mingyue1371
mingyue1371
([!。:……?!)])^13{1,}______\\1实验[一二三四五六七八九十]{1,}
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校企合作共创订单式人才培养新模式 创维集团重庆分公司 市场部经理 陈显华 各位领导、行业代表: 下午好! 今天我就创维集团与是重庆电子科技职业学院在校企合作方面开展的一些工作,向大家做简单的介绍。 一、 校企合作的简介 1、悠久的校企合作历史增加双方的了解 创维集团与重庆电子科技职业学院有着悠久的合作历史。最初的合作开始于学院输送毕业生来集团实习。学院的毕业生在集团发挥了良好的作用,得到了我们的认可,所以接收规模逐渐扩大。长期的合作增进了校企的交流、了解和融合,集团成为了学院毕业实习的校外基地之一,为学生的实习就业提供了强有力的支持。 双方的交流也使得学院深深感到,在社会经济快速发展的今天,职业院校承担着为行业提供适应性人才的重任,所以学院迫切需要更加深入的、实质性的改革,来更好的服务于企业,也需要企业的关注和参与。 2、合作中共同提出改革课题 创维集团的规模不断扩大,并更加注重生产与服务并举。集团以“顾客——您是总裁”为服务宗旨,服务网络遍布中国大陆,在全国建立了稳定、可靠、多层次的市场服务网络,时刻准备为创维用户提供最具专业化、规范化的服务。大规模的生产和完善的服务体系,离不开专业技术人才的支撑。学院以往输送的数百名毕业生中,许多已成长为创维的骨干力量。但随着企业的发展,集团更注重人才的知识、技能、态度等综合条件,并且希望进入集团的员工,在职业素质、企业文化等方面能够在毕业前由学校教育中得以培养完成。 为此创维集团根据市场和服务的需求,对学院提出了人才培养的新要求:希望能够将新员工的各项能力培训纳入学校教育范畴中,甚至对于本企业特有的文化、技术、行业规范,也希望能够在学校一并完成,毕业生进入企业即为成熟的员工。 作为职业院校,学院也在人才培养方面进行大力的改革,适应行业需求,所以双方一拍即合,对订单式人才培养模式开展了共同的研究。 3、双方实力与合作经验是改革探索成功的基础 集团认可学院的办学特色、在电子行业中的专业优势和毕业生质量,而创维集团和学院长期合作的友谊,集团经济实力的迅猛发展和不断攀升的人才需求数量,能够向学院提供有力的帮助,是深入合作的物质基础。这是双方能够共同开展、实施新的人才培养模式改革的基本条件。 4、订单式人才培养项目的确立 经过准备和酝酿,2002年5月9日创维集团与重庆电子科技职业学院正式签定校企合作协议,并确立了订单式人才培养的研究和探索项目。集团与学院在原有的合作交流的基础上,充分发挥各自的优势,以期形成双赢互动的合作格局。 为了将订单式人才培养改革落到实处,在电子信息系电子工程专业中设立了创维班,作为改革与实践的主要试点,订单培养创维技术人才。创维集团每年向创维班提供3000元的创维奖学金。从创维班的毕业生中遴选优秀学生到创维实习,培养他们成为优秀的星级工程师和售后服务人员。 创维集团在学院教学楼一楼建成了创维实训基地。基地设有生产线、库房、服务中心、培训教室和机房、管理部门,用作集团售后服务、维修工作以及学生实习。此外,创维集团学生实习用彩电,使得该专业学生在课内和课外实习培养,都具有创维的职业氛围。 二、 订单式人才培养模式的实践 1、创维与学院共同完成人才培养内容的调整 (1)课程体系的改革 创维集团领导加入了学院的行业委员会,电子工程专业人才培养计划通过集团审核后才得以实施。按照创维集团的技术人才结构情况,在教学计划中纳入企业所需的专业和职业培养课程,加大了实训实习的内容,使得新的课程体系具有了鲜明的职业特色。 (2)教材的改革 创维集团提供了内部的技术资料和培训系列教材,作为教学学材供教师学生使用。 (3)教师知识结构的重组 创维集团定期为学院提供的创维杂志和技术资料,吸收教师参加创维的短期培训,并安排教师在假期到深圳总部集训,使得教师们更加了解企业运作和企业文化,赶上行业发展的步伐,以便更加契合集团技术内容,培养订单学生的专业能力。 2、人才培养体系的改革 (1)专业教学与企业培训相结合——教学方法的改革 首先,在电子工程专业课程的教学中,创维高级培训师、高级技师走进教室,配合学院教师共同教学,现场指导,加大了专业教学的深度、广度和行业适应度。 其次,创维集团经常定期派驻专家来校进行技术讲座,把企业所需的专门化技术作为专业课程的补充。 (2)德育教育与职业教育相结合——企业文化、道德观的引入 除了学院的德育课程和日常德育教育活动外,创维集团还派驻相关人员进行职业讲座和职业教育授课,参与学院每年的新生专业教育,宣传企业文化,培养学生的职业道德、职业规范,促进学生全面发展为“企业人”。 (3)社会实践与生产实践相结合——工学结合 现在,学生初步装配、专业实训到毕业前期顶岗实习的教学任务,可以由创维基地配合完成。学生在基地参与少量的维修、调试工作,进行工学交替式的训练,接受创维技术人员一对一的指导和定期的考核,在实践能力上进一步得到培养。基地已经成为学生校内实践的良好场所和学院在创维的实训基地。 学生在课余参加创维安排的生产实习,完成工作任务,进一步训练了专业技能;在周末、节日,创维集团会安排学生参加销售宣传和市场服务工作,并发放工资。在创维的勤工助学活动中,既减少了少数贫困学生的压力,也使其他学生通过专业化的社会实践,在磨练中成长为职业人。 在暑假共青团组织的大学生“三下乡”社会实践活动中,创维集团技术人员与电子信息系师生共同奔赴重庆周边郊县,进行科技宣传、义务维修和社会公益活动。其中,在学生慰问孤老,为敬老院的义务服务中,创维集团还为孤寡老人捐献了彩电。企业参与社会实践活动,员工精湛的专业技能、职业素养、敬业精神为学生作出了极好的表率,使之感触更深,受益更深。 总之,从企业需求出发的订单式人才培养模式,使学院在课堂教学以外开拓了人才培养的广阔途径,重庆市教委也对我们双方合作的工作给予了肯定。作为电子类行业的大型企业,电子类人才培养的重任在肩,创维集团将不遗余力给予学院支持,为职业教育的发展尽菲薄之力。
5430 校企合作 工学结合人才培养模式 近 10年来, 在国家宏观医疗体制改革一系列政策 的引导下, 整个医药行业得到了快速发展, 并成为名副 其实的朝阳产业, 也成为国民经济重要的支柱产业之 一, 与此同时整个医药行业也迫切需要大量的药学类 人才 在这个大背景下, 我院药学系紧扣时代脉搏, 充 分结合河南医药区域经济和自身实际, 准确进行专业 定位, 加快了专业建设步伐, 努力打造医药流通领域的 精英 在药学类专业人才培养模式的研究过程中, 我们 把 强内涵, 抓外延 作为专业建设的主要工作, 并在广 泛调研的基础上, 结合专业特点, 制定专业人才培养目 标 同时, 结合岗位对人才的需求, 在课程设置 教学 方法 校内实训 顶岗实习 校企合作等方面进行改革, 并探索出 5430 校企合作 工学结合人才培养模式, 取 得了较好的效果
“订单式”培养造就应用型药学人才 丁香通网站 http ://pharma. dxy.cn/news /66/69/47/12788.htm 校企合作贵在理念认同 理论实践需要“双循环” “从上几届‘海正班’毕业生的表现来看,其动手能力都很强,心能沉下来,企业用得上,留得住,这条路是走对了,我们要长期和学校合作下去。这次咱们要再续签5年的合作协议。”日前,在浙江台州校企科技和人才合作系列活动上,浙江海正药业股份有限公司董事长白桦对浙江医药高等专科学校校长王自勇郑重地说。据介绍,海正药业从2005年开始,连续4年与浙江医药高专进行校企合作,联合开办“海正班”, 探索“订单式”人才培养之路,取得明显成效。前不久,浙江华海药业股份有限公司也加入到这个行列中,在该校药学系大一、大二年级分别开设了“华海班”。 白桦指出,国内医药行业的人才培养状况和整个行业的发展速度不成正比,高素质的应用型人才短缺已经成为国内医药企业快速健康发展的重要制约因素之一。“订单式”培养作为校企合作的有效载体,可以使企业人才选拔和培训工作关口前移,不但节省了用人成本,还提高了生产效率。同时,药学类高职高专院校可以提高人才培养的针对性,强化学生的实践能力,实现了学校、学生、企业的三方共赢。
发个黑刃性感MM图... 不要往歪处想哦....
八神实用技:爪栉+削风+葵花虐五级春丽 最近研究出的八神实用技能:先前下前爪节,对方格挡之后立刻削风,然后....随便接连续技,如葵花。。。。八稚女+豺华。。。。等敌人倒地未起时再如法炮制。。。。。轻松干五级电脑。。。
本人正学习python核心教程2,遇到一个问题:>>> for key in adict: ... print key,adict[keys] File "<stdin>", line 2 print key,adict[keys] ^ IndentationError: expected an indented block 就成这样了,该怎么解决?
药监局换帅 卫生部副部长尹力赴任 导语:自从原药监局局囘长郑筱萸案发后,药监系统内的“不规范”引起业界关注,备受社囘会诟病。而且,药监局掌管着**的审批大囘权,“是个不出事都难的地方。”据说,为了洁身自好,卫囘生囘部系统内高囘官都不愿趟洪水。 经济观察网 记者 温淑萍 国囘家食品**监囘督管理局的新掌门终于尘埃落定了,卫生系统人囘士证实,卫囘生囘部副部囘长尹力将接任邵明立职务,接管国囘家药监局。 事实上,关于尹力接替邵明立职务的传闻在2月初就已开始,而关于这个职务的变化动向,实际上从2011年下半年就已开始。 据药监系统人囘士透露,2011年国囘家药监局局囘长邵明立的任职年龄就已临近,因此,选一位合适的新掌门,开始在药监、卫生系统展开。 但直到去年年底,新掌门的人选还未落停,据称,卫囘生囘部的几位副部级别的官囘员,都不太愿意担任药监局局囘长一职,因为自从原药监局局囘长郑筱萸案发后,药监系统内的“不规范”引起业界关注,备受社囘会诟病。而且,药监局掌管着**的审批大囘权,是个“不出事都难的地方”。 “药监还是属于大卫生系统的。”卫生系统人囘士透露,所以肯定要协调一位卫生系统的高囘官接任,任命的最终结果是,卫囘生囘部副部囘长尹力成为新的国囘家药监局局囘长和国囘家药监局党组书囘记。 据了解,尹力为医学哲学博士,山东人。 1⑨80年至1⑨86年山东医科大学医学系学习,1⑨86年至1⑨88年山东医科大学卫生系社囘会医学与卫生事业管理专囘业硕士研究生,1⑨88年至1993年囘前苏联社囘会卫生、经济与卫生事业管理科研所博士研究生。 1993年至2003年在国囘务囘院研究室工作,历任教科文卫司副处囘长、处囘长,社囘会发展司副巡视员、巡视员。期间,2002年9月至2003年4月在美国哈佛大学公共卫生学院作访问学者。 2003年5月调卫囘生囘部工作,任办公厅副主囘任。2003年10月任国际合作司司长,并于2004年1月至2005年5月担任世界卫生组囘织执委会执委和当选执委会副主囘席。2006年7月任卫囘生囘部办公厅主囘任。20О8年9月任卫囘生囘部党组成员、副部囘长。
1.7中K如何使用无限连? 1.7中K如何使用无限连?或者其他伤害性很高的有比较好发的连击?
省以下药监机构将由垂直管理改为地方分级管理 2008-12-04 国⺌家食品**监⺌督管理局在“大部制”改⺌革中改由卫⺌生⺌部管理后,省级以下食品**监⺌督管理体⺌制如何改?记者近日从有关方面获悉,现行食品**监⺌督管理机⺌构将由省级以下垂直管理改为由地方政⺌府分级管理,业⺌务接受上级主管部门和同级卫⺌生⺌部门的组⺌织指导和监⺌督。 2008年第十一届全国人⺌民代表大⺌会第一次会⺌议审议通过的《国⺌务⺌院机⺌构改⺌革方案》,明确由卫⺌生⺌部承担食品安全综合协调、组⺌织查处食品安全重大事⺌故的责任,将国⺌家食品**监⺌督管理局改由卫⺌生⺌部管理,将卫⺌生⺌部食品卫生许可,餐饮业、食堂等消费环节食品安全监⺌管和保健食品、化妆品监⺌督管理的职责,划入国⺌家食品**监⺌督管理局,并要求相应对食品安全监⺌管队伍进行整合。此次体⺌制改⺌革将对省、市、县三级食品**监⺌督管理机⺌构与同级卫⺌生⺌部门职能进行整合。省级食品**监⺌督管理机⺌构作为省级政⺌府的工作机⺌构,由同级卫⺌生⺌部门管理。市县食品**监⺌督管理机⺌构作为同级政⺌府的工作机⺌构,在调整有关职能的基础上,保持队伍和人员相对稳定,保证其相对独⺌立地依法履行职责,保证其对消费环节食品安全和**研究、生产、流通、使用全过程的有效监⺌管。
谁知道这个视频中是如何连发两个八稚女的? 本人怎么按都发不出来,大家看下发表经验
普通八神实用连续技集合 大家常用的八神连续技有哪些?比较实用的跟帖啊,在这里先发表两个,权当抛转引玉了第一,跳起——重脚——前轻拳两次——葵花三段(爆气技能下葵花二段接八稚女——豺华)第二,格挡状态下,下轻脚——站立轻脚——前轻拳两次——葵花三段
怎么调成一局定胜负 每天通关一次五级练手,三局两胜费时间,想知道怎么调成一局定胜负,或者修改下
有没人知道k扔眼睛那个大招怎么发 扔眼镜砸中敌人,然后开始狠狠的揍,电脑经常发,自己无论如何也发不出来。还有1.7中里八神的葵花是不是取消了,只能偶尔按出来一次
脚本-----Prosperpo
如何修改武器的携带数量 相信这是很多玩家想要知道的秘密了,方法如下: 1.在Lib/BasicFuncs.py中查找inv.maxObjects=20, 在下面增加:inv.maxWeapons= 7 2.增加循环坐标:在lib/scorer.py中,查找以下内容: RInitAlpha=[1.0,0.3,0.2,0.1,0.05] RInitPositions=[(5,10),(35,20),(75,30),(110,40),(140,50)] 替换为【或手动输入增加的数字】: RInitAlpha=[1.0,0.3,0.25,0.2,0.15,0.1,0.05] RInitPositions=[(5,10),(35,20),(75,30),(110,40),(140,50),(140,50),(140,50)] 好了,重新载入关卡,此时可以顺利携带7把武器.... 当然了,可以将7换成70也可以,但是需要和下面的坐标组想一致..... 另外,想要增加全面血瓶和能量瓶,需要在Lib\reference.py中查找: 'Pocima100' : 4, 'Pocima200' : 2, 增加: 'PowerPotion' : 2, 'PocimaTodo' : 2, 即可带两个全满和能量瓶。
Texture Editing How To Basic Skin Editing.OK. First you need the Blade Tools kit. There is no complicated installation procedure with these. Just copy them to a convienient place on your HD. I have them in a folder 'Blade' in my documents. Inside the Blade Tools folder there is a Compilers folder. Inside this is a folder 'Textures Compiler'. There are lots of files inside. Don't edit them. For ease of use, create Desktop shortcuts to the file BAB.EXE and also the Texture Compiler folder itself. The BAB program converts files in the format .BMP into a file with the format .MMP. The MMP files are what the Blade engine reads. To edit existing Blade skins, you first need to extract the BMPs from the .MMP file. The BAB tool will not do this, but it can be used as a veiwer. Open the BAB by clicking the desktop shortcut. Two windows will appear. You don't need the Console window yet, so close it. The BAB text is in Spanish, but don't let that scare you. Click 'Archivo' (File). Then 'Abrir' (Open). Navigate to the folder where Blade is installed. The MMPs are either in 3DObjs or 3DChars folder. All the character skins are in 3DChars folder. Open the file Kgt.mmp. All the skins for the Knight model are in here. Click KGTNF in the Nombre (Name) column. The image should appear in the lower right field. *Word of warning here. The blade tool software was made 'in house' by RAS and has some some lingering bugs. These are not a problem as long as you know where they are. There is one here. Don't use the wheel on the mouse to scroll down in BAB unless you have a picture showing. If you do, the BAB will crash. Most of the RAS skin mapping follows this convention: The characters have a front and rear bitmap. In the case of the Player characters... N = No armour L = Light Armour M = Medium Armour F = Full Armour There is a sort of system, but it's subject to a few variations, but it's not too difficult to figure it out. KGTNF is Knight - No Armour - Front KGTNR is Knight - No Armour - Rear KGTLF is Knight - Light Armour - Front KGTLR is Knight - Light Armour - Rear Just to make things confusing the rest of the armour skins are not named like this. But ignore them for now. All skin bitmaps have a coresponding Wounded skin. These are all named the same as the unwounded version but with _W on the end. You have to have these even if the wounded and unwounded bitmaps are the same. You can't save the bitmaps diectly from BAB. You have to grab them. Most graphics programs have a screen grab facility. I use PaintshopPro. However you do it, the bitmaps need to be exactly 256x256 pixels. If you are replacing a RAS mmp file, you need to grab all the bitmaps in the MMP file. Save them to a new folder in the Textures Compiler folder with the Exactname of the MMP file you extracted them from (without the file extension). In this case - Kgt Now the hard part.Use your fav graphics prog to alter the bitmaps. It's a good idea to save versions in seperate folders within the Kgt folder. The RAS bitmaps are quite small and it is tricky to work on them. And it can be mind=boggling trying to work out which part belongs there. I won't dwell on this as most people will be better at it than I am. Only work on the unwounded skins. When you have got them to a point where you think they are finished, save copies of the unwounded with _W on the end to replace the original wounded bitmaps and add a few wounds. When you have doodled about with the bitmaps and get to the point where you want to check how they look in the game, you have to recompile the bitmaps into format MMP. Open The BAB again. This time you need the Console. To enter commands in the Console you have to do a sneaky trick to expose the input field. Hover the mouse cursor near the bottom of the Consloe window until it turns to a up-and-dowm arrows symbol. Click and drag upwards and you will peel back the bottom to expose a white area. You can type commands here. The grey field on top is purely for output messages.
a little help with mod editing Hello to all mapers i am a new maper, but i got some experience so i am not noobso i just started to create map and with EBrowser cant create the charsters like Barbarian ,Amazon,Dwarf,Knight so i have question. If posible to make those charasters avalable in EBrowser and what about the new creatures ,if it posible so how? And one more thing ,when i creating Dals blade in EBroser as object it have no green aura and if i make it with other creature as his weapon it have aura ,how to fix it?
BOD LOADER BOD LOADER Description: BODLoader is a mod manager for Blade of Darkness. It is capable of downloading, installing, and uninstalling various mods and maps that are created. The main features are: - Minimum Blade source code changes. It just adds one line to the bottom of Menu.py. - Integrated into Blade's interface. - Allows to install/uninstall compatible mods - Allows to activate/deactivate compatible mods. - Every mod can add its own Mods menu. - Easy adaptation of already developed mods to make them compatible with BODLoader. - Support for customized maps. - Support for multilanguage. - Supports downloading mods and maps from internet Things left to do: - Support for definable keys. - Compatibility tests for installed mods: functions and scripts. Note: This distribution does not include example mods. All the available mods and maps can be downloaded easily from the BODLoader 'DOWNLOAD' menu. Installation: If you have not installed BODLoader before, but have installed other mods, it is recommended that you uninstall those mods prior to the installation of BODLoader. If you are unsure how to install those mods, you may want to reinstall Blade in order to ensure that you have a clean install. If you had installed BODLoader 0.1 or 0.2, please remove the BLData.py file from the BODLoader directory before proceeding. 1. Extract BODLoader05a.zip file to the blade installation directory. The default directory is C:\Codemasters\Blade of Darkness. For the european version, it is C:\Codemasters\Severance. Make sure to use folder names when unzipping. (In WinZip, check the 'Use folder names' checkbox in the Extract dialog.) In the picture, BOD is installed in H: and not C: but the folders are the same. 2. The above step will create a BODLoader directory under the Blade directory. Execute BLSetup.exe from the BODLoader directory. 3. Now, start Blade. You should see a 'MODS' menu in the main menu. That means it successfully installed. Use: The Mods menu has the following options: - Installed Mods: Shows a list of all mods installed with BODLoader. If the mod is enabled, the symbols '<' and '>' appear around the mod name. If the mod has a custom menu you can access it by pressing ENTER when the mod name is highlighted. - Setup: This menu allows you to install mods that exist in the BODLoader\Mods directory. You should see a mod name with the '<' and '>' symbols around it. When the name is highlighted, you can press the right and left arrows on your keyboard to switch between mods. When a mod you are interested in is selected, you have the following options: - Install: Select this menu item to install the mod. - Uninstall: If the mod is installed, you can uninstall it by selecting this menu item. - Disable: This menu item can be used to disable the mod, but it doesn't install it. - Enable: If the mod is previously disabled, you can reenable
中国古代社会的药事管理 药事管理是社会管理的一个分支。随着社会经济和药学科学的发展,药事管理也从简单的繁杂,由低级向高级发展。自人类原始社会对药物采集、保管、使用的简单管理,发展到现代社会对药学事业的系统管理,从经验管理发展为科学管理,经历了漫长的历史过程。 药事管理史是药学史的重要组成部分。人类在生产劳动、同疾病作斗争,逐渐认识到使用药物,从采集自然界的植物、动物、矿物作药用,逐渐能生产药物,并积累了丰富的经验,由于药物与人们生命的密切关系,古今中外历代政府对**生产、经营和使用,都采取了诸种管理措施。随着社会、经济和医药科学技术的发展。药学事业的形成,药事管理日益加强。药学的发展和事业管理的发展相辅相成,溶为一体。本章将简述历史记载的国内外成功与失败的经验,对我国药事管理科学化、法制化和现代化将具有重要意义。
药事管理重点 执业药师是指经过全国统一考试合格,取得《执业药师资格证书》并经注册登记,在**生产、经营使用单位中执业的药学技术人员。 **,是指用于预防、治疗、诊断人的疾病,有目的地调节人的生理机能并规定有适应症或者功能主治、用法和用量的物质,包括中药材、中药饮片、中成药,化学原料药及其制剂、抗生素、生化**、放射性**、血清、疫苗、血液制品和诊断**等。 新药是指未曾在中国境内上市销售的**。
图片网格 ┌——┬——————┬——————┬——————┬——————┬——————┐ ├——┼——————┼——————┼——————┼——————┼——————┤ ├——┼——————┼——————┼——————┼——————┼——————┤ ├——┴——————┴——————┴——————┴——————┴——————┤ │ │ ├——┬——————┬——————┬——————┬——————┬——————┤ ├——┼——————┼——————┼——————┼——————┼——————┤ │ 八 │ │ │ │ │ │ └——┴——————┴——————┴——————┴——————┴——————┘
BOD模型制作 "You do exactly what I do, you breathe when I breathe ..."... and you will get your result I think with this very complex subject you need to learn how to walk before before you can run. The first step is to get max2.5 set uo withe the plugins: This is explained in Reality3D's Tutorial(albeit in Spanish). You need these files in the 'Plugins' folder of max: bldexp.dle - for export of models to.BOD format Camera.dle - for exporting camera moves to .CAM format MBW.dli - for importing complete models of maps in .MBW format In the last case, the .MBW files are obtained by running the game with the console enabled and entering the command: Bladex.ExportWorld("MapName.mbw") ...in the console. This will save a .mbw (ModelBladeWorld ?) file in the revelant map folder. When imported into max, you have a mesh model of the entire map complete with objects (but no characters). The only reason you do this is to use the map model as reference for creating camera moves and char animations that interact with the map structure. The file MSVCRTD.DLL should go into the main max folder. ALSO. In addition to the plugins, you need some extra files with can be copied from the BOD 'Bin' folder to the main max folder. PYTHON15.DLL BBLibc.dll BUIxc.dll Raster.dll Start max and goto File->Export. In the Save As Type dropdown list you should now have the options: BladeAnimationFile [*.BMV] BladeFile [*.BOD] Camera[*.CAM] If this OK then you are all set up for BOD modelling.
武器参数改变 1.改变单独的武器的威力 To change the stats on individual weapons: Reference.EntitiesObjectData["MyOwnSword"]=[Reference.OBJ_WEAPON,300,0, 1.0, Reference.THR_SPINNING, [Reference.W_FLAG_1H,]] or Reference.EntitiesObjectData["MyOwnSword"][1]= 300 To alter just the hit point value.
让亚马逊一开始就拥有弓箭 方法一、 If you would like to play the game with the Heavy Bow that you see the Amazon fire in the character selection stage. Open up the game folder and find the Maps folder. The Map you need to open up is Ruins_M4. Open this up and find a file called spobjs.py. open this file with notepad and scroll down until you see a line like this near the top of the page..... ########### ########### ARMAS EN EL NIVEL arco1ruins=Bladex.CreateEntity("Arco1ruins","Arco",40173.416000,-3034.627000,56077.478000,"Weapon") arco1ruins.Scale=1.000000 arco1ruins.Orientation=0.618221,0.281406,-0.250681,-0.689763 ItemTypes.ItemDefaultFuncs(arco1ruins) All you have to do is change the word "Arco" to "Arco2" and thats it. When you find the Light Bow it will now be the Heavy Bow. Note.. The above Bow cheat is only for show, as you wont gain any extra power from having the Heavy Bow! ( Remember to make a Backup of this file Spobjs.py )
EBROWSER的使用 Description: EBrowser is an utility that allows to manage entities easily from the own Blade with a LED style. This tool is for Levels designers and maybe it's not intuitive for users without experience in LED editing. However, all the habitual LEDx user will find into EBrowser an invaluable toy. EBrowser is not limited to placement of objects, it can to assign object properties as breaking or change the parameters of light and fire for the luminous objects. It can also create and move enemies. With an similar interface you can create an enemy with a weapon, a shield and a potion. Finally, EBrowser can export the data of the current object in python and dol format. Installation: EBrowser uses Tcl-Tk widgets through the Pmw library implementation. The installation includes a simplified version of both libraries. EBrowser also needs update the Py-Tk library included with Blade. If you have a 8.0.5 compatible version of TCL installed into your computer, don't install the version supplied with EBrowser. To install EBrowser run the EBSetup program. Make sure that installation directory is the same where Blade was installed. EBrowser make a EBrowser subfolder in this directory with this Readme.txt file. Usage: * Startup. Start Blade with the console enabled. Go, with your player to the selected area and imports EBrowser: import EBrowser The EBrowser main window will appear and you can select any entity from the combo box. You can increase the Area of Scan and push the Scan button to get additional entities. On screen you will have properties as the position, orientation or scale of the entity. You can change them from here, although it will be easier with the keyboard.
一些作弊的方法 1.使用作弊码 Locate the file menu.py in the game directory driveletter:\...\blade\scripts and add the following lines to enable cheats. import cheats cheats.ActivateMiscCheats() cheats.ActivateLaserEyes() cheats.ActivateWeaponGrow() cheats.ActivateGoreCheatsCheats() cheats.ActivateLevelCheats() Save the menu.py file, start the game, press F1 to drop the console, and enter any of the following. Press F1 to activate what you typed in. 1 - Small sword 2 - Big sword 3 - Big shield 4 - Small shield G - Create lightsaber K - Start lightsaber F10 - Invincibility On/Off F5 - Moves camera left F6 - Moves camera right P - Change to MOV H - Sleepy Hollow gore M - Mutation gore X- Matrix gore J - Decapitation F9 - Level skip F8 - Level up
贴图编译器Bab.exe TEXTURE EDITOR - BaB.exe Viewing Texture .mmp goto MENU File/Open \BoD\Maps\Level\texname.mmp decide which textures you want to use in your level (to look at textures, highlight name in list and press Return key to make visible) write down chosen texture names (case sensitive), or create custom.DAT, by adding the texnames with .bmps as in format below or use pre-defined texname.DAT files .DAT file format Pre-Defined texname.DAT files for game .mmps (ie. casa.mmp, chaos.mmp,etc) tex_dats.zip - complete set (19) of texture .DATs to use .DATs, see LED/Textures below Extracting .bmps from BaB Using a screen capture program like WinGrab Open BaB.exe Load dwarf.mmp (or whichever .mmp you are extracting from) Double-click on texture names on left to show pic on right
贴图皮肤教程 TEXTURE / SKINS TUTORIAL by Tom Triffic OK I need to make a tutorial up for the group that wants to edit skins. Here is the best way to go about it I have found and can serve as a tutorial, I would recommend regardless of the character you want to do pulling the BMP's from the mmp and I do mean pulling. It is a bit of work but I have found an easy way. Even if you use the templates they provide it is essential to see just how they work the texture over the mesh. I will admit it is a bit difficult on some characters to figure out just how the mesh is covered. If we could figure out the export to 3ds max and then to an unwrap we'd be in business, Ill work on that. OK Say you want to put your face in place of Ragnar, I did this with Commodus and it can be found on a link from a prior post, I also have one which contains a full skin of Maximus which I need to tweak. OK the thing to do is. 1->Open BAB.exe,close the console for now as you wont need it. then go Go to the folder Icon up top and then go to the BOD/CHaracters dir., Open the .mmp file you want that corresponds with the character( Note you can open multiple in the same window,) then after you open them double click on the name. That will show the pic to the right. i.e. rag_a is Ragnar's front. After you open it do a print screen. 2-> Open PhotoSHop, If you dont have it well something else might work but PS is golden for this , paste the screen capture in PS.Then what you do is go back to BAB and go to your next texture,Printscreen and Go back to PS and paste. Do all of the bmp's from the character you want to edit this same way, The great thing is PS will paste them all exactly the same and layered for you. 3->OK now you have them all in Photoshop. You want to use your crop tool and put a box as close as you can around the bmp picture, It seems small I know but it is the right size(256x256) Then crop exactly around the edges which really isnt that tough with this small an image. Just check your image size and be sure its the right size. 4->OK now they are all cropped, A beautiful thing as it took me a few shots to figure out pasting them all. Now edit each layer as you want it. I personally when doing the ones they provided the template for always have that as a background and then I reduce the opacity of the layer I'm working on to see how it lays out on the Poly's. OK perform your magic, It will probably take you some tweaking to get your stuff just how you like it and I have been tweaking forever on different ones.
选择模式 To enter selection mode: goto MENU Tools/Select ____, or use Icons Vertices Edges - note: if the grid is on, you must click at a grid point to select an edge or insert a vertex. Sectors Lights Entities Objects (multimode) Multiple selections possible [ctrl key]
运行关卡 Standalone with Blade (from a post at Bladex by Josh) Here is how to load an abritrary level. We will call this level "foo" for this example. Replace "foo" with something for your level. 1. Create a directory under BoD/maps for your level called "foo". 2. Copy your level data to that directory. (*.bw, *.mmp files). 3. Create a foo.lvl file (look at one of the other .lvl files for an example.) 4. Create a pj.py file in the level directory. pj.py format 5. Create a cfg.py file in the level directory. cfg.py format 6. Start BoD in console mode. 7. In the console window, type Bladex.LoadLevel("foo")
OpengL模式 Loading a level into OpenGL (File/Open...) must be compiled with BC and have a levelname.lvl file can reload levelname.bw after repeating compile w/ 'actualize .bw' Texture placement method: goto right-click menu- Select Surfaces select face (flashes red) use keys to manipulate texture (see Keys info in appendix) settings are updated in Properties in real-time Lighting in OpenGL vs. DirectX The lighting in OpenGL mode is dependant on (?) the gamma in OGL, which is different enough to influence percieved light levels (darker). Moral: Always check your lighting from within Blade (D3D) Right-Click Menu options
地图中文件名称含义 - click filenames below to view example script w/comments - levelname = the name of your level texname = the name of the texture set (texname.mmp) you want to use for your level levelname.mp - LED map file (the one you load, edit, and save in LED) levelname.bw - the compiled version of the map, output from BC.exe levelname.mbw - Max2.5 compatible version of the map (using plugin), to export .mbw from game enter- Bladex.ExportWorld("mapa.mbw ") -from the console. levelname.lvl - this loads Bitmaps (texname.mmp), World (levelname.bw), and Dome (texname_d.mmp) objs.py - this defines objects, weapons, torches, etc. and their position and scale, also options sol.py - this script defines the placement of the sun in the level (x,y,z,?) agua.py - this defines water (make note about coordinates) texname.mmp - this is the compiled texture file, for example \BoD\Maps\Barb_M1\barb.mmp texname.py - this is a script that loads .bmps into the Texture Editor (BaB.exe) when compiling a .mmp texname.DAT - this script loads texture definitions in LED, goto MENU File/Import Textures.. (see below) levelname.glad - configuration script for Gladiator. loaded automatically. contains map name, Player position, spawn points for monsters and bonus weapons, more cfg.py - standard configuration file, needed to run standalone, not needed with Gladiator pj.py - defines Players (?) shoot.bmp - screenshot or logo for your level, shown in Arena menu of Gladiator, in strange color mode (?)
Bladex函数 Bladex. GetSector ( Bladex. GetEntity ( Bladex. ActivateInput ( Bladex. DeactivateInput ( Bladex. AddScheduledFunc ( Bladex. GetTime ( Bladex. GetCharType ( Bladex. CreateEntity ( Bladex. CreateSound ( Bladex. GetTimeActionHeld ( Bladex. GetObjectEntitiesVisibleFrom ( Bladex. GetCurrentMap ( Bladex. SetCallCheck ( Bladex. SaveProfileData ( Bladex. StartProfile ( Bladex. DisableProfiler ( Bladex. EnableProfiler ( Bladex. SetEventTableFuncC ( Bladex. SetEventTableFunc ( Bladex. LoadSampledAnimation ( Bladex. SetAnimationFactor (
Led编辑 Vertices goto MENU Tools/New Vertex use vertices to create sectors use matching vertices on shared edges Sectors goto MENU View/Properties [v key] set Floor height (-1 = 1 meter UP) set Floor texture set Ceiling height set Ceiling texture make convex polygons - use 3 or 4 sides if possible - all points must be able to reach any other point in the sector in a straight line without leaving the sector. if in doubt, a good way to check / fix non-convex sectors is to: Select the sector, right-click menu- Divide in convex. if nothing happens the sector is fine, and if it is non-convex then LED will cut the sector to make it convex (you will see a new edge appear through the middle of the sector) Edges/Walls goto MENU View/Properties... Set Texture X = position offset of texture in pixels; Y = position offset of texture in pixels; Zoom = the scale of the texture (10 is a good start); Angle = the rotation angle of the texture; many game textures need to be rotated +90 there is a drop-down to select texture name in it, w/ preview; Edit Texture Placement in OpenGL preview see OPENGL below
目录安装 DIRECTORY SETUP \Bod = Blade of Darkness install directory create a directory - \BoD\Maps\levelname configure and add necessary scripts (see Files above) to this dir
贴吧说明 此吧主要汇集英文内容,供有兴趣者参考!
最帅的怪,螃蟹,忍者,烈火女... ########.....############动作修改的至高境界#######################......#####
Prosperoarena-测试版-2011 baidu.com/cd.ctfs.ftn.qq.com/ftn_handler/2d65c2e2720c1a8a3b9b98592165f90879edb11aa347457a06221f313e8761c41c58bc6497a184c12673a6d8a52caf75d2c9680ef9c77866301a75a3672c9b0b/ProsperoArena5Beta1.zip?&&txf_sid=&&txf_fid=fe5c91c8a489f0e7f4d9ce0335c6dca60aa02b57
矮人用达古拉的必杀-----近乎无敌了
玩Mod如fugutive 1无法读档怎么办
怎样修改血瓶的最大携带数量 我看到吧里有人说能修改达到携带99个,怎么操作啊,我修改后为何一达到十个就说满了
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