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物种修改
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== Manual Species Creation (Vanilla Rendition Replacement Version) == Having created a new MOD file, proceed with creating the Species. The instructions below will teach you how to append your new Species to an existing Species Class already found in the game. {{ambox | image = [[File:Ambox warning pn.png|40px|link=]] | text = '''WARNING: Editing the default species classes overwrites every other mod that alters the same! This means that no other Species can be added, and any future Vanilla rendition update will be glitched! In order for your species to exist alongside any other custom species, one must create an unique, separate species class! Add an unique, separate species class using the [[species creator|custom species creator]] instead.''' }} === Creating the Mod File Structure === * Go to the location of the mod files that you generated in the steps above. * On Windows, enter the My Documents folder.<ref name="MYDOCUMENTS" /> * In the My Documents folder, enter the Paradox Interactive folder. In Paradox Interactive, enter the Stellaris folder. In Stellaris, enter the Mod folder. * Create a new folder in the mod folder named 'common' * Create a new folder in the mod folder named 'gfx' * In the main Stellaris window, open 'common' and copy the following folder to the Mod window: : species_classes There should be exactly one file in the folder you copied. * Change that file’s name from 00_species_classes to anything you choose. '''DO NOT''' name it "00 or 01_species_classes" or any other numerical variant. * Open the new file. * Decide now whether the new species is going to be a mammal, reptile, avian, arthropod, mollusk, or fungus. * Let’s say you've chosen to add a new fungus. Scroll down through the file until you find the section that reads: <syntaxhighlight lang="ruby"> FUN = { portraits = { "fun1" "fun2" "fun3" "fun4" "fun6" "fun7" "fun8" "fun9" "fun10" "fun11" "fun12" "fun13" "fun14" "fun15" } custom_portraits = { # add additional portraits when customizing species trigger = { local_has_dlc = "Creatures of the Void Portrait Pack" } portraits = { "fun16" } } graphical_culture = fungoid_01 move_pop_sound_effect = "fungoid_pops_move" } </syntaxhighlight> * Now paste the following section in right ABOVE the line that says "graphical_culture = fungoid_01" and change myspecies1 to the name of the species: <syntaxhighlight lang="ruby"> custom_portraits = {#add additional portraits when customizing species trigger = { always = yes } portraits = { "myspecies1" } } </syntaxhighlight> {{ambox | image = [[File:Ambox warning pn.png|40px|link=]] | text = '''WARNING: DO NOT NAME YOUR PORTRAIT "MYSPECIES1" OR "MYSPECIES". This is the system default! An unique name must be used to prevent incompatibility with other Mods! }} * Don't worry about what "trigger = {always = yes}" means, it just ensures that you don't need any special DLC or other requirements to use this portrait. * Save and close the file. Next step: In the mod folder navigate to the main directory and open the 'gfx' folder. * Create a new folder named 'models' and open it. * Create a new folder (inside of 'models') and name it 'portraits' {'gfx\models\portraits'} – this is where you will put the picture of the species. * Inside of the 'gfx' folder create a new folder named 'portraits' then open that folder ('gfx\portraits') and create ANOTHER folder named 'portraits' ('gfx\portraits\portraits') * Keep the folder 'gfx\models\portraits' open. === Adding The Portrait === ==== Making The Portrait In Photoshop or Paint Net ==== Open up the photo editing software * Open up the picture or photo that you will use as the species’ picture. [[File:source.jpg|frameless|left]]{{clear}} '''NOTE:''' You should use the highest quality image possible for this. If you have to shrink it down a bit you will lose some detail. * From the left hand side select the tool that looks like a magic wand (left column, 4th down) [[File:magicbutton.jpg|frameless|left]]{{clear}} * Erase the background – this may take some experimentation, using the various tools and making some adjustments. [[File:img example.jpg|frameless|left]]{{clear}} '''TIP:'''Using the eraser tool (pink and white eraser icon, right column), set the 'hardness' to about 20% and fade the edges of the portrait so that no hard edges remain (edges without blending like this tend to look really harsh – you'll probably need to experiment with lots of different techniques to achieve something that looks good.) [[File:species7.jpg|frameless|left]]{{clear}} * Once you are satisfied with the portrait, resize it to a maximum of about 400 pixels in height (any higher and you run the risk of the portrait going out of frame in the game). * Save the portrait as a '''DDS image''' with a memorable name ('''DO NOT''' name the file "MYSPECIES"or any variant) in the 'gfx\models\portraits' folder. * Now save the portrait in the main mod directory with the same name (make sure to save it as a '''JPG image''') * Now close the photo editing software and open up the Mod’s 'gfx\models\portraits' folder to ensure that the species’ portrait is there. * Check in the main mod directory. ==== Adding The Portrait to the Mod ==== * Open up your Mod’s 'gfx\portraits\portraits' folder. It is located in the My Documents folder by default.<ref name="MYDOCUMENTS" /> * Copy the file named '00_portraits' to the mod’s 'gfx\portraits\portraits' folder. * Rename the file as to anything you wish. '''DO NOT''' use "00_portraits" or any numerical variation of the same. * Open the file. * Delete everything and put in the following lines:<syntaxhighlight lang="ruby"> portraits = { myspecies1 = { texturefile = "gfx/models/portraits/X.dds" } }</syntaxhighlight> * Replace X.dds with whatever you named your portrait in the previous step. Save the file and close it.
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