Zh/L4D Level Design/Getting Started

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(这是初步翻译,没有润色,如果有什么翻译问题的,请及时更正,谢谢!译者:ljj)

第一步 启动Hammer,一个求生之路和其他起源游戏的地图编辑器。

打开“Steam”窗口,点击“Tools”选项并双击“Left 4 Dead Authoring Tools”。

如果你第一次启动创作工具,它会花一段时间来下载并安装。

在“Tools”选项里选择“Left 4 Dead Authoring Tools”。

双击“Hammer World Editor”以启动Hammer编辑器。

在程序列表里选择Hammer编辑器。

加载完Hammer后,你可以通过“File”菜单里的“New”项来创作一个新的关卡。

在“File”菜单里选择“New”项。

出现一个有四个编辑区域的窗口。

Hammer里的四个编辑区域的窗口
Note.png注意:如果你的视口并不是上图那样的大小的话,你可以在“View”菜单里选择“Autosize 4 Views”项来重设。

在“View”菜单里选择“Autosize 4 Views”选项

Hammer编辑器界面布局

Hammer界面的不同部分。

这是关于Hammer界面的基本描述。您将学习如何在本教程中使用这些工具,所以完全不用担心学习它们是如何运作的。

地图视野和操作

在窗口上方的栏包括在地图里控制对象视野的各种按钮,包括网格和捕捉工具。

工具

The Tools bar switches the editor to different modes that allow you to select, build, place, texture, and manipulate different objects in your level.

选择模式

The Selection Mode bar switches between modes of selecting objects in the map:

  • Groups — You will select the whole sets of objects that have been grouped together.
  • Objects — You will select an entire object even if it consists of more than 1 component.
  • Solids — You will select individual components even if it has been joined with others to make one object.

纹理

The Texture bar allows you to see the currently selected texture and to browse for other textures by going into the Browse... button.

对象

Used to place objects in your level that are not simple geometry. While brushes are the basic building blocks of levels, entities placed with the Object bar are pretty much everything else. You can place lights, props (models) and items using the Object bar.

可视组

VisGroups are a way to organize your level. You can place any type of object into VisGroups and label them so that you can hide them or reveal them as a group. This allows you to see what you're working on in a much cleaner way than leaving everything visible.

状态

The strip along on the bottom of the interface gives valuable information while you're editing, such as the size of the selected objects and the current grid settings.