From 1c0c795e03d61135a2c91a783e9b9f36d5e08dc0 Mon Sep 17 00:00:00 2001 From: Zhuoran Wu Date: Tue, 20 Oct 2020 21:11:14 -0700 Subject: [PATCH 1/3] [Translate] path md and textures md --- .../schinese/Asset Management/Asset Types/materials.md | 2 +- docs/content/schinese/Asset Management/Asset Types/path.md | 2 +- .../schinese/Asset Management/Asset Types/textures.md | 6 +++--- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/content/schinese/Asset Management/Asset Types/materials.md b/docs/content/schinese/Asset Management/Asset Types/materials.md index 7a6a03a..2a47c87 100644 --- a/docs/content/schinese/Asset Management/Asset Types/materials.md +++ b/docs/content/schinese/Asset Management/Asset Types/materials.md @@ -4,4 +4,4 @@ description = "" weight = 1 +++ -材质(Materials)定义了网格模型的渲染特性。它们包含着色器和纹理信息,也包含渲染标志(由着色器和全局标志定义)。一个网格模型可以拥有一个材质。在第三方网格编辑程序中,网格材质的初始值将通过它的材质名称来分配。材质可以通过材质浏览器来创建和编辑,而材质浏览器则可以通过资源浏览器来访问。材质也可以在运行时通过脚本和行为进行编辑。更多关于材质编辑和引擎默认材质的信息可以可以参阅[材质编辑器 (Material Editor) ]({{< ref "material_editor.md" >}})章节。 \ No newline at end of file +材质(Materials)定义了网格模型的渲染特性。它们包含着色器和纹理信息,也包含渲染标志(由着色器和全局标志定义)。一个网格模型可以拥有一个材质。在第三方网格编辑程序中,网格材质的初始值将通过它的材质名称来分配。材质可以通过材质浏览器来创建和编辑,而材质浏览器则可以通过资源浏览器来访问。材质也可以在运行时通过脚本和行为进行编辑。更多关于材质编辑和引擎默认材质的信息可以可以参阅 [材质编辑器 (Material Editor)]({{< ref "material_editor.md" >}}) 章节。 \ No newline at end of file diff --git a/docs/content/schinese/Asset Management/Asset Types/path.md b/docs/content/schinese/Asset Management/Asset Types/path.md index f47b6af..574bfb4 100644 --- a/docs/content/schinese/Asset Management/Asset Types/path.md +++ b/docs/content/schinese/Asset Management/Asset Types/path.md @@ -4,4 +4,4 @@ description = "" weight = 1 +++ -In RGL, 'Paths' are used to define continous points within a scene. They have unique names and can be used by the gameplay logic for different reasons. Paths define how the siege engines move in missions. Also, for field battle missions, initial spawn point candidates are defined via a path. The spawn logic selects two positions for the teams with respect to the size of the battle. Detailed information about path editing can be found at [Path Editing]({{< ref "path_editing.md" >}}). +在 RGL(一个基于 OpenGL 的图形库)中,“路径”是由场景中连续的点 (Point) 组成的。他们一般都有独特的命名并且被游戏逻辑 (Gameplay Logic) 调用。路径在任务中定义了攻城兵器的移动路线。同时。在遭遇战中,起始的出生点也是通过路径定义的。出生点逻辑可以根据双方军队的人数编制设定两个初始位置。关于路径修改的细节信息可以在 [路径编辑 (Path Editing)]({{< ref "path_editing.md" >}}) 中查看。 diff --git a/docs/content/schinese/Asset Management/Asset Types/textures.md b/docs/content/schinese/Asset Management/Asset Types/textures.md index 3327fea..d12af02 100644 --- a/docs/content/schinese/Asset Management/Asset Types/textures.md +++ b/docs/content/schinese/Asset Management/Asset Types/textures.md @@ -1,11 +1,11 @@ +++ -title = "Textures" +title = "纹理" description = "" weight = 1 +++ -Textures can be imported through the Asset Browser. They can be assigned to materials via the Material Editor. The texture slots of the PBR materials can be found at [Material Editor]({{< ref "material_editor.md" >}}). +纹理 (Textures) 可以通过资产浏览器 (Asset Browser) 导入。可以通过材质编辑器 (Material Editor) 给纹理指定一些材质。PBR ( 基于物理的渲染 Physically Based Rendering) 材质的纹理槽 (Texture Slot) 可以在 [材质编辑器 (Material Editor)]({{< ref "material_editor.md" >}}) 中找到。 {{% notice info %}} -The maximum value for the terrain textures' resolution is 2048 by 2048. +地形纹理分辨率的最大值是 2048 * 2048。 {{% /notice %}} \ No newline at end of file From 07bb57e3cd6de27f1ad4c980c5f31921a1163267 Mon Sep 17 00:00:00 2001 From: Zhuoran Wu Date: Tue, 20 Oct 2020 21:24:53 -0700 Subject: [PATCH 2/3] [Translate] overriding scenes prefabs md --- .../Asset Types/overriding_scenes_prefabs.md | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md b/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md index 82f1558..3b080e5 100644 --- a/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md +++ b/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md @@ -1,18 +1,20 @@ +++ -title = "Overriding Scenes and Prefabs" +title = "覆盖场景和预制件" description = "" weight = 1 +++ -You can override existing scenes and prefabs by creating new one with the same name. +你可以通过在同一个游戏中创建新的方式来覆盖现有的场景 (scenes) 以及预制件 (prefabs)。 {{% notice info %}} -You should keep in mind that overriding prefabs may break existing scripts if you change entity hierarchy. Make sure you preserve entity hierarchy to avoid possible breaking errors if your entity is being used by existing scripts. +需要注意的是,如果修改了实体 (entity) 覆盖现有的预制件的层级 (hierarchy) 可能会导致当前的游戏脚本 (Scripts) 无法运行。如果你的实体是要被脚本调用的,请确保你保留了实体间的层级关系来避免程序出错。 {{% /notice %}} -### Prefabs +### 预制件 (Prefabs) + +预制件在 xml 文件中的定义在 ** 预制件 ** 以及其子文件夹下可以找到。 Prefab definitions are stored in xml files located in **Prefabs** folder in each module's directory. -### Scenes +### 场景 (Scenes) -Scenes are stored in two separate folders **SceneObj** and **SceneEditData** in each module's directory. **SceneObj** folder stores necessary files to open scene in client mode while **SceneEditData** stores files necessary for editing operations. \ No newline at end of file +场景储存在 Mod 目录下的 **SceneObj** 和 **SceneEditData** 文件夹中。**SceneObj** 目录保存了在客户端模式 (Client Mode) 中打开场景所需要的文件,而 **SceneEditData** 目录保存了编辑场景所需要的文件。 From e04b9b6938d356787301357162851bdb414e6897 Mon Sep 17 00:00:00 2001 From: Zhuoran Wu Date: Tue, 20 Oct 2020 23:10:11 -0700 Subject: [PATCH 3/3] fix reviews --- .../Asset Management/Asset Types/overriding_scenes_prefabs.md | 3 +-- docs/content/schinese/Asset Management/Asset Types/path.md | 2 +- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md b/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md index 3b080e5..993ec0d 100644 --- a/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md +++ b/docs/content/schinese/Asset Management/Asset Types/overriding_scenes_prefabs.md @@ -12,8 +12,7 @@ weight = 1 ### 预制件 (Prefabs) -预制件在 xml 文件中的定义在 ** 预制件 ** 以及其子文件夹下可以找到。 -Prefab definitions are stored in xml files located in **Prefabs** folder in each module's directory. +预制件在 xml 文件中的定义在 **Prefabs** 以及其子目录下可以找到。 ### 场景 (Scenes) diff --git a/docs/content/schinese/Asset Management/Asset Types/path.md b/docs/content/schinese/Asset Management/Asset Types/path.md index 574bfb4..c535d8d 100644 --- a/docs/content/schinese/Asset Management/Asset Types/path.md +++ b/docs/content/schinese/Asset Management/Asset Types/path.md @@ -4,4 +4,4 @@ description = "" weight = 1 +++ -在 RGL(一个基于 OpenGL 的图形库)中,“路径”是由场景中连续的点 (Point) 组成的。他们一般都有独特的命名并且被游戏逻辑 (Gameplay Logic) 调用。路径在任务中定义了攻城兵器的移动路线。同时。在遭遇战中,起始的出生点也是通过路径定义的。出生点逻辑可以根据双方军队的人数编制设定两个初始位置。关于路径修改的细节信息可以在 [路径编辑 (Path Editing)]({{< ref "path_editing.md" >}}) 中查看。 +在 RGL(一个基于 OpenGL 的图形库)中,“路径”是由场景中连续的点 (Point) 组成的。他们一般都有独特的命名并且被游戏逻辑 (Gameplay Logic) 调用。路径在任务中定义了攻城器械的移动路线。同时。在遭遇战中,起始的出生点也是通过路径定义的。出生点逻辑可以根据双方军队的人数编制设定两个初始位置。关于路径修改的细节信息可以在 [路径编辑 (Path Editing)]({{< ref "path_editing.md" >}}) 中查看。