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xx网站开发建设方案,便宜的网站建设,wordpress动漫图片主题,商业网站定义骑砍1战团mod开发-场景制作方法_哔哩哔哩_bilibilihttps://www.bilibili.com/video/BV1Cw411N7G4/ 一.骑砍游戏场景 骑砍战团中进入城堡,乡村,战斗地图都被定义为场景,由module_scenes.py进行管理。 scene(游戏场景) 天空盒(Skyboxes.py) 地形(terrain code) 场景物(scene_…骑砍1战团mod开发-场景制作方法_哔哩哔哩_bilibilihttps://www.bilibili.com/video/BV1Cw411N7G4/ 一.骑砍游戏场景 骑砍战团中进入城堡,乡村,战斗地图都被定义为场景,由module_scenes.py进行管理。 scene(游戏场景) 天空盒(Skyboxes.py) 地形(terrain code) 场景物(scene_obj)  # Each scene record contains the following fields: # 1) Scene id {string}: used for referencing scenes in other files. The prefix scn_ is automatically added before each scene-id. # 2) Scene flags {int}. See header_scenes.py for a list of available flags # 3) Mesh name {string}: This is used for indoor scenes only. Use the keyword none for outdoor scenes. # 4) Body name {string}: This is used for indoor scenes only. Use the keyword none for outdoor scenes. # 5) Min-pos {(float,float)}: minimum (x,y) coordinate. Player cant move beyond this limit. # 6) Max-pos {(float,float)}: maximum (x,y) coordinate. Player cant move beyond this limit. # 7) Water-level {float}. # 8) Terrain code {string}: You can obtain the terrain code by copying it from the terrain generator screen # 9) List of other scenes accessible from this scene {list of strings}. # (deprecated. This will probably be removed in future versions of the module system) # (In the new system passages are used to travel between scenes and # the passages variation-no is used to select the game menu item that the passage leads to.) # 10) List of chest-troops used in this scene {list of strings}. You can access chests by placing them in edit mode. # The chests variation-no is used with this list for selecting which troops inventory it will access. 通过scene_flags标识为室内场景/室外场景,出生点随机生成等 #flags ##室内室外场景,进入城堡为室内场景,野外战斗为室外场景 sf_indoors 0x00000001 #The scene shouldnt have a skybox and lighting by sun.##是否加载天空盒 sf_force_skybox 0x00000002 #Force adding a skybox even if indoors flag is set. sf_generate 0x00000100 #Generate terrain by terran-generator sf_randomize 0x00000200 #Randomize terrain generator key##是否随机出生点 sf_auto_entry_points 0x00000400 #Automatically create entry points sf_no_horses 0x00000800 #Horses are not avaible sf_muddy_water 0x00001000 #Changes the shader of the river mesh 二.场景天空盒 CommonRes\skyboxes.brf 存放天空盒模型,骑砍天空盒是一个球体,材质支持RGB,HDR等天空盒纹理。 Skyboxes.py 存放天空盒配置,高光和反射程度,实现夜晚,白天等不同时间的天空盒效果.也提供API实现天空盒的设置. # Scene parameters handlingscene_set_day_time 1266 # (scene_set_day_time, value),# Defines the time for the scene to force the engine to select a different skybox than the one dictated by current game time. Must be called within ti_before_mission_start trigger in module_mission_templates.py. Value should be in range 0..23. set_rain 1797 # (set_rain, rain-type, strength),# Sets a new weather for the mission. Rain_type values: 0 clear, 1 rain, 2 snow. Strength is typically used in range 0..100 but is actually unlimited. Affects number of particles and fog density. set_fog_distance 1798 # (set_fog_distance, distance_in_meters, [fog_color]),# Sets the density (and optionally color) of the fog for the mission.set_skybox 2389 # (set_skybox, non_hdr_skybox_index, hdr_skybox_index),# Version 1.153. Forces the scene to be rendered with specified skybox. Index of -1 will disable. set_startup_sun_light 2390 # (set_startup_sun_light, r, g, b),# Version 1.153. Defines the sunlight color for the scene. set_startup_ambient_light 2391 # (set_startup_ambient_light, r, g, b),# Version 1.153. Defines the ambient light level and colour for the scene. Expects Fixed Point values between 0 and 1. set_startup_ground_ambient_light 2392 # (set_startup_ground_ambient_light, r, g, b),# Version 1.153. Defines the ambient light color for the ground. get_startup_sun_light 2394 # (get_startup_sun_light, position_no),# Version 1.165. Returns startup sunlight color in (x, y, z) coordinates of position register. get_startup_ambient_light 2395 # (get_startup_ambient_light, position_no),# Version 1.165. Returns startup ambient light color in (x, y, z) coordinates of position register. get_startup_ground_ambient_light 2396 # (get_startup_ground_ambient_light, position_no),# Version 1.165. Returns startup ambient ground lighting color in (x, y, z) coordinates of position register. 三.场景地形 骑砍引擎中地形不采用静态模型进行实现,为了管理不同的情况下的地形,通过地形代码terrain code进行控制,地形代码包含地形长宽,地形植被茂密程度,高低起伏比例等特征,在大地图左下角的地形tab页进行编辑生成. 四.场景物 骑砍引擎将定义的场景名添加scn前缀实现场景物的管理.场景物不仅包含静态的模型如门,城墙等,还包含地形增量,出生点,通道,AI网格等信息. 场景物(scene_obj) 静态模型房子/门(scene_prop) 出生点(entry_point) AI网格(控制AI自动游荡) 通道(Passage). 例如城堡town1的对应的scene_obj为scn_town1.sco,存放在SceneObj\scn_town1.sco中 sco文件暂无编辑工具进行编辑,需调整骑砍战团为编辑作弊模式,进入场景后Ctrl E进行编辑. 骑砍引擎场景编辑操作指导如下,例如:C/E/WASD 上下左右前后移动摄像机  Left Mouse Button: While pressed, mouse movements rotate the camera. H: Hides/unhides the highlights and user interface objects (Good for taking a screenshot). CTRL Any movement key: Speeds up the camera movements, slows down the object movements.Edit Objects Mode ---------------------- Right Mouse Button: Selects objects. CTRL Right Mouse Button: Selects multiple objects. Double Click on Scene Objects list: Selects the clicked object and moves the camera towards it. A,S,D,W: Moves the camera. C,E: Increases/decreases the height of the camera. G: While pressed, mouse movements move the selected object(s) parallel to the ground. T: While pressed, mouse movements increase/decrease the height of the selected object(s). X,Y,Z: While pressed, mouse movements rotate the selected object(s) with respect to the objects X, Y and Z axis. U: While pressed, mouse movements rotate the selected object(s) with respect to the Up axis of the world. R: Resets the selected objects rotation. B: Scale selected object. B X: Scale selected object along X axis. B Y: Scale selected object along Y axis. B Z: Scale selected object along Z axis. Alt B: Resets the selected objects scale. Delete: Deletes selected object(s). Space: Enables add object mode.Add Object Mode ------------------- Right Mouse Button: Adds current object to scene. Space: Disables add object mode. T, U, X, Y, Z, R and B can also be used in this mode.Ground Elevate and Ground Paint Mode ----------------------------------------------- Right Mouse Button: Elevates the ground up or down in Ground Elevate mode and paints the ground in Ground Paint mode. Midle Mouse Button: Clears the elevation in Ground Elevate mode and clears the paints in Ground Paint mode.Edit AI Mesh Mode --------------------- Right Mouse Button: Selects AI mesh objects. CTRL Right Mouse Button: Selects multiple AI mesh objects. 1: Activates Vertex Editing Mode 2: Activates Edge Editing Mode 3: Activates Face Editing Mode G, T, X, Y, Z, B and Delete can also be used in this mode.Additional Help ------------------ - You can save your changes only when you leave the edit mode.- You can not undo your works, you can only discard changes while leaving the edit mode. So you should save your work occasionally by leaving the edit mode and re-entering it.- Scene files are located under [Current Module]\SceneObj foler. When you save your changes, the related scene file under this folder will be updated.- Create AI Mesh button works only on outdoor scenes
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