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如何在遊戲中使用龍珠超宇宙mod?

《龍珠:超級宇宙》MOD制作教程介紹

先把遊戲文件data.cpk以解壓子文件的形式提取出來(解壓子文件是解壓格式,文件比較大)。這些提取的文件是我們制作MOD的基本原始素材。

二、提取遊戲文件data2.cpk為非解壓子文件形式(解壓後的子文件為壓縮格式,文件總大小與原cpk打包的文件大小基本相同)。這些提取出來的文件就是我們用來做MOD的基本目錄結構,裏面的文件應該不會被刪除。

3.從步驟1提取的文件中找出妳要修改的衣服。這裏我們以風俗人類(賽亞人)男性角色為例。在遊戲中找到訓練衣服褲子(HUM_517_Pants)的文件,我們需要把這件衣服的顏色改成角色的肉色。

1.遊戲的自定義服裝貼圖由沒有顏色的DDS貼圖(EMB文件)組成,所有顏色都由EMM材質文件設置。這部分可以參考街霸X鐵拳的MOD。

2.遊戲的EMB文件與紋理文件(* .emb)和材質顏色選擇文件(*.dyt.emb),遊戲中的服裝顏色都是從材質顏色選擇文件中獲取的。

第四,繼續回到教程步驟,將遊戲中找到的訓練服褲子部分的材質文件(HUM_517_Pants.emm)和模型文件(HUM_517_Pants.emd)復制到工作目錄中。我們需要把服裝改成肉色,所以不需要復制訓練服褲子部分的材質顏色文件。復制不穿衣服的角色的顏色選擇文件(HUM_000_Pants.dyt.emb)並重命名為訓練服褲子部分的顏色選擇文件(HUM_517_Pants.dyt.emb)的名稱即可。最後復制壹個不穿衣服的角色的素材文件(HUM_000_Pants.emm)。這個文件供我們修改訓練服褲子部分的素材文件(HUM_517_Pants.emm)參考。

5.修改素材文件HUM_517_Pants.emm首先打開HUM_000_Pants.emm,保留名為Skin_leg的信息,刪除其他信息。

HUM_000_Pants.emm文件信息,只取紅色部分,其他刪除。

& lt?xml version="1.0 "?& gt

& ltEMM & gt;

& ltEMM material name = " SKIN _ leg " shader _ name = " TOON _ UNIF _ stain 3 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.65 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 2r " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 2g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " MatCol2B " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 2 a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& ltEMM material name = " obi " shader _ name = " TOON _ UNIF _ stain 2 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.63 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& ltEMM material name = " pants _ hip " shader _ name = " TOON _ UNIF _ stain 2 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.6 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 2 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& lt/EMM & gt;

將以下保留信息保存為HUM_517_Pants.emm文件。

& lt?xml version="1.0 "?& gt

& ltEMM & gt;

& ltEMM material name = " SKIN _ leg " shader _ name = " TOON _ UNIF _ stain 3 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.65 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 2r " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 2g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " MatCol2B " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 2 a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& lt/EMM & gt;

6.將模型文件對應的材質名稱suits_leg修改為Skin_leg。為什麽不能用原來的?因為這些名稱與材質顏色文件(*.dyt.emb)相對應,所以每個材質顏色文件中的材質都有不同的名稱。

七、根據提取的data.cpk的目錄結構,在data2.cpk提取的對應目錄結構中建立所有修改文件的對應目錄結構,並將修改文件放入data2.cpk的目錄結構中..

八、使用cpk打包功能選擇data2.cpk提取的目錄結構到根目錄,只需鍵入包含data2.cpk提取的文件即可..最終包的名稱是data2.cpk

九、用新做的data2.cpk替換遊戲原文件(註意備份原文件)使MOD生效。

X.MOD是通過更換遊戲更新包來運行的。所以只要把MOD做出來,打包成data2.cpk文件就可以了。

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