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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<strong>[材质编辑器 (Material Editor) ]({{< ref "material_editor.md" >}})</strong>章节。
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 <strong> [材质编辑器 (Material Editor)]({{< ref "material_editor.md" >}}) </strong> 章节。
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title = "Overriding Scenes and Prefabs"
title = "覆盖场景和预制件"
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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

Prefab definitions are stored in xml files located in **Prefabs** folder in each module's directory.
### 预制件 (Prefabs)

### Scenes
预制件在 xml 文件中的定义在 **Prefabs** 以及其子目录下可以找到。

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.
### 场景 (Scenes)

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。
2 changes: 1 addition & 1 deletion docs/content/schinese/Asset Management/Asset Types/path.md
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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 <strong>[Path Editing]({{< ref "path_editing.md" >}})</strong>.
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 <strong>[路径编辑 (Path Editing)]({{< ref "path_editing.md" >}})</strong> 中查看。
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title = "Textures"
title = "纹理"
description = ""
weight = 1
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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 <strong>[Material Editor]({{< ref "material_editor.md" >}})</strong>.
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 <strong>[材质编辑器 (Material Editor)]({{< ref "material_editor.md" >}})</strong> 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 %}}