如何在游戏中使用龙珠超宇宙mod?

《龙珠:超级宇宙》MOD制作教程介绍

先把游戏文件data.cpk以解压子文件的形式提取出来(解压子文件是解压格式,文件比较大)。这些提取的文件是我们制作MOD的基本原始素材。

二、提取游戏文件data2.cpk为非解压子文件形式(解压后的子文件为压缩格式,文件总大小与原cpk打包的文件大小基本相同)。这些提取出来的文件就是我们用来做MOD的基本目录结构,里面的文件应该不会被删除。

3.从步骤1提取的文件中找出你要修改的衣服。这里我们以风俗人类(赛亚人)男性角色为例。在游戏中找到训练衣服裤子(HUM_517_Pants)的文件,我们需要把这件衣服的颜色改成角色的肉色。

1.游戏的自定义服装贴图由没有颜色的DDS贴图(EMB文件)组成,所有颜色都由EMM材质文件设置。这部分可以参考街霸X铁拳的MOD。

2.游戏的EMB文件与纹理文件(* .emb)和材质颜色选择文件(*.dyt.emb),游戏中的服装颜色都是从材质颜色选择文件中获取的。

第四,继续回到教程步骤,将游戏中找到的训练服裤子部分的材质文件(HUM_517_Pants.emm)和模型文件(HUM_517_Pants.emd)复制到工作目录中。我们需要把服装改成肉色,所以不需要复制训练服裤子部分的材质颜色文件。复制不穿衣服的角色的颜色选择文件(HUM_000_Pants.dyt.emb)并重命名为训练服裤子部分的颜色选择文件(HUM_517_Pants.dyt.emb)的名称即可。最后复制一个不穿衣服的角色的素材文件(HUM_000_Pants.emm)。这个文件供我们修改训练服裤子部分的素材文件(HUM_517_Pants.emm)参考。

5.修改素材文件HUM_517_Pants.emm首先打开HUM_000_Pants.emm,保留名为Skin_leg的信息,删除其他信息。

HUM_000_Pants.emm文件信息,只取红色部分,其他删除。

& 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;

将以下保留信息保存为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.将模型文件对应的材质名称suits_leg修改为Skin_leg。为什么不能用原来的?因为这些名称与材质颜色文件(*.dyt.emb)相对应,所以每个材质颜色文件中的材质都有不同的名称。

七、根据提取的data.cpk的目录结构,在data2.cpk提取的对应目录结构中建立所有修改文件的对应目录结构,并将修改文件放入data2.cpk的目录结构中..

八、使用cpk打包功能选择data2.cpk提取的目录结构到根目录,只需键入包含data2.cpk提取的文件即可..最终包的名称是data2.cpk

九、用新做的data2.cpk替换游戏原文件(注意备份原文件)使MOD生效。

X.MOD是通过更换游戏更新包来运行的。所以只要把MOD做出来,打包成data2.cpk文件就可以了。