 V2.15 的 mainta 目录要与 V1.11 的 main 目录同级(如上图)。Breakthrough V2.40 Mini Server 不需要 Spearhead V2.15 Mini Server 的支持。 2. 修改 maintt 目录中的 server.txt 内容即可改动主机参数,但不要改动文件名。 3. 运行 240.exe 即可启动 V2.40 服务器。 4. 当控制台最后出现 Hitch warning: xxxx msec frame time 字样表示服务器成功运行。 5. 免CDKEY校验的方法:服务器端需要封闭 UDP 29910 上下行端口。 繁体中文用户请下载繁体中文标注文件 -> [繁体中文标注文件使用方法:将 V0.9 Mini Server 安装完成后,把繁体标注文件覆盖到相应的文件夹即可。其实只有两个文本文件:readme.txt 和 maintt\server.txt ]
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[主机] MOHAA V2.15 迷你服务器 V0.92
=============================================================================== 2005年4月13日 =============================================================================== MOHAA Spearhead V2.15 迷你服务器 V0.92 本站专门为架设独立主机而推出的特别版本,到目前为止进行过3次改进。与用完全安装的游戏建立独立主机相比,软件体积减少93%;系统资源占用减少70%;此外优化了主文件,减少了主机运行时的lag情况;可以直接修改文本格式的主机配置文件等等。在未来的版本中将具备强大的扩展能力。 V2.15 Mini Server 需要 V1.11 Mini Server 的支持,请先下载 V1.11 Mini Server。用该安装包架设服务器相当方便,可以直接修改文本格式的主机配置文件,玩家也可以用该方法建立服务器,然后从完整版游戏加入。 请大家自觉使用一两个线程下载。镜像下载: [=JS=战队镜像 ] 使用方法: 1. 需要先下载 V1.11 Mini Server,使用时 V2.15 的 mainta 目录要与 V1.11 的 main 目录同级(如上图)。 2. 修改 mainta 目录中的 server.txt 内容,某些情况下不改也行。 3. 运行 215.exe 即可启动 V2.15 服务器。 4. 当控制台最后出现 Hitch warning: xxxx msec frame time 字样表示服务器成功运行。 繁体中文用户请下载繁体中文标注文件 -> [繁体中文标注文件使用方法:将 V0.9 Mini Server 安装完成后,把繁体标注文件覆盖到相应的文件夹即可。其实只有两个文本文件:readme.txt 和 mainta\server.txt ]
- The All-Seeing Eye 简体中文版 Bug 报告处
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资料备查
Scaling models in Milkshape by Kais Milkshape knowledge required. 1) Select the model (you'll probably just want to select the actual gun itself, if so just select that, but obviously if you want to scale the arms too then select them as well) 2) Click on the 'Scale' button on the 'Model' tab on the right-hand side. 3) Now, you can either manually move it around (which often means you'll warp it), or you can change the values in the text boxes labeled X Y and Z at the bottom, then click on 'Scale', which will scale it all equally. For example, say you want to have a Desert Eagle.50 model at one and a half times the usual size, you'd type in each of the three text boxes '1.5', then click 'Scale', and the Deagle would be bigger. If you want to make it smaller, say half the size, you'd type 0.5. 4) After it's been scaled, you may then have to move the model around so it fits back into the hands, to stop clipping. Then all you do is export the model and compile.
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.BSP文件转化为.MAP的工具
我传上去了 http://www.fpschina.com/index.php?showtopic=771
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.BSP文件转化为.MAP的工具
还是加到30MB吧,不够再加。网站早期的资源比较有限,但以后会好起来的。 另外网站买了Blog系统了,我收到后就汉化,完成后你可以建立自己的专栏。譬如Liu8888地图大世界什么的。
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.BSP文件转化为.MAP的工具
我已经把版主上传文件空间扩大到10MB了,你再试试。 介里面有个窍门,就是图片先贴到图库再引用到论坛的话,就不会占用论坛上传空间总量。
- .BSP文件转化为.MAP的工具
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[FPSCHINA] 本站即将启用博客系统
http://www.fpschina.com/uploads/1106666512/gallery_1_6_1912.jpg>本站已经向 Invision Power Services 订购了博客系统。目前正在汉化过程中,相信不久便会与各位玩家见面,敬请期待。博客系统允许玩家建立自己的小天地,您可以在自己的博客里面尽情展现自己的风格。本站博客系统推出后将会有几天的磨合期来调整到最佳状态,但毋庸置疑的是玩家从此可以建立属于自己的FPS游戏天空!
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资料备查
Very Simple Basic Skinning for A5 Users By the Mad Dog I’ve made this tut to show the way I have learned to skin an object using MilkShape. I will assume you at least know how to build a square and a cylinder. I use Adobe Photoshop for making my skins, but you can use any program you want. In this lesson we are just going to use a simple bmp and build a square with a cylinder and apply the skin to it. You can build this as we go along and then export this model into WED to see what you’ve done. I have found that a lot of people, including myself when first starting to use milk simply apply their texture to their model and don’t realize that it has to also be mapped to the model if there are different areas of your model that require the texture to be in a certain position. Like I said this is going to be very simple so lets get started. Create a folder to keep your files in, then make a bmp that you will be using for a skin, for my example here is the one I used and I call it “tee.bmp”. 128x128 bmp 24bit color Build a model similar to this one using a square and a cylinder. In milk this is the view of my milk screen layout. Applying the skin Over on the right click on the groups tag and you will see that there are 2 groups, one is a box and the other is a cylinder. You can rename these if you are building a complicated model with a lot of parts to it, that way you can keep better track of the skinning details, however for this one we will leave as is. Click on the “box-No Material” so that it’s highlighted then below click on “Select” just below where it says “Group” then do the same thing for the cylinder. Now both the box and the cylinder should be red. Right click in the bottom right view window, it’s the 3D view. From the list that shows up click on textured so that it places a check mark in front of it. Next click on the “Materials” tag and in this box click On “New”, then just below the New where it has rename Click in the box so you curser is in the and delete out that text and type in tee then click on rename, now at the very top of this box the materials name should be tee. Now in the 1st long bar above New click on where it says “none” (the one on left). This will open you windows explorer, browse to your folder where your bmp is and click on it. Make sure it’s high lighted in blue and then on the last bar of this box click “Assign” Now you will see something like this in the 3D view window Now Mapping The Skin Now what we want to do is get just the cylinder highlighted in red. So go back to the groups tag and if you click on the select while the box is highlighted it turns white, in other words just like you did before when we were selecting them. You will see when you use this function the first time you highlight a part of your model in this tag it selects it and turns red and if you click again it will unselect it. Now it should look like this: Now from the main tool bar click on “Window” and in the drop down list choose “Texture Coordinate Editor”. This will bring up the window where you have to map your bmp to the model. Now in the first drop down make sure it says Cylinder in the second one choose Front. Now click on Region and with your mouse draw a rectangle in the green. Then click on Remap and you should have this. Close that window and repeat the same steps you did for the cylinder except this time do it for the box, except this time draw the rectangle in the red. Then close . If you did everything right your model is finished being skinned and it will look like this. Now to export the model as an A5 MDL First off all models even the ones that have no animation still have to have a bone and the vertex’s assigned to a bone. So let’s do it. Click on the “Model” tag then click on “Joint” on the right just above Redraw All Viewports. Locate your mouse some where in the model and click, you will see a blue circle like this. Next click on the “Joints” tag up at the top right, it will open this window. Make sure the joint is highlighted. Then click on “SelUnAssigned” all the vertex’s should turn to red. Then click on “Assign” and they should all turn back to white. Next click on the “Groups” tag and select the parts again so that they are both red, then click on “Regroup”, and now you should have just 1 item instead of box and cylinder. Now you can export as A5 MDL. You must have the QC Script made up before exporting. I hope this has helped you. Enjoy, The Mad Dog Created 9-21-02
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资料备查
Written by the Mad Dog 3/5/02 Updated 3/6/02 Updated 3/7/02 Updated 3/9/02 Updated 3/10/02 //added gun layout Updated 3/18/02 // added WDL snippet for using skins in qc file This is a short explanation on how and what you need to export models from ms3d to A5 MDL. I have tried this with several models and it works for me. Also at the bottom is a method I use to get the right size (height) for my actors in GameStudio. STEP ONE make a folder where you will keep your models information STEP TWO copy the files starting at "// start A5 qc controller script" to "// end of A5 qc controller script", then paste it in your text editor (I use windows notepad or wordpad). and save it to your folder as the same name that you will use for your model. (model name, trymy) example, trymy.qc after saving it you will notice that it is saved as "mytry.qc.txt", leave it as a text file until you have edited the scrpit to fit your models actions, once this is done just delete ".txt" leaving the "trymy.qc", windows will ask you if your sure you want to change it, say yes. You now have a qc controller script. Another way you can do it is to use quotation marks around the name “trymy.qc” this will leave the .txt extension off, then set your notepad to open files with the extension .qc (this is what I have done). Once the qc file has been done and is in your models folder, while in MilkShape if you need to change anything in the qc file you can edit it via Tools using Half-life. STEP THREE If you plan on skinning your model in ms3d (which is the place to do it) put your texture maps in your folder, you can use any texture that ms3d can load. I use 256x256 bmp maps for my skins. Texture must be square in multiple sizes of 16. Examples: 16x16, 32x32, 64x64, 128x128, 256x256, 512x512. I wouldn’t go higher than 512, the larger the bmp the larger the file size will be. The GameStudio 3D engine will only allow the model to show "one" skin at a time. However you can list several different skins and control them in your .wdl script. Say you have a model that looks like a normal person, but then if you shoot him you could have him change to one of the skins listed in the $skin *.bmp maybe a warewolf or a skin that shows blood on it or anything you want. There is a short WDL code snippet below giving an example on how to use the different skins in a models qc file. STEP FOUR after you have finished your model I would save it as a ms3d file then export it as a "GameStudio A5 MDL". Then you can just move the model to your A5 folder, you wont have to move the qc or bitmap files to A5. **** MAKE SURE TO SAVE YOUR MODEL IN THE MILKSHAPES FORMAT **** the reason is in case you want to edit your model, once it has been saved as a MDL and you import it back into ms3d as a "GameStudio A5 MDL" it will no longer have animation frames (bones) or skins. A5 MDL4 models don't show bones. By looking at the script you should be able to see how easy it is to set up. This script is made with the standard movements for GameStudio models. For your models movements just use the ones you need by removing the "//" marks. Replace the “newname.bmp” in the Skins with your texture. **NOTE** The skin size you put here must be the same size you used in MilkShape and if you used more than 1 skin map the skin bmps should all be the same size. // start A5 qc controller script $final 0 $pad 0.0 $eye 0.0 0.0 0.0 $flags 0 // Skins $skinheight 256 $skinwidth 256 $skin newname.bmp /* set frame numbers that show in the ms3d ani window for the actions in A5 // be sure to put a space between the starting and ending frame "21 24" not "2124". the first numbers after the "$sequence" action is where it starts the second set of numbers is where it will stop. This movement control was set up for one I tested. If you make a model that has no animations you still have to enter a set of sequence numbers. What I do is give the stand sequence a value of 1. Example: $sequence stand 1 1 Another thing that is important is all models even a chair or desk exc. have to have a bone with all the vertices assinged to it, otherwise when you open it in WED you will get an "error incorrect format"*/ // movement controls for A5 $sequence stand 1 4 $sequence walk 5 9 // $sequence run 0 0 // $sequence duck 0 0 // $sequence crawl 0 0 // $sequence jump 0 0 // $sequence swim 0 0 $sequence attack 10 12 // $sequence death 0 0 // $sequence shot 0 0 // end of A5 qc controller script The method I use for scaling my actors. I made a quick and simple blocked model for this example. DO THIS BEFORE YOU ADD ANY BONES Using the ms3d default screen layout make your model from top to bottom and you should have something similar to this. Notice how many grid squares there are on this one it’s 8 ½ . Now what you need to do is to scale the model down until it is about 3 to 3 ½ grid squares high. This will give you the size of an average sized model like the ones in GameStudio. Now save it and close. Then open it again in ms3d and continue finishing your models details along with adding the bones, mapping the skins and so forth. Your models center of gravity is important in A5, so click on “Tools” on the ms3d tool bar, then choose “Show Model Statistics”. I try to keep the “center” close to all “0.00” off a little one way or the other won’t hurt much, these are the x,y,z positions of the model. I always save models at different stages while I build just in case I mess up one so bad I can at least come back to where I was before I messed up, just a thought for advise for us beginners. If you do not know how to map out a Skin in MilkShape you need to look at the tutorials below’ There is a lot more to it than just loading a skin texture. For skinning and bones for animating I used these two tutorials located at: www.machinima.com/articles/modeling_intro_index/ www.planetquake.com/polycount/resources/halflife/tutorials.shtml it will save you a lot time if you print them out for reference. In fact while your at it print this one also. *S* ******IF YOU HAVE MORE THAN ONE GROUP***************** After you have mapped all the different groups of your model, head, chest, arms and so forth. Before exporting as an A5 MDL choose select all from the edit dropdown list and regroup All the groups into 1 group, otherwise some panels may not show up in A5. ****REMEMBER***** To save the model so it has all your separate groups, so after grouping all to one group save it with A different name so if it didn’t get skinned quite right you won’t have to go through the process of Making all the different groups again. ************** GUN LAYOUT ****************** Here are the layout views that show the position of a gun designed in MilkShape. Having your gun barrel pointed in these directions make the gun pointing straight ahead when the player picks it up. Notice where the center of the barrel is, this is where you will call your muzzle_vert shooting position for WED. And once again notice how many grid squares there are in this side view. Between 4 and 5 grid squares will give you the length of a normal rifle. If you view the models skin in MED (there is really no need to ) it will be upside down. This is supposed to be fixed in next ms3d update, not that it matters. ************* CHANGING SKINS ********************* Here is an example of a human that when he gets shot the first time He changes to a werewolf and starts his attack then at death he changes back to his human form. You can change the "(my._health ///////////////////////// ACTION man_wolf { MY._FORCE = 1; MY._HEALTH = 125; MY._FIREMODE = DAMAGE_SHOOT+FIRE_PARTICLE+0.1; anim_init(); actor_fight(); change_skn(); //this calls for diffent skins in qc file }} ////////////////////////// function change_skn() { while(me) { if (my._health if (my._health if (my._health if(my._health if(my._health wait(1); }} ////////////////////////////////////////////////// Also for this particular model in order to change to skin1 while running the dying frames you need to edit the "war.wdl" template by canceling out the (MY._I_COWARDICE == 0) statements. /////////////////////////// "war.wdl" ////////////////////// function state_wait() {........... // init values here for backwards compatibility // if(MY._I_COWARDICE == 0) // { MY._I_COWARDICE = 30; } // use default cowardice these two statements. ......... ......... } /////////////////////////////////////// I would like to thank Keith aka Ambit, for his help on getting me started with this code snippet for the skin change. A big THANK YOU to MilkShape 3D for this model editor
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[eNet游戏先锋]《战火兄弟连》公布最新游戏画面
《战火兄弟连》是一款非常真实的二战题材的射击类游戏,该作品现在正在由Gearbox软件公司开发制作,不同于其他的二战游戏那样的华而不实,《战火兄弟连》拥有真实的故事背景并且它将会带领玩家进入那个感情和战火相结合的战场,你将扮演101空降师506团的马特·贝克上士,带领两个小队在诺曼底战场上孤军奋战。 Ubisoft公司的首席执行官Yves Guillemot说:“以二战题材为设计类游戏的故事背景是再好不过了,我们相信《战火兄弟连》将会为Ubisoft的战争类游戏打下好的基础,当玩家体验这款游戏的时候或是了解到Gearbox软件公司的实力的时候,他们会深深融入到这款游戏当中的。” Gearbox软件公司的经理说:“我们非常愿意与Ubisoft公司合作,因为他们知道如何去发布这款真实体验的射击类游戏,关于这款游戏的设计和资料查询都花费了很长的时间,玩家要准备好面对一场真实的战争故事,一个新的游戏设计和无与伦比的二战体验。” “键盘”的直在看哥分钟以内不能去驾圈比较短在游戏性上,制作小组巧妙的将战术射击和小队策略元素结合在了一起。游戏者将同时指挥两个小队:一个是侧重掩护射击的火力小队,而另一个则是主要侧重近距离杀伤的进攻小队。在游戏中,你可以很方便地进行命令模式的切换,既可以在俯视地图上观察战场局势,也可以让小队进行移动、撤退或定点突击等动作。而作品中使用的优秀的图像引擎也大大增进游戏的真实感觉,每一处细节都经过了丰富的渲染。 该作品预计会在2005年2月22日上市,而大陆地区的发行工作则授权于上海育碧。查看更多 Brother in Arms 图片请 点击这里 。
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[eNet游戏先锋] 划时代FPS游戏《Retribution》
《Retribution》是由U-235工作室开发制作的划时代的FPS游戏,将于2005年11月发售。之所以称它为“划时代”是因为本作采用了Artificial公司开发的次世代游戏引擎Reality”,该引擎对应的硬件基础将会是新版PC和Xbox2才能胜任的。 该游戏主人公的父亲是海军的犯罪调查科探长,12岁的时候主角亲眼目睹父母被谋杀,后来主角被青少年收容所收容。18岁那年主角离开了收容所,踏上了复仇之路。 在本作中玩家可以在第一人称视角和第三人称视角之间进行转换,游戏场景非常广阔,并且绝对不会给人以重复的感觉。游戏中的全开放系统将会允许游戏者在广阔的游戏世界里任意冒险,到达各种各样的区域,包括热带沙滩、海军陆战队营地、毒品大亨基地、迈阿密港口等。玩家可以自己一个人游戏,也可以和NPC进行组队,执行任务来赚取佣金,人物也是各种各样,包括绑架名流、接受委托刺杀名人等。游戏中还支持多人连线,多人游戏模式包括死亡竞赛和组队死亡竞赛。
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