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{{otherlang2
{{LanguageBar|title = 关卡设计概述}}
|title=关卡编辑概述
|en=Level_Design_Overview
|jp=Level_Design_Overview:jp
|de=Level_Design_Overview:de
|hu=Level_Design_Overview:hu
|es=Level_Design_Overview:es
|pl=Level_Design_Overview:pl
|ru=Level_Design_Overview:ru
|pt=Level_Design_Overview:pt
}}


==固体笔刷:三维关卡设计的基础==
==固体:三维关卡制作的基础==


Blocks. Wedges. Cylinders. Spikes. They may not sound like much, but these are the basic building blocks of all architecture created in [[Hammer]]. You can clip, manipulate, and in some cases, carve them. You can combine these "[[brush]]es" to make any shape possible, real or imagined. (Complicated geometry may be better suited for models, however.) This is known as constructive solid geometry (CSG) and this is the editing style Hammer uses. Creating brush solids is described in the section [[Brush Creation]].
{{L|Hammer}}中创造任何建筑结构的基本结构体就是方块、楔体、柱体、锥体等简单的几何体。你可以对这些{{L|brush|固体}}进行各种操作:裁切、修剪,以及雕刻,并将它们组合成任意可能的形状,无论是基于真实存在的还是想象出来的物体(虽然{{L|model|模型}}更适合较为复杂的几何体)。这叫做构造型固态几何体(Constructive Solid Geometry, CSG),是Hammer最基本的编辑方式。创建固体的方法可以参阅{{L|Basic Construction|创建固体}}章节。


Once you create a brush, you'll want to [[Applying Materials|assign a material to it]].
创建了固体之后,你可能想要给它{{L|Applying Materials|赋予材质}}。


==实体和实体类型==
==实体和实体类型==


You say you want more in your game world than inanimate solids? Well then, what you want are [[entity|entities]]. While brushes are "[[world]] objects" used to form the backbone of your level, entities are the objects that move, make sounds, and/or be interacted with. An entity is anything that performs some type of operation or task within your level.
打算在游戏世界中加入一些活动的物件?那么你想找的可能是{{L|entity|实体}}。在你的关卡里,固体是用于形成关卡基础结构的「{{L|world|世界}}物件」,而实体则是一些可以在关卡中四处移动,发出声响以及互动的物件。实体指任何在关卡中可以执行某种操作或者完成特定任务的物件。


There are two main types of entities: [[Point entity|point]] and [[Brush entity|brush]].
实体又细分为两种主要类型:{{L|Point entity|点实体}}和{{L|Brush entity|固体实体}}


'''Point entities''' exist at an exact point in the world. Examples include lights, monsters and players. (Monsters and players '''do''' have an area, but this is defined by the game code and is not modifiable from within the map.) Some point entities are just that: points. For example, the [[env_beam]] entity, which controls beam effects, uses two point entities as targets; you place the two points and the beam of light runs between them. 
'''点实体'''的存在形式为世界中的一点。例如:灯光、怪物以及玩家(虽然怪物和玩家'''的确'''有体积,但这个属性是定义在游戏的源代码当中,在地图里无法修改)。一些点实体确如其名,只是一个「点」。例如:控制光束特效的{{L|env_beam}}实体,它使用两个点实体作为目标。将这两个点放在场景里,光束就会在两点之间形成。
    
    
'''Brush entities''' depend on a brush created in Hammer for their physical presence. They are less common but can include doors, platforms, and other large, moving objects. Some are "[[trigger_multiple|triggers]]", which are invisible and untouchable but fire events when certain conditions are met (e.g. the player walking inside one).
'''固体实体'''的本体是由一个在Hammer中创建的固体来表示的。这种实体没有那么常见,但它包括门、平台以及其他大型可移动物件。也可以作为「{{L|trigger_multiple|触发器}}」使用,它是一种不可见且不会发生碰撞的区域,当满足特定条件时(例如玩家进入这一区域),可以触发一些事件。


The creation of both point and solid-based entities is described in [[Entity Creation]].
创建点实体和固体实体的方法在{{L|Entity creation|创建实体}}一章中有详细的描述。


==将它们放在一起==
==将它们组合起来==


Using these simple components you can create a virtually limitless variety of levels. Whether a barren room or a vast, complex world, you'll do it by using solids and textures to create your architecture, then adding models, lights, monsters, buttons, moving platforms and a host of other entities to bring your creation to life.
用这些简单组件可以创建出几乎无限的关卡风格。无论是空旷的房间,或是宽阔复杂的世界,你都可以用固体和材质构造你自己的建筑,然后加入各种模型、灯光、怪物、按钮、移动平台以及许多其他实体,使你亲手创造的世界丰富多彩。


Once everything is in place, you will need to compile your level by choosing [[Hammer_Run_Map_Normal|Run Map]] from the '''File Menu''' (shortcut: {{key|F9}}). This is the process that turns your collection of solids and entities into a playable level that you can run in the Source Engine. Although the compiling process happens when you think you've finished your level, knowing something about this process ahead of time can save you many headaches.
等一切就绪之后,你需要编译你的关卡。打开'''File菜单''',选中{{L|Hammer_Run_Map_Normal|Run Map}}(快捷键:{{key|F9}})。这个操作会把你所创建的所有固体和实体转化为一个可以在Source引擎中运行的关卡。尽管实际的编译过程要等到你的地图制作完成之后才会用到,但事先了解一下这个过程可以免去许多烦恼。


[[Category:Level Design]]
{{ACategory|Level Design}}
[[Category:Hammer]]
{{ACategory|Hammer}}
[[Category:English]]
[[Category:Chinese]]
{{ACategory|Level Design}}
{{ACategory|Hammer}}

Latest revision as of 04:18, 22 August 2024

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固体:三维关卡制作的基础

Hammer(en)中创造任何建筑结构的基本结构体就是方块、楔体、柱体、锥体等简单的几何体。你可以对这些固体(en)进行各种操作:裁切、修剪,以及雕刻,并将它们组合成任意可能的形状,无论是基于真实存在的还是想象出来的物体(虽然模型(en)更适合较为复杂的几何体)。这叫做构造型固态几何体(Constructive Solid Geometry, CSG),是Hammer最基本的编辑方式。创建固体的方法可以参阅创建固体(en)章节。

创建了固体之后,你可能想要给它赋予材质(en)

实体和实体类型

打算在游戏世界中加入一些活动的物件?那么你想找的可能是实体(en)。在你的关卡里,固体是用于形成关卡基础结构的「世界(en)物件」,而实体则是一些可以在关卡中四处移动,发出声响以及互动的物件。实体指任何在关卡中可以执行某种操作或者完成特定任务的物件。

实体又细分为两种主要类型:点实体(en)固体实体(en)

点实体的存在形式为世界中的一点。例如:灯光、怪物以及玩家(虽然怪物和玩家的确有体积,但这个属性是定义在游戏的源代码当中,在地图里无法修改)。一些点实体确如其名,只是一个「点」。例如:控制光束特效的env_beam(en)实体,它使用两个点实体作为目标。将这两个点放在场景里,光束就会在两点之间形成。

固体实体的本体是由一个在Hammer中创建的固体来表示的。这种实体没有那么常见,但它包括门、平台以及其他大型可移动物件。也可以作为「触发器(en)」使用,它是一种不可见且不会发生碰撞的区域,当满足特定条件时(例如玩家进入这一区域),可以触发一些事件。

创建点实体和固体实体的方法在创建实体(en)一章中有详细的描述。

将它们组合起来

用这些简单组件可以创建出几乎无限的关卡风格。无论是空旷的房间,或是宽阔复杂的世界,你都可以用固体和材质构造你自己的建筑,然后加入各种模型、灯光、怪物、按钮、移动平台以及许多其他实体,使你亲手创造的世界丰富多彩。

等一切就绪之后,你需要编译你的关卡。打开File菜单,选中Run Map(en)(快捷键:F9)。这个操作会把你所创建的所有固体和实体转化为一个可以在Source引擎中运行的关卡。尽管实际的编译过程要等到你的地图制作完成之后才会用到,但事先了解一下这个过程可以免去许多烦恼。