偶久网

 找回密码
 注册会员

QQ登录

只需一步,快速开始

搜索

网站魔兽热门地图

查看: 4605|回复: 7

War3 Art Tool 说明与参考 中文版 (1)

  [复制链接]
ou99孽缘 title=
发表于 2010-12-13 17:50:06
这几天上班比较空,把War3 Art Tool 的官方教程翻译一个中文版,关于如何用这个工具,如何用3dsmax制作自己的模型,以及对魔兽里面模型和动画一些深入概念的挖掘都大有裨益,相信对一些做模型的朋友,想学做模型朋友应该有些帮助.里面的许多概念和内容甚至对于做地图的其他方面(比如自定义技能,比如自定义魔法效果等等)都比较有参考价值.内容太多,我今天先贴上第一部分
Introduction
Thank you for installing the Warcraft III Art Tools. With this set of tools, you can create your own custom models and animations for use with Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne.
工具简介:
感谢您安装Warcraft III Art Tools,利用这组工具,您可以创建用于魔兽三:混乱之治和冰峰王座的自定义模型和动画。
PLEASE NOTE: Blizzard Entertainment does NOT directly support the Warcraft III Art Tools. Our technical support team will not answer questions about art tool functionality and will not be able to help resolve problems you may experience while using the art tools.
注意:暴雪公司对该工具不提供支持服务。我们的技术支持组将不会回答相关技术疑问,也不能帮助解决在使用该工具时遇到的一切问题。

System Requirements
You must have a valid license for Discreet’s 3ds max 4 in order to use these art tools. We highly recommend that you use 3ds max version 4.26 with the service pack 1 fixes. Windows 2000 or Windows XP is suggested. To make textures, you will need a paint program, such as Adobe’s Photoshop.
系统要求:
您需要一个合法的Discreet公司3dsmax4账号来应用该工具。我们强烈推荐使用升级过service pack 1补丁的3ds max 4.26版本。需要的操作系统windows 2000 或windows xp。您还需要一个画图程序来绘制贴图,比如adobe公司的photoshop。

Tool Descriptions
The art tools include the following plug-ins for 3ds max:
Model Exporter plug-in (ModelExp)
Warcraft III Material plug-in (War3bmtls)
Warcraft III Preview (SGView)
User Property Editor (UserProp)
Warcraft III Particle plug-in (BlizPart)
Warcraft III Ribbon plug-in (Ribbon)
Each plug-in is described briefly below.
工具描述:
art tool包括如下3ds max插件:
模型导出插件;
魔兽三材质插件;
魔兽三预览工具;
用户属性编辑器;
魔兽三粒子插件;
魔兽三柔体模拟插件;
下面有每个工具的详细介绍。

Model Exporter Plug-in
You will use this plug-in to export your custom model. This plug-in handles converting the model from 3ds max data into data that Warcraft III can use. It also handles converting and exporting your model textures into the correct format for Warcraft III. See Exporting the Model from 3ds max for more information.
模型导出插件
您将运用这个插件导出自定义模型。该插件将模型将3ds max模型数据转换为魔兽三可用的模型数据,它也会将模型的相关贴图转换和导出为魔兽三相关的格式以供游戏使用。
Warcraft III Material Plug-in
A material is a combination of render states (such as transparency, textures, and lighting); Warcraft III uses this combination to draw models on the screen. You will use the Blizzard Material plug-in to manage these render states. The Model Exporter also uses the Blizzard Material plug-in to export rendering information to an output file. See Texture Maps and Materials for more information.
魔兽三材质插件
材质是一个物体外在渲染状态的组合,包括透明度,纹理和灯光效果。魔兽三运用这种组合在屏幕上重绘模型。您可以用这个插件来控制渲染状态。模型导出插件同样是运用这个暴雪材质插件来随同模型导出渲染信息到特定文件。

Warcraft III Preview
When activated, the Model Previewer opens a 3D window that displays your current model and animations in the same way that Warcraft III will display them. This tool allows you to more rapidly test your model and animations during development. See Using Warcraft III Preview or more information.
魔兽三预览工具
当在3ds max中激活预览工具时,程序会打开一个三维窗口以魔兽三同样的方式显示您当前的模型和动画。这个工具让您可以更加快速地在开发阶段测试模型和动画。

User Property Editor
Some information for Warcraft III models is stored in 3ds max user properties. You can use the User Property Editor to change these properties via a 3ds max rollout panel instead of typing them by hand. See The User Property Editor for more information on the User Property Editor and the properties that it can help you change.
用户属性编辑器
有些魔兽三模型的信息是存放在3ds max的用户属性里的。您可以在3ds max的卷展栏中运用这个工具直观地修改这些属性信息,而不用很麻烦的手动输入。

Warcraft III Particle Plug-in
The Warcraft III Particle plug-in provides a custom particle system type. You will use this particle system in your models to create particle effects in the game. The plug-in has a large rollout panel with many parameters that alter how the particle effects look in Warcraft III. Many effects are possible by changing these parameters. See Warcraft III Particle System for more information.
魔兽三粒子插件
该粒子插件提供了一个自定义的粒子系统类型。您可以用这个插件系统为模型创建用于游戏中显示的粒子效果(比如物体发光效果,火焰效果,血液效果等都是)。这个插件有个很长的卷展栏和大量参数可以用来调节粒子效果在游戏中的外观。许多效果都可以通过改变这些参数来实现。
Warcraft III Ribbon Plug-in
The Warcraft III Ribbon plug-in provides a custom ribbon object type. You will use this object in your models to create trail-like ribbon effects. The plug-in has a rollout panel that includes many parameters for customizing ribbon appearance and behavior. Many effects are possible by changing these parameters. See Ribbon Helpers for more information.
魔兽三柔体模拟插件
该插件提供了一个自定义的柔体类型。您可以运用这个插件为您的模型添加类似于尾巴的柔体效果。这个插件有一个专门的卷展栏包括许多参数可以用来自定义柔体外观与行为。许多效果都可以通过改变这些参数来实现。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:50:26
Glossary of Terms
专用术语
Attachment Point – Attachment points are locations in space where Warcraft III will attach additional art to a model in game. Aura effects and spell effects are examples of graphical effects that depend on attachment points. Although attachments are created using a helper object that appears to have a spatial volume, only the origin of that volume is considered to be the origin of the model. Attachment points are specified in model space: that is, relative to the model’s origin. Thus, a model’s attachment points move with the model.
附着点
附着点是指一些空间上的位置点,魔兽三在游戏中用来为模型附加额外艺术效果的。光环效果和魔法效果就是依赖于这种附着点的图形艺术效果的例子。尽管附着体是在3ds max中用帮助物体创建出来的,有一个空间体积,但是只有这个体积的中心坐标被考虑在模型的中心坐标之中(换言之,只是提供一个点坐标信息,不会随模型一起在游戏中显示出来)。附加点都是相对于模型的中心,被限定为模型的子物体,因此,一个模型的所有附加点都是随模型一起运动的。
Billboard – A billboard is a piece of geometry that is procedurally oriented to face the camera. Fully billboarded objects will always face the camera in the same orientation. Objects that are only billboarded on one or more axes will face the camera on those axes, but may rotate around other axes.
公告板(这个确切意思不知道怎么用中文描述,权且先这样称呼)
公告板是一些程序性面对镜头的片状物体。完全公告板式的物体永远以一个固定方向面对相机(镜头)。而有些只在一个或两个轴向遵循这个原则的物体则只会在相应的轴向上面对镜头,并且可以以其他轴向旋转。(这个是现在3d甚至是某些2d游戏里面的常用技术,晚点我另外给个详尽点的说明)
Blend Mode – The blend mode refers to the technique used to combine multiple pixel layers in order to form a final image. Blend modes include additive, which means that pixels' color values are added together (saturating at pure white); modulate, which means that pixels' color values are multiplied together; and blend, which means that new pixel color and the current frame buffer pixel color are blended together using the new pixel alpha value as a blending factor.
混合模式
混合模式指游戏里组合多个像素层形成最终图像的技术。混合模式包括:1.加成式,像素的色彩值被一层层叠加在一起;2.中和式,像素的色彩值相乘在一起;3.混合式,上面一层的新像素色彩以附带的通道为遮罩覆盖在现有祯缓冲里的旧有像素上面形成混合.
BLP – A Blp is an external file containing all the textures used to display some object in the game. Each of these textures is stored in a file ending in the extension .BLP. BLP files are automatically created for you when you export a model.
BLP魔兽三专用贴图格式
BLP文件是指包含在游戏中显示某些物体所需要的所有纹理信息的外部文件.每个物体在游戏中正常显示所需的这些外观信息都被存储在一个以.blp为后缀名的文件中.当您在3ds max中导出模型时,其相对应的.blp文件也会被自动创建.

Depth Buffer – The depth buffer is a section of memory on the 3D graphics hardware. This buffer is generally used to keep track of the closest object seen so far at each pixel location. Depth buffering is used to reject pixels or entire triangles that are farther away than the nearest objects that have been drawn so far. This process accomplishes pixel-accurate depth sorting of objects in a scene. Keep in mind that sometimes depth buffer tests or sets are disabled, such as when you are drawing transparency effects.
深度缓冲
深度缓冲是3d图形硬件中一个专门的存储区.这个缓存通常被用来跟踪最近处的物体在每个像素位置上显示一致.深度缓冲用于避免某些远处的点或三角面于近处物体同时显示.这个过程通常达到每个场景中精确到像素程度的物体深度分层.但是记住当您要实现透明效果时,深度缓冲测试与设置经常会无效.

Draw Order – Warcraft III establishes a draw order for all of the models in the scene. This refers to the order in which different parts of a model are drawn. For models, the draw order is as follows: Models are split into opaque and transparent layers. All opaque layers are drawn at the same time. The ordering of opaque layers doesn’t matter, because depth buffering ensures that only the per-pixel closest elements are rendered to the frame buffer. Transparent layers are sorted from back to front, and then rendered in that same back-to-front order after all of the opaque layers have been drawn.
绘制(显示)顺序
魔兽三为场景中每一个物体建立一个绘制顺序.这个就是指一个模型的每个部分显示的先后顺序.对于一个物体,绘制顺序通常如下:模型都被划分为不透明层和透明层,所有的不透明层在同一时间显示出来,但其中不同层的显示顺序无关紧要,因为深度缓冲只保证最近的像素被重绘到祯缓冲中.透明层按照从后到前的顺序,在不透明层之后被绘制出来.

Event – In Warcraft III, events are triggers embedded in the model that cause footprints to appear; splats, uber-splats, or spawned models to be emitted; or sounds to play.
事件(这个"事件"的概念跟触发器里的"事件"概念不同)
事件是指内置在模型中的触发,比如人物移动导致显示脚印,(建筑物)显示地基,显示再生物体(比如技能释放),播放声音等.

Frame Buffer – The frame buffer is a section of memory on the 3D graphics hardware that accumulates all of the triangles that have been drawn so far in a scene. When everything is drawn, the frame buffer is “swapped” or “presented”, and the graphics hardware actually sends the image to the monitor. There are usually two copies of the frame buffer in use: one is being shown on the monitor, while the other one is accumulating information for the next scene. This technique is known as double-buffering.
祯缓冲
祯缓冲是3d图形硬件里的专门缓存区,用来存储一个场景中被绘制出来的所有三角面.当一个特定场景里所有必要信息都在祯缓存区里绘制好了,图形硬件就会精确地把图像发送到显示器上.通常有两个这样的缓存区被使用,一个用来存储当前场景的信息,另一个用来存储下一场景的信息,这种技术就是通常所谓的"双缓冲".

Geometry – This term refers to the set of vertices and faces that make up an object. Conceptual object types such as a sphere must be reduced to real geometry (triangles) before they can be used by the game.
多边形(几何体)
多边形指构成一个物体的点和面的组合.概念物体比如方面球体必须转为几何球体(三角面)才能在游戏中被正确使用。

Geosets – This is a Warcraft III concept. Geometry in Warcraft III is divided up into geosets based on material and mesh properties. Generally, each combination of textures and material properties (such as unlit or no-depth-test) causes a separate geoset to be generated. All triangles in a particular geoset are rendered at the same time; this approach is more efficient for the rendering hardware. Ideally, you want to generate as few geosets as possible.
多边形组(几何物体组)
这是一个魔兽专属概念。在魔兽里,通常几何物体都是根据材质和物体属性被划分为不同的物体组。任何一个纹理和材质属性(比如未加灯光的,无深度测试的)的组合都将产生一个专门的多边形组。一个多边形组里所有的三角面都将是同时被绘制出来的。这种方法能使渲染(绘制)硬件更有效地重绘场景。理论上,对于一个物体您应该生成尽量少的多边形组。

Hit Test/Collision – When you select a unit in Warcraft III, the game must perform a computation called a hit test in order to determine what you clicked on. Hit testing takes quite a bit of processing, so we use various techniques to make it faster. One of these techniques is to hit test against a simpler shape than the model itself. Two very simple shapes to hit test against are spheres and boxes. Warcraft III uses both of these types of simplifications to make hit testing faster. The Warcraft III Art Tools will generate collision shapes for you automatically. These collision shapes are used by the hit testing algorithms.
碰撞测试
当您在魔兽三里选择一个单位时,程序必须执行一个被称为碰撞测试的计算,以确定您选择的是什么。碰撞测试需要一个cpu处理过程,因此我们我们使用多种方法来使他更加快捷。一个比较好的办法就是用一个简单的几何物体代替模型来执行测试。两个最简单也最常用的几何物体就是球体和方体。魔兽三用这两种简单体来使碰撞测试快捷化。当然,魔兽三会自动为您生成测试几何体。这些测试几何体将以相关碰撞测试法则进行判断。

MDX/MDL – A model is stored on disk in one of two formats: MDX or MDL. Thus, depending on which format was used, a model file will have a filename that ends in either .MDL or .MDX. MDX files contain a compact binary representation of the model. The art tools export model files in MDX format by default. MDL files contain a textual representation of the model. This format is inefficient for Warcraft III to load and parse, but it’s straightforward for debugging. You can choose to output models in MDL format for debugging.
MDX/MDL魔兽三专用模型格式
魔兽模型以两种格式存储在硬盘里:MDX或MDL。也就是说,不管什么格式,模型文件必须以.MDX或者.MDL为后缀名。其中.MDX文件以压缩的二进制字段存储模型,ART TOOL默认也是导出.MDX文件。而.MDL文件则包括模型的纹理信息。后一格式比较不利于游戏中加载和移除,但是比较易于调试。您可以导出MDL用来调试模型。

Mip Levels – Modern 3D graphics hardware uses a technique called mipmapping to increase image quality when the size of a textured image is much smaller than the size of the source texture. Mipmapping requires that progressively smaller versions of a texture are generated and made available for use by the graphics hardware. Each successively smaller version of a texture is ? of the size of the original texture (half the original size along each dimension), clamped to a minimum of 1 pixel wide. Each version is known as a mip level, and the collection of mip levels is frequently called a mip chain. The Warcraft III Art Tools automatically generate mip levels for textures that are used on models.
纹理映射层级(这也是一个专业的游戏行业术语,比较难用中文描述)
当代3d图形硬件利用一种叫纹理映射层级的技术在最终纹理表现图像尺寸小于原本的贴图文件时来提高图像质量。这种技术需要提供贴图文件渐次缩小的一系列不同版本给图形硬件使用。每一个较小层级的次纹理都是前一个纹理层级的1/4大小(就是指每个小版本纹理图从源贴图依次长宽缩小一倍),一直递减到不小于1个像素的尺寸。这样每一个贴图版本就被称为一个纹理映射层级。而每个系列的不同纹理层级通常就被称为纹理层级链。art tool将自动为导出的模型生成相应的纹理层级。

Model – A collection of data used by Warcraft III to draw an image on the screen.
模型
被魔兽三用来在屏幕上为某个物体绘制图像的数据组合被称为模型。

Origin – Origin refers to the reference point in a system. In the Model Previewer, the origin is at (0,0,0), which is located by default in the center of the screen. In 3ds max, each scene has an origin, and each object has an origin. When you select an object in 3ds max, you will see an axis tripod appear at that object's origin.
中心坐标
中心坐标指一个物体在一个系统里的参考点。在模型预览器中,中心坐标就是点(0.0.0),默认也就是屏幕中心.在3ds max中,每个场景都有一个中心坐标,每个物体也是.当您在3ds max中选择一个物体时,您就可以看到在它的中心坐标上显示一个三角轴.

Parent/Child – The Warcraft III Art Tools use the same parent-child concept that 3ds max does. When you link two objects together, they form a parent-child relationship. The parent is the object that is linked TO. The child is the object that is linked FROM.
父级/子级
art tool使用跟3ds max一致的父子层级概念.当您把两个物体链接起来时,他们就构成了一个父子层级关系.被链接的物体是父级,而另一个就是子级.

Queue – A queue is a first-in-first-out arrangement of data. Think of the line at the bank: the first person in line is the first person to be serviced when a teller becomes available.
队列
队列就是一个数据先进先出的排列.想想银行里排的队伍:队伍最前面的人就是当有银行出纳空闲出来时第一个服务的对象.

Sequence – A sequence is a time-slice of animation from the overall animation timeline for a model. A sequence represents one of the model's actions in game. For example, if the object is a unit, the object will probably need walk, stand, attack, birth, and death sequences. Models generally include multiple sequences to represent these states visually.
片断
一个片断就是一个模型的整体动画时间段里的一个小时间段.一个片断就代表游戏里模型的一个相应动作.比如,如果这个模型是一个单位,那么这个模型应该需要行走,站立,攻击,诞生和死亡的动作片断.每个模型大都包括多个片断以在视觉上再现这些状态.
Team Color – This color is procedurally applied to an object in order to identify which team the object belongs to. See Replaceable Texture ID for more information.
队伍颜色
队伍颜色是程序自动赋予一个物体以供玩家识别该物体的玩家所属.以下可替换材质部分有详细介绍.

Team Glow – This is a texture that has the same color as team color. Just as team color is applied to an object, team glow is applied to a unit in order to identify the unit’s team. Team glow is most often used on Hero units.
队伍光晕(英雄脚下的光晕)
这是一个跟队伍颜色有同样色彩的贴图,队伍颜色是赋予给物体,而队伍光晕是赋予给单位以起识别作用的.队伍光晕通常只用于英雄单位身上.

Tris – Shorthand for “triangles”. This is the collection of interconnections between vertices that define the shape of a 3D object.
三角面
三角面是通过在点之间联络起来构成的面片,用来描述三维物体外形.

Unit – A single playable entity in Warcraft III, such as a Peon or an Archmage. Each unit in Warcraft III is generally represented by a single model, although there are some exceptions.
单位
单位指魔兽三里一个可操控体,比如说一个兽族农民或者一个大法师.魔兽三里每个单位大都是由一个模型构成,当然也有例外.

Verts – Shorthand for “vertices”. This is the collection of locations in 3D space that define the points of interconnection for a 3D object.
(几何)点
3d空间里面用于联络构成物体的空间位置.

ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:50:55
Reference Information
参考资料
Animation List
This is a reference list of many animation name combinations used in Warcraft III.
动画列表
以下是魔兽三中使用的动画名称组合的列表。
Description and Notes Track Info
名称 动画中的可选注释轨迹参数
描述
All Units所有单位(公用的)
Stand
2 or more anims, varying lengths, all start and stop on the same Stand Position. 1 with very subtle anim and the other "fidgets" with a rarity of 1 or greater
站立
通常2个或更多片断,长度不限,开始和结束于同样的站立姿势。一个带有微弱动态,而另一个带有较大动作幅度并且需要大于或等于1的动画稀有性参数
Walk,1 Move Speed
行走 (参数:Move Speed x)
Attack,NonLooping
2 attacks, the impact time should be less than 1 second, start and stop in the Attack Position,
攻击 (参数:NonLooping)
通常2个攻击动画,时间不能超过1秒,开始和结束在相同的攻击姿势
"Stand Ready"
A Looping animation between attacks. Starts and stops with Attack Position
“站立就绪”
攻击动作之间的循环动画,开始和结束于攻击姿势
Death,NonLooping
Starts with Ready and ends lying on the ground,
死亡 (参数:NonLooping)
开始于站立就绪姿势,结束于躺在地面上
"Decay Flesh",NonLooping
Starts from Death and fades to Bones smoothly over the whole anim, 1800 Frames
“肉体衰亡” (参数:NonLooping)
开始于死亡(结束)姿势,平滑过渡到骨头衰亡,要求1800祯
"Decay Bone", NonLooping
Starts from Decay Flesh and fades to nothing at the very end of the anim, 1800 Frames
“骨头衰亡” (参数:NonLooping)
开始于肉体衰亡(结束),平滑过渡到消失,要求1800祯
Spell, NonLooping
Generic spell cast
施法 (参数:NonLooping)
通用施法动作
Hero Units英雄单位(特有的)
Dissipate, NonLooping
Hero units only; use this anim after Death
灵魂消散 (参数:NonLooping)
只适用于英雄单位,位于死亡动作之后
"Stand Channel"
Looping spell casting animation
“站立通魔类施法”
循环的施法动作(适用于通魔类或时段性施法)
Summonables可召唤物
Birth, NonLooping
From nothing to Stand Position, 1800 Frames
诞生 (参数:NonLooping)
从无到站立姿势,需要1800祯
Creeps怪物
"Spell Slam", NonLooping
Generic spell cast
“冲击式施法” (参数:NonLooping)
通用施法动作
Amphibious两栖类
"Stand Swim"
2 or more anims, varying lengths, all start and stop on the same Stand Position. 1 with very subtle anim and the other "fidgets" with a rarity of 1 or greater
“漂浮站立”
通常2个或更多片断,长度不限,开始和结束于同样的站立姿势。一个带有微弱动态,而另一个带有较大动作幅度并且需要大于或等于1的动画稀有性参数
"Walk Swim",1 with Move Speed (the same speed as the land Walk)
“漂浮行走” (参数:Move Speed x)(与陆地行走速度一致)
"Attack Swim", NonLooping
2 attacks, the impact time should be less than 1 second, start and stop in the Attack Position
“漂浮攻击” (参数:NonLooping)
通常2个攻击动画,时间不能超过1秒,开始和结束在相同的攻击姿势
"Stand Ready Swim"
A Looping animation between attacks. Starts and stops with Attack Position
“漂浮站立就绪”
攻击动作之间的循环动画,开始和结束于攻击姿势
"Death Swim", NonLooping
Starts with Ready and ends lying on the ground
“漂浮死亡” (参数:NonLooping)
开始于站立就绪姿势,结束于躺在地面上
"Decay Swim", NonLooping
Starts from Death and fades to nothing smoothly over the whole anim, 1800 Frames
“漂浮衰亡” (参数:NonLooping)
开始于死亡(结束)姿势,平滑过渡到消失,要求1800祯
"Spell Swim", NonLooping
Generic spell cast
“漂浮施法” (参数:NonLooping)
通用施法动作
Hero Amphibious Units两栖类英雄
"Dissipate Swim", NonLooping
Hero units only; use this anim after Death
“漂浮灵魂消散” (参数:NonLooping)
只适用于英雄单位,位于死亡动作之后
"Stand Channel Swim"
Looping spell casting animation
“漂浮站立通魔类施法”
循环的施法动作(适用于通魔类或时段性施法)
Amphibious Creeps两栖类怪物
"Spell Slam Swim", NonLooping
Generic spell cast
“漂浮冲击式施法” (参数:NonLooping)
通用施法动作
Portrait Models肖像模型
"Portrait"
2 or more animations, 1 with very subtle anim and the other "fidgets" with a rarity of 1 or greater
“肖像动作”
通常2个或更多片断,一个带有微弱动态,而另一个带有较大动作幅度并且需要大于或等于1的动画稀有性参数
"Portrait Talk"
2 or more animations
“肖像谈话动作”
通常2个或更多片断
Morphing Units变形单位
Morph, NonLooping
Stand to "Stand Alternate" (for units with two forms)
变形 (参数:NonLooping)
由正常形态站立到“变形后站立”(适用于拥有两个形态的单位)
"Morph Alternate", NonLooping
"Stand Alternate" to Stand
二次变形 (参数:NonLooping)
由“变形后站立”到正常形态站立
"Stand Alternate"
“变形后站立”
"Stand Ready Alternate"
“变形后站立就绪”
"Attack Alternate",NonLooping
“变形后攻击”(参数:NonLooping)
"Stand Work Alternate"
“变形后站立工作”
"Walk Alternate"
“变形后行走”
"Death Alternate", NonLooping
Goes to the Regular "Decay Flesh"
“变形后死亡”(参数:NonLooping)
后接正常形态的“肉体衰亡”
NonRaiseable不可复活的
Decay, NonLooping
For units that don't make "fleshy" corpses, from death to nothing,
衰亡(参数:NonLooping)
适用于死亡后不遗留尸体的单位,从死亡直接到消失
Peons农民类(特有的)
"Stand Work"
Looping work anim
“站立工作”
循环的工作动画
"Walk Gold"
“采矿行走”
"Stand Gold"
“未采矿站立”
"Stand Work Gold"
“采矿站立”
"Attack Gold”
“采矿(攻击金矿)”
Buildings建筑类(特有的)
Birth,NonLooping
Time Scaled
诞生(参数:NonLooping)
限制时间
Stand
站立
Stand Work
站立工作
Death,NonLooping
死亡(参数:NonLooping)
Decay, NonLooping
Generic decay regardless of upgrade (use external ref decay per building size), Time Scaled
衰亡(参数:NonLooping)
通用的建筑物衰亡,无视升级(根据建筑物尺寸使用额外的骨骼参照点),限制时间
Portrait
肖像动画
Upgraders升级态(特有的)
Birth Upgrade First,NonLooping
Time Scaled
第一次升级时诞生(参数:NonLooping)
限制时间
Stand Upgrade First
第一次升级时站立
Stand Work Upgrade First
第一次升级时工作
Death Upgrade First,NonLooping
第一次升级时死亡(参数:NonLooping)
Portrait Upgrade First
第一次升级时肖像动画
Birth Upgrade Second,NonLooping
Time Scaled
第二次升级时诞生(参数:NonLooping)
限制时间
Stand Upgrade Second
第二次升级时站立
Stand Work Upgrade Second
第二次升级时工作
Death Upgrade Second,NonLooping
第二次升级时死亡(参数:NonLooping)
Portrait Upgrade Second
第二次升级时肖像动画
Destructibles可破坏的(特有的)
Birth,NonLooping
Time Scaled
诞生(参数:NonLooping)
限制时间
Stand
站立
Death, NonLooping
Stumps are left in the end of the death anim
死亡(参数:NonLooping)
死亡动画结束时遗留树桩
“Stand Hit”, NonLooping
A short anim denoting damage currently being taken
“站立被攻击(砍伐)”(参数:NonLooping)
根据当前接受的伤害播放小段动画
Spells and Missiles魔法和箭矢(特有的)
Birth
诞生
Stand
站立
Death,NonLooping
死亡(参数:NonLooping)
Other其他(特有的)
Death Explode
爆炸死亡
Walk Fast
快速行走

Replaceable Texture ID
可置换贴图ID
In Warcraft III, certain textures are marked as replaceable textures. These textures are swapped out at run time with one of a set of textures. The exact texture that is substituted for the original texture applied to the model is determined by the game at run time. An example of this is team color. For any model with a texture marked with the Replaceable ID “Team Color”, that texture will be replaced by the current team color for the team in which the model belongs. This technique means that one model can represent all 16 teams in the game without requiring different variations. You can use the Model Previewer to view the replacement textures in place on the model; the Previewer replaces the textures in exactly the same manner Warcraft III does.
在魔兽三里,有些贴图被标识为可置换贴图。这些贴图在游戏运行时将被程序地置换为其他的一些贴图。而这些用来替换原有贴图的贴图由游戏在运行时决定。一个例子就是队伍颜色。对于任何一个带有标识为“队伍颜色”贴图的模型,那张贴图在游戏时将会被替换为该模型单位所属玩家的颜色。使用这种办法可以让一个模型能代表所有16个玩家而不需要任何额外的模型变化。您能够使用模型预览器察看模型上的可置换贴图的效果,预览器将会像魔兽三游戏里面一样准确地替换贴图。
The Replaceable Texture IDs that you can choose from are these:
Team Color – This is the current player's team color. In multiplayer maps, the computer selects this color. Usually, an “underpainting” texture is applied to part of the model or to the entire model, and this texture is set to team color. Then the model’s skin is applied with alpha “holes”, where the team color should show through the skin. You can see this technique in the sample models.
Team Glow – This is a square texture that has a color “hotspot” at the center, fading in a circular gradient to complete transparency by the edges. This is frequently applied to billboarded quads on Hero units to make the Hero or the Hero’s weapon glow. The game will always set team color and team glow to the same color. See the sample Hero model for an example of this technique.
Trees – The game will replace textures marked with Tree with tree textures that match the current tileset. The game can also replace the tree texture with blighted versions of the tree texture that match the current tileset.
可选的可置换贴图ID包括:
队伍颜色:这是指代表当前玩家所属队伍的颜色。在多玩家地图里,电脑自动选取颜色。通常地,一个“底层色”贴图被赋予模型的某个部分甚至是整个模型,这个贴图就是被设置为队伍颜色。然后模型的皮肤(色彩)贴图通过带有很多“洞口”的透明通道来透出底层的队伍颜色。您能够在教程的样本模型中了解到这种技术。
队伍发光:这是一张方形贴图,带有由里到外的圆环状渐变,中间颜色最深,渐次到边缘的完全透明。这种贴图通常被赋予英雄单位模型中的布告板式物体,为英雄或者英雄的武器创造发光效果。游戏始终设置队伍颜色与队伍发光同样的颜色。您可以打开教程中的英雄模型实例作为参考。
树:游戏将会根据当前地形自动替换树的贴图。同样地,当地形被毁灭(或者被不死族荒芜)时,游戏也会自动为树替换上相应的贴图版本。
Appendix A - Animation Tokens
附录A-动画标识
Primary Animations:
attack/birth/cinematic/death/decay/dissipate/morph/portrait/sleep/spell/stand/walk
主要动画:基本动画分类
攻击/诞生/电影专用/死亡/衰亡/灵魂消散/变形/肖像动画/睡眠/施法/站立/行走
Animation Properties:
alternate/alternateex/chain/channel/complete/critical/defend/drain/eattree/fast/fill/flail/flesh
fifth/fire/first/five/four/fourth/gold/hit/large/left/light/looping/lumber/medium/moderate/off
one/puke/ready/right/second/severe/slam/small/spiked/spin/swim/talk/third/three/throw/two
turn/victory/work/wounded/upgrade
动画属性:动画的附加属性或者限制性参数
变形的/二次变形的/链状的/通魔性的/完全的/致命的/防御的/排出的(抽干的)/吃树的/快速的/充满的/带枷的/肉体的
第五个的/火相关的/第一个的/五个的/四个的/第四个的/金矿相关的/碰击的/大的/左边的/轻的/循环的/木头相关的/中等的/适中的/关闭的
一个的/呕吐的/就绪的/右边的/第二个的/剧烈的/冲击的/小的/有尖顶的/旋转的/漂浮的/谈话的/第三个的/三个的/扔出的/两个的
转动的/胜利相关的/工作相关的/受伤的/升级相关的
Appendix B - Bone and Link Point Reference
附录B-骨骼和连接点列表
PRIMARY BONES基本骨骼
CHEST:bone_chest
胸部骨骼,身体中部
FOOT:bone_foot(unused)
脚部骨骼(不是腿部)(未使用)
HAND:bone_hand(unused)
手部骨骼(未使用)
HEAD:bone_head
头部骨骼
TURRET:bone_turret
角楼(用于建筑物)
BONE QUALIFIERS骨骼限定词
ALTERNATE:alternate
变换的,轮流的
LEFT:left(unused)
左边的(未使用)
MOUNT:mount(unused)
骑马的(未使用)
RIGHT:right(unused)
右边的(未使用)
SMART:smart(unused)
智能的,敏捷的(未使用)
PRIMARY LINK POINTS基本连接点(一般所谓的武器和特效附着点就是指的这里了哦)
CHEST:chest
胸部(chest)
FEET:feet
脚部,双脚(feet)(无须限定词)
FOOT:foot
脚部,单脚(foot)(需限定词LEFT/RIGHT)
HAND:hand
手部,单手(hand)(需限定词LEFT/RIGHT)
HEAD:head
头部(head)
ORIGIN:origin
初始位,一般指单位的中心坐标,在双脚中间的地面(head)
OVERHEAD:overhead
头顶位置,单位头部上方(overhead)
SPRITE:sprite(for building attachment points)
闪光体(sprite)(只能使用建筑物附着点)
WEAPON:weapon
武器(weapon)
LINK POINT QUALIFIERS连接点限定词(参数)
ALTERNATE:alternate
变换的(alternate)
LEFT:left
左边的(left)
MOUNT:mount
骑马的(mount)
RIGHT:right
右边的(right)
REAR:rear
后面的,屁股上的(rear)
SMART:smart
智能的,敏捷的(smart)
FIRST:first(for building attachment points)
第一个的(first)(只能使用建筑物附着点)
SECOND:second(for building attachment points)
第二个的(second)(只能使用建筑物附着点)
THIRD:third(for building attachment points)
第三个的(third)(只能使用建筑物附着点)
FOURTH:fourth(for building attachment points)
第四个的(fourth)(只能使用建筑物附着点)
FIFTH:fifth(for building attachment points)
第五个的(fifth)(只能使用建筑物附着点)
SIXTH:sixth(for building attachment points)
第六个的(sixth)(只能使用建筑物附着点)
SMALL:small(for building attachment points)
小型的(small)(只能使用建筑物附着点)
MEDIUM:medium(for building attachment points)
中等的(medium)(只能使用建筑物附着点)
LARGE:large(for building attachment points)
大型的(large)(只能使用建筑物附着点)
GOLD:gold
金矿相关的(gold)
RALLY:rallypoint(for building attachment points)
集结点的(rallypoint)(只能使用建筑物附着点)
EATTREE:eattree
吃树的(eattree)
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:52:04
以下是某人编辑做笔记用:
PRIMARY BONES 基本骨骼
CHEST:bone_chest 胸部骨骼,身体中部
FOOT:bone_foot(unused) 脚部骨骼(不是腿部)(未使用)
HAND:bone_hand(unused) 手部骨骼(未使用)
HEAD:bone_head 头部骨骼
TURRET:bone_turret 角楼(用于建筑物)
BONE QUALIFIERS 骨骼限定词
ALTERNATE:alternate 变换的,轮流的
LEFT:left(unused) 左边的(未使用)
MOUNT:mount(unused) 骑马的(未使用)
RIGHT:right(unused) 右边的(未使用)
SMART:smart(unused) 智能的,敏捷的(未使用)


============================================

PRIMARY LINK POINTS 基本连接点(一般所谓的武器和特效附着点就是指的这里了哦)
CHEST:chest 胸部(chest)
FEET:feet 脚部,双脚(feet)(无须限定词)
FOOT:foot 脚部,单脚(foot)(需限定词LEFT/RIGHT)
HAND:hand 手部,单手(hand)(需限定词LEFT/RIGHT)
HEAD:head 头部(head)
ORIGIN:origin 初始位,一般指单位的中心坐标,在双脚中间的地面(head)
OVERHEAD:overhead 头顶位置,单位头部上方(overhead)
SPRITE:sprite(for building attachment points) 闪光体(sprite)(只能使用建筑物附着点)
WEAPON:weapon 武器(weapon)

LINK POINT QUALIFIERS 连接点限定词(参数)
ALTERNATE:alternate 变换的(alternate)
LEFT:left 左边的(left)
MOUNT:mount 骑马的(mount)
RIGHT:right 右边的(right)
REAR:rear 后面的,屁股上的(rear)
SMART:smart 智能的,敏捷的(smart)
FIRST:first(for building attachment points) 第一个的(first)(只能使用建筑物附着点)
SECOND:second(for building attachment points) 第二个的(second)(只能使用建筑物附着点)
THIRD:third(for building attachment points) 第三个的(third)(只能使用建筑物附着点)
FOURTH:fourth(for building attachment points) 第四个的(fourth)(只能使用建筑物附着点)
FIFTH:fifth(for building attachment points) 第五个的(fifth)(只能使用建筑物附着点)
SIXTH:sixth(for building attachment points) 第六个的(sixth)(只能使用建筑物附着点)
SMALL:small(for building attachment points) 小型的(small)(只能使用建筑物附着点)
MEDIUM:medium(for building attachment points) 中等的(medium)(只能使用建筑物附着点)
LARGE:large(for building attachment points) 大型的(large)(只能使用建筑物附着点)
GOLD:gold 金矿相关的(gold)
RALLY:rallypoint(for building attachment points) 集结点的(rallypoint)(只能使用建筑物附着点)
EATTREE:eattree 吃树的(eattree)

快速回复 返回顶部 返回列表