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









I'm not exactly sure what you mean by the ''details'' and ''process'', but I'd say our guides don't cover the same topics. While yours covers the all-important ArcherData file's inner workings and how to edit/create characters out of existing sprites, mine covers how to add in new sprites and make them usable in the game. Maybe when the update finally hits up mac you could add a little section about adding in more characters, but even if you don't I'd say both our guides have good and distinct reasons to exist :)
Let's keep exploring!
This specific guide will probably go into more of the "details"(orange archer apparently always has a red cape, I'll confirm that later with my update), I'm leaving it to you to make a really comprehensive guide on the process, sound cool? :)
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=547678761
If you want your character to use a set of different sprites, you could either edit the XML like shown above, or mess with the Atlas.xml , and change the little parameters for your characters' main sprite to the location of the team sprites, rather than the XML.
Look for the subtextures along the lines of "player/body[x]" and make them the same location as either "player/body[x]_red" or "player/body[x]_blue".
If that's not what your asking let me know and I'll look into it.
Also, for windows it's quite simple, steps one and two are the same, then you can directly go into content -> atlas -> GameData -> AcherData