安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题



So I guess we can deduce whether the XML files are just like a white paper for the actual engineering of the BMD file once we find out how to open them :)
Does anyone who worked with ctyengine have any ideas how to do it?
http://stateofdecaymods.com/mod-home...imits-diy-mod/
and
http://stateofdecaymods.com/mod-home...imits-diy-mod/
So my main concern is how.
The core idea is that the hex editor doesn't have to operate on a level that we can read and therefore it can scour the file and handle the raw numbers we figure out as the ones that are needed.
I've been working on making meshes/skins work in a fully customized way and haven't worked on the BMD files since around the original post we're talking on, haha.
It's fair to say that if any of us find the solution then we should post a how-to for the community :)