﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>IT博客-傲劍游戲工作室</title><link>http://www.cnitblog.com/sword/</link><description>　　　莫等闲、白了少年头，空悲切！
                                     - 劒蚩</description><language>zh-cn</language><lastBuildDate>Sat, 04 Jul 2009 02:36:22 GMT</lastBuildDate><pubDate>Sat, 04 Jul 2009 02:36:22 GMT</pubDate><ttl>60</ttl><item><title>游戏里面的导航图路径, 行走面, 阻挡区域</title><link>http://www.cnitblog.com/sword/archive/2009/03/02/54965.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sun, 01 Mar 2009 16:38:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2009/03/02/54965.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/54965.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2009/03/02/54965.html#Feedback</comments><slash:comments>47</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/54965.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/54965.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 1. 阻挡区域<br>     最常见的是用网格来表示阻挡, 用网格有很多好处也有很多坏处就不说了. 当前这个游戏使用的是封闭的多边形来表示阻挡, 多边形是由一条条线段组成的, 游戏中也是通过线段相交来判断是否和阻挡区域碰撞, 编辑的时候可以随意在地图上拖放连续的线段, 最后自动闭合生成阻挡区域, 生成的阻挡区域会放入到区域表里面, 加速碰撞检测...<br><img height="784" alt="o_PathEffect.GIF" src="/images/cnitblog_com/sword/7136/o_PathEffect.GIF" width="959" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2009/03/02/54965.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/54965.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2009-03-02 00:38 <a href="http://www.cnitblog.com/sword/archive/2009/03/02/54965.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2009.1.20</title><link>http://www.cnitblog.com/sword/archive/2009/01/21/53946.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 21 Jan 2009 14:24:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2009/01/21/53946.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/53946.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2009/01/21/53946.html#Feedback</comments><slash:comments>15</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/53946.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/53946.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 这个游戏到目前已经开发了6-7个月了, 进度还算满意, mmorpg的基本功能都基本实现了, 框架也日渐成熟, 工具也在不断丰富, 在开发过程中遇到了很多的问题, 不过都还好, 问题都逐一解决了, 在这过程中也累积了很多的经验, 过完年后就是不断完善这款游戏, 有些系统也需要做一些改进. <br><br><img height="626" alt="o_screenshot_7.JPG" src="/images/cnitblog_com/sword/7136/o_screenshot_7.JPG" width="804" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2009/01/21/53946.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/53946.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2009-01-21 22:24 <a href="http://www.cnitblog.com/sword/archive/2009/01/21/53946.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>&lt;天龙八部Online&gt;骨骼动画文件加载</title><link>http://www.cnitblog.com/sword/archive/2008/12/24/53000.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 24 Dec 2008 14:30:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/12/24/53000.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/53000.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/12/24/53000.html#Feedback</comments><slash:comments>39</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/53000.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/53000.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 天龙对skeleton文件做了一点小的改动, 要正确加载需要更改加载skeleton的代码, 这段代码是我的朋友(lei, 在此表示感谢)提供给我的, 下面是代码.<br>对OgreSkeletonSerializer.cpp文件里面的SkeletonSerializer::readAnimationTrack函数进行修改.&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/12/24/53000.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/53000.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-12-24 22:30 <a href="http://www.cnitblog.com/sword/archive/2008/12/24/53000.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>&lt;天龙八部Online&gt;数据库查看修改工具(提供下载)</title><link>http://www.cnitblog.com/sword/archive/2008/12/13/52569.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 13 Dec 2008 07:32:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/12/13/52569.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/52569.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/12/13/52569.html#Feedback</comments><slash:comments>41</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/52569.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/52569.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 解开天龙八部客户端的Config.axp资源包, 里面大多是txt文件, 这些文件都是整个游戏的数据库, 游戏里面所有的数据包括物品, 装备, 技能等数据都是存储在这些文件里面, 这个文件的格式和魔兽的DBC文件几乎是差不多的, 格式很简单, 解开这些数据很容易. 配合我的资源包提取写入工具几乎可以任意修改天龙的客户端了. 下面放上修改后的截图.<br><br><img height="710" alt="o_DBCFile.GIF" src="/images/cnitblog_com/sword/5163/o_DBCFile.GIF" width="881" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/12/13/52569.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/52569.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-12-13 15:32 <a href="http://www.cnitblog.com/sword/archive/2008/12/13/52569.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>&lt;天龙八部Online&gt;资源提取写入工具(完整版提供下载)</title><link>http://www.cnitblog.com/sword/archive/2008/12/08/52314.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sun, 07 Dec 2008 16:06:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/12/08/52314.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/52314.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/12/08/52314.html#Feedback</comments><slash:comments>24</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/52314.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/52314.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 以前提供的工具有很多问题影响正常使用, 这次这个工具可以正确提取任何一个版本的资源, 而且还可以向资源包里面添加和替换资源, 然后再重新打包. 工具完整版提供下载.<br>下载地址:&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/12/08/52314.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/52314.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-12-08 00:06 <a href="http://www.cnitblog.com/sword/archive/2008/12/08/52314.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>简单廉价的水</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 14:08:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48795.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html#Feedback</comments><slash:comments>7</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48795.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48795.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简单的水就是一个大平面, 上面是水的纹理动画, 如果这样直接放到场景里面的话, 水看上去不真实, 因为在水深和水浅的地方看上去都是一个效果, 而且在水和地形的交接处会很难看, 要有深度感其实很简单, 利用顶点颜色的Alpha值, 水越深的地方Alpha值越高, 越浅的地方Alpha值越低, 这样看上去水就比较自然一些. 更好的效果是找出水与地形相交的区域然后增加水花的粒子特效, 就像魔兽3里面水的效果.<br><br><img height="709" alt="o_Water.JPG" src="/images/cnitblog_com/sword/7136/o_Water.JPG" width="859" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48795.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48795.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 22:08 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48795.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>资源浏览器</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 13:15:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48790.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48790.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48790.html</trackback:ping><description><![CDATA[      为了方便查看模型等资源, 在编辑器里面加了这么一个功能, 可以很方便的查看模型, 动作, 换装, 武器链接, 以及各个绑定点是否正确. 美工完成一个模型导出后可以马上很方便的看到效果.<br /><br />效果截图:<br /><img height="617" alt="o_ResourceView.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/7136/o_ResourceView.JPG" width="849" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/48790.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 21:15 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48790.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏小地图</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 13:06:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48789.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48789.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48789.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: ETM里面直接可以生成很精细的小地图, 代码很简单, 不过效果确实不错, 这点省去了我不少时间. 不过地形上的物体就只有自己动手了, 其实也很简单, 利用渲染到纹理(RenderTexture)可以实现很好的效果, 把场景里面所有的物体都单独提取出来以平顶视图的模式来渲染到纹理上, 渲染时候的摄像机的距离需要根据小地图的比例调节, 然后根据物体在场景里面的位置计算出在小地图上的位置, 把纹理数据拷贝上去就可以了.<br><br><img height="710" alt="o_Minimap.JPG" src="/images/cnitblog_com/sword/7136/o_Minimap.JPG" width="889" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48789.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48789.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 21:06 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48789.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>场景阴影</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 12:52:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48788.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48788.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48788.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       整个场景的阴影我都是保存在一张大的光照图里面, 就是天龙八部里面的lightmap. 地形阴影ETM可以直接生成, 效果不错. 物体的阴影使用光线跟踪的方法, 从地形上发出一条朝向光源位置的射线, 有交点就记录到光照图里面, 这个过程我是用OpCode来实现的, 最后把生成好的光照图再整个平滑过滤一下, 效果还行. :)<br><img height="618" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/7136/o_Shadow.JPG" width="850" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48788.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48788.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 20:52 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48788.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏控制台</title><link>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Tue, 05 Aug 2008 13:41:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/47668.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/47668.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/47668.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       以前都是直接把控制台集成在游戏里面的, 这样的话一旦打开控制台窗口满屏的文字不但影响视觉效果而且也会影响一点游戏的效率. 现在把这个窗口独立出来做成标准的console窗口就好很多了. 要做得比较漂亮好用就麻烦一些了, 首先要做的就是把窗口分成几个区域, 标题栏, 信息滚动区域, 命令输入区域以及状态栏. 然后是彩色文本以及文本的格式化, 最后在游戏里面加个线程把这个窗口挂上去就ok了.<br><br>代码下载:<br><br><img height="674" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/5649/o_Console2.GIF" width="490" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/08/05/47668.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/47668.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-08-05 21:41 <a href="http://www.cnitblog.com/sword/archive/2008/08/05/47668.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>地形高度图编辑</title><link>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 30 Jul 2008 04:22:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/47287.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/47287.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/47287.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       为了快速的生成地形, 只依靠刷子来升高/降低地形太慢, 直接编辑高度图数据就可以快速的生成地形, 只需要美工提供笔刷就可以了, 笔刷都必须是灰度图片. 实现也不难, 主要就是饱和/衰减运算, 还需要的就是高度图数据和生成的地形互相对应, 比如在编辑了实际的地形(用刷子升高或降低地形), 这个时侯高度图数据也是需要自动调整的. 最后还需要加入undo/redo的功能, 这样编辑起来才更省力.<br><br>用制作好的高度图生成地形后, 再用地形刷子做细节的调整以及平滑地形就可以了.&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/07/30/47287.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/47287.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-07-30 12:22 <a href="http://www.cnitblog.com/sword/archive/2008/07/30/47287.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2008.4.19</title><link>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 19 Apr 2008 14:09:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/42542.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html#Feedback</comments><slash:comments>25</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/42542.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/42542.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 去年年底我暂停了Bamboo引擎的开发, 转而使用OGRE引擎更快速的开发, 所以场景编辑器重新制作了,  花了一个多月的时间重新开发了这个基于OGRE的场景编辑器, 地形使用的是ETM插件, 这个插件的代码我做了一些修改. 游戏的资源现在全部使用天龙的, GUI暂时使用CEGUI, 脚本也转为Lua了.<br><img height="634" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/7136/o_GameView_4_19.jpg" width="807" border="0" /><br>......<br>&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/04/19/42542.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/42542.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-04-19 22:09 <a href="http://www.cnitblog.com/sword/archive/2008/04/19/42542.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>&lt;天龙八部Online&gt;资源破解工具</title><link>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 05 Dec 2007 13:34:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/37374.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html#Feedback</comments><slash:comments>24</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/37374.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/37374.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 有很多朋友在问我要天龙八部的资源, 于是抽空写了个.<br><img height="373" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/5163/o_LeiUnpack.JPG" width="552" border="0" /><br>......&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/12/05/37374.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/37374.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-12-05 21:34 <a href="http://www.cnitblog.com/sword/archive/2007/12/05/37374.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>意外见到Gameres的站长...</title><link>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Tue, 20 Nov 2007 16:49:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/36592.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html#Feedback</comments><slash:comments>7</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/36592.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/36592.html</trackback:ping><description><![CDATA[    这次去福州的一家公司谈合作的事, 虽然合作还没有完全谈下来, 却意外的见到了传说中游戏界的名人, Gameres的站长Sea_Bug本人, 当时心里还是挺激动的, 以前天天去他的网站, 这次终于见到活的了, 对人挺不错, 很客气, 本来想合照留个纪念, 可惜忘了带相机, 下次吧. <img src ="http://www.cnitblog.com/sword/aggbug/36592.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-11-21 00:49 <a href="http://www.cnitblog.com/sword/archive/2007/11/21/36592.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2007.11.2(基本完成登陆,角色创建和选择) </title><link>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Fri, 02 Nov 2007 15:53:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35748.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35748.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35748.html</trackback:ping><description><![CDATA[     客户端网络底层更换了,  重新调试了登陆,以及角色创建等模块, 并对界面做了很多修改. 贴一张创建角色的截图留个纪念. <br /><br /><img height="624" alt="o_CreateRole.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_CreateRole.JPG" width="805" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/35748.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-11-02 23:53 <a href="http://www.cnitblog.com/sword/archive/2007/11/02/35748.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2007.10.29(增加了几个特效)</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 11:02:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35548.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35548.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35548.html</trackback:ping><description><![CDATA[    增加了角色上线特效, 打怪特效, 以及角色武器上的特效.<br /><br /><img height="623" alt="o_Skill.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_Skill.JPG" width="805" border="0" /><br /><br /><img height="624" alt="o_Main.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_Main.JPG" width="805" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/35548.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 19:02 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35548.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏物品编辑器</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 10:56:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35547.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html#Feedback</comments><slash:comments>7</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35547.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35547.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 游戏里的物品种类很多, 如果都纯手工填表的话, 工作量很大, 而且如果以后要增加或删除某个属性的话,会很麻烦, 要修改很多数据, 而且容易出错, 所以有个工具的话会方便很多.<br>    <br>      物品的属性可能一下子定不全, 可能会不断的做调整, 那程序会不段的做修改, 很烦, 所以有必要想一个一劳永逸的法子, 随便怎么修改属性也不用修改程序和工具. 我想的是有一个属性表, 这个表只能增加不能删除(物品会有多少属性呢, 怎么也不会超过1000个吧:)), 而一个物品包含有这个属性表里面的很多属性, 然后为每一个属性写一个处理函数(也可以用脚本来实现, 更方便). 这样工具写好后, 可以随意的增加属性而不要修改工具, 只是需要当初设计的时候把框架写好就可以了.<br><br><img height="624" alt="o_Item.JPG" src="/images/cnitblog_com/sword/5161/o_Item.JPG" width="805" border="0" /><br>......&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/10/29/35547.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/35547.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 18:56 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35547.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏任务系统编辑器</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 10:39:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35546.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35546.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35546.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:      以前没有写过任务系统, 不过大多数游戏的任务系统都是以脚本来完成的, 我的这个任务系统也是基于lua脚本来实现的, 任务种类不算多, 大多数都是打怪, 收集物品为主. 目前除了护送任务我还没有测试以外, 其他类型的任务基本上都可以实现了, 写了一个编辑器方便编辑任务,以及可以简单的测试一下任务.<br><img height="624" alt="o_Task.JPG" src="/images/cnitblog_com/sword/5161/o_Task.JPG" width="805" border="0" /><br>......<br>&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/10/29/35546.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/35546.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 18:39 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35546.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>WoW模型浏览工具</title><link>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Fri, 12 Oct 2007 16:43:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/34794.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/34794.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/34794.html</trackback:ping><description><![CDATA[    由于要做游戏的Demo演示, 需要很多的模型, 也为了修改m2模型里面的纹理路径, 这样在加载纹理的时候就方便多了, 于是抽空就写了这么一个工具, 方便以后调试. 截图留个纪念^_^.<br /><img height="646" alt="o_WoWModelViewer1.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_WoWModelViewer1.JPG" width="720" border="0" /><br /><br /><img height="645" alt="o_WoWModelViewer2.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_WoWModelViewer2.JPG" width="719" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/34794.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-13 00:43 <a href="http://www.cnitblog.com/sword/archive/2007/10/13/34794.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>3dsMax模型导出插件调试技巧</title><link>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Thu, 04 Oct 2007 09:25:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/34368.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/34368.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/34368.html</trackback:ping><description><![CDATA[
		<p>    以前调试3dsmax的模型导出插件总是很头疼,因为3dsmax的插件是在启动的时候加载进去,在运行中是无法卸载的,这样每一次修改都得重启3dsmax,而且3dsmax的启动时间还特别长,很是郁闷.昨天晚上没事逛书店,偶然发现一本书在讲3dsmax的导出插件,提到了关于调试的一个小技巧,欣喜若狂,立马回家试验了一下,果然很爽.<br /><br />    其实很简单,就是再写一个dll,实际的操作都在这个dll里面,每一次导出动作都将实时的加载这个dll,导出完毕再卸载这个dll文件,这样就不用每次都重启3dsmax而可以实时的更新了.<br /><br />简单的例子:</p>
		<p>extern "C"<br />{<br />      int Exporter( void );<br />      typedef int(*CallBackExporter)( const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options );<br />}</p>
		<p>//+-------------&amp;-------------<br />//+---------------------------&amp;-------------------------<br />int IGameExporter::DoExport( const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options )<br />{<br />       HMODULE hModule;<br />       hModule = ::LoadLibraryEx( "plugins/BMLExporter.dll", NULL, 0 );<br />       if( hModule == NULL )<br />       {<br />              hModule = ::LoadLibraryEx( "BMLExporter.dll", NULL, 0 );<br />              if( hModule == NULL )<br />              {<br />                     MessageBox( NULL, "加载模块BMLExporter.dll失败.", "", 0 );<br />                     return 0;<br />              }<br />         }</p>
		<p>       CallBackExporter pfnExporter = NULL;<br />       pfnExporter = (CallBackExporter)GetProcAddress( hModule, "Exporter" );<br />       if( pfnExporter == NULL )<br />              return FALSE;</p>
		<p>       int nRet = pfnExporter( name, ei, i, suppressPrompts, options );<br />       ::FreeLibrary( hModule );</p>
		<p>       return nRet;<br />}</p>
<img src ="http://www.cnitblog.com/sword/aggbug/34368.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-04 17:25 <a href="http://www.cnitblog.com/sword/archive/2007/10/04/34368.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>