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==固体笔刷:三维关卡制作的基础== | ==固体笔刷:三维关卡制作的基础== | ||
如方块(Blocks)、 楔体(Wedges)、圆柱体(Cylinders)、圆锥体(Spikes)等,听起来并不是不多,但它们是所有[[Hammer]]所创造的建筑中最基本的结构体。你可以根据需要裁切、修改或者在雕刻它们,并可以将这些“[[brush]]es”组合成任意可能的形状,无论基于真实存在的或是想象出来的物体(虽然模型[[model]]更适合较为复杂的几何体)。这是被称之为Constructive Solid Geometry (CSG)——构造型固态几何体,并且这是Hammer最基本的编辑方式。创建固体笔刷的方法在[[Brush Creation]]zh-cn章节可以参阅。 | |||
Revision as of 14:39, 2 November 2012
固体笔刷:三维关卡制作的基础
如方块(Blocks)、 楔体(Wedges)、圆柱体(Cylinders)、圆锥体(Spikes)等,听起来并不是不多,但它们是所有Hammer所创造的建筑中最基本的结构体。你可以根据需要裁切、修改或者在雕刻它们,并可以将这些“brushes”组合成任意可能的形状,无论基于真实存在的或是想象出来的物体(虽然模型model更适合较为复杂的几何体)。这是被称之为Constructive Solid Geometry (CSG)——构造型固态几何体,并且这是Hammer最基本的编辑方式。创建固体笔刷的方法在Brush Creationzh-cn章节可以参阅。
一旦你创建了一个固体,你或许希望给它赋予材质。
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 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.
There are two main types of entities: point and brush.
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.
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 "triggers", which are invisible and untouchable but fire events when certain conditions are met (e.g. the player walking inside one).
The creation of both point and solid-based entities is described in Entity Creation.
将它们放在一起
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.
Once everything is in place, you will need to compile your level by choosing Run Map from the File Menu (shortcut: 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.