失忆症黑暗后裔吧 关注:690贴子:12,586

【分享&招募】想自己制作失忆症黑暗后裔地图mod的朋友请进

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①分享失忆症黑暗后裔地图mod制作工具包
②分享关卡编辑器的基本教程
③幻想雨中工作室:失忆症地图制作团招人


1楼2012-08-01 20:15回复
    ①分享失忆症黑暗后裔地图mod制作工具包
    http://115.com/file/c2iuaz2c#
    失忆症黑暗后裔地图mod制作工具.zip
    windows用户可以下载使用


    2楼2012-08-01 20:16
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      ②分享关卡编辑器的基本教程
      教程原地址:
      http://wiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_1


      3楼2012-08-01 20:17
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        Level Editor - The Basics
        关卡编辑器 - 基础
        Building a basic room:
        创建一个基础的房间
        The basic objects
        基本对象
        We will begin with building the floor of the level. Select the primitives tool in the toolbox. In the right tab you can now see that plane is the default selected primitive. This is the primitive we will use for our floor. Click the dotted button next to the material field to bring up the texture browser. Enter Static_objects/castlebase/ and select castlebase_tiledfloor.mat. Now click & drag an area in the perspective view to create your floor. Do not worry if the floor gets to small or too big, this can be changed after creation by selecting the primitive and changing its size values. The size of my floor is: X=25, Y=1 Z=12. It should look something like this: 我们开始创建一个基本的水平地板。选择工具箱的primitives工具(关卡编辑器左边,绿色柱体和蓝色圆锥的图标)。
        在右边的选项卡,你可以看到右上方是默认的plane选项(话说就只有这个选项)。我们将会用它来建造地板。
        点击“...”旁边的“+”按钮打开纹理浏览器。根据目录Static_objects/ castlebase/选择并打开castlebase_tiledfloor.mat文件。
        (关掉纹理浏览器,在右边选项卡Material下面的框里填上“castlebase_tiledfloor.mat”)
        然后在透视图区里拖动你的鼠标,就可以创建你的地板了。
        不用担心地板面积会过大或者过小,你可以通过工具箱的select(光标的图标)工具来改变地板的面积。
        我的地板尺寸是:x =25,y= 1 z =12。它应该看起来像这样:
        


        4楼2012-08-01 20:17
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          Now, once we have a floor its time to add the walls. Click the Static_objects button in the toolbox and select castlebase in the pulldown menu in the top-right side of the GUI . The list under the pulldown menu should now be filled with all the objects in the Castlbase set. Scroll through the list until you find a grey '- wall' tab. These are all the walls in the castlebase set. Select the 'default' wall and place it on the floor. Before placing the wall you can turn and scale it as you please. These values can also be changed after you've placed the wall. Look through the list and try to replicate the level you see in the pictures below. If you get stuck or get tired of experimenting with the different pieces you can use my tutorial file: (xxxxx.xxx) to continue.
          现在我们有地板了,接下来就是墙壁了。点击在工具箱的Static_objects工具(红色砖块图标),在右上方选择框内选择castlebase。
          菜单列表是castlebase的所有静态对象。通过拖动列表,找到一个wall标签。这是所有墙壁在castlebase的静态对象。
          选择“default”墙,并将其放置在地板上。放置在墙上之前,你可以设置它的参数。你同样也可以放置墙壁后再设置参数。
          后面三句懒得翻译了


          5楼2012-08-01 20:25
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            ??


            6楼2012-08-01 20:26
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              Now we have a room but it does not look like much. It is time to add some detail. Click the entities button in the toolbox. On your rightside menu you can now choose between several kinds of entities. Select the door category and the castle_arched door. Place it in the middle doorhole and you now have a working door. Most of the door's characteristics are determined in the model editor, but you can change some minor options. You can find these option in the entity tab in the rightside menu (see below). However we will leave this one unlocked or it will make you unable to finish the level.
              现在我们有一个房间了,但它看起来很简陋。现在是时候添加一些细节了。单击工具箱中的“Entities”按钮(幽灵图标)。
              在右边的菜单上,你现在可以选择的实体的种类。door类别里可以找到castle_arched(门)。
              并放置在doorhole的中间,你现在又一个可以打开和关闭的门了。
              大多数门的特点决定于模型编辑器,但你可以改变一些轻微的选项。
              你可以找到右边菜单选项在实体标签。然而,我们可以给门上锁,它会使你无法完成该关卡


              7楼2012-08-01 20:33
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                Select the level_door in the list and put it in the last doorhole. This is a special door and acts as a portal between levels. After it is placed you can input all the data needed for it to link properly in its entity tab.
                选择列表中的level_door,并把它放在doorhole中。这是一个特殊的门,作为每个关卡之间的通道。
                在它被放置后你可以输入所需的所有数据,它连接到下一个关卡。
                Experiment with the the other objects in the list and try to replicate my room in the image below or build a room of your own.
                列表中的其他对象的试验,并尝试在下面的图片复制我的房间,或建立自己的房间


                8楼2012-08-01 20:37
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                  9楼2012-08-01 20:37
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                    Lighting
                    灯光
                    The level is now pretty detailed but it is very dark. If you were to turn off the ambient lights, it would be pitch black even though you have put a window in the room. This brings us to the lights which are connected to the entities in sense. If you select the 'Light' button in your toolbox you will see that you have three different light types to choose from: box light, point light, and spotlight. The box light illuminates everything within the box, the point light illumates everything in an area from the centerpoint, and the spotlight works like a normal spotlight would in real life. In addition to these basic lights we have a category in entities named lamps. All of these entities have light objects bound to them and you can use them to illuminate your levels.
                    现在的关卡是很详细,但它是非常黑暗的。
                    如果你要关闭环境灯光,这将是一片漆黑,即使你已在室内放一个窗口。
                    我们需要一些灯光工具。
                    在工具箱中选择Light工具(灯泡图标),你会看到你有三个不同的光线类型可供选择:box light, point light,和 spotlight。
                    box light照亮立方体范围内的一切。point light会从中心焦点向周围发光,形成一个球体。spotlight是放射形式的光照。
                    除了这些基本的灯光工具,我们有一类Entities灯工具(也就是蜡烛火炬一类的东西)。所有这些实体对象,你可以用它们来照亮你的关卡。
                    


                    10楼2012-08-01 20:45
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                      Let us start by making a light that comes in from the window. Select the 'Light' button in the toolbox and then select the spotlight. Put it outside the window and select the 'Spot' tab. Here you can rotate it so its light points towards the room. As you may notice, the light is not filling the whole room. Its radius is too small for this room, so change it to 17.5. It looks a bit strange since it only illuminates a small spot on the floor. We will remedy this by using a custom falloff map. Click on the '…' button next to the spot falloff map field and select 'light_falloff_short_fade.tga'. Now the room is much brighter. White light may look nice, but in some cases you may want a warmer color. Switch back to the 'General' tab and find the box marked 'Diffuse Color'. Click it to change the color of the light. Choose a nice fitting color (I chose R=0.7, B=0.7, G=0.55). In the check box under the color you can toggle the shadows on/off. In this case we will leave it off since it may give us strange shadow when the light is outside the level. 我们来让一个光线通过窗口,选择工具箱的Light工具,选择spotlight灯。
                      把它放到窗外,然后用选择工具点击spotlight灯。在这里,你可以旋转spotlight灯,改变光照方向。
                      你可能会注意到,灯光不充满整个房间。因为光照的半径在这个房间是太小了(点击Spot标签),所以改变它的半径为17.5。
                      它看起来有点怪,因为它照亮了地板上的小斑点。我们将通过使用自定义的渐减地图纠正。
                      点击的“...”按钮旁边当场渐减地图文件和选择“light_falloff_short_fade.tga”。现在的房间更加明亮。
                      白光可能看起来不错,但在某些情况下,你可能需要一个温暖的颜色。
                      切换到“General”标签,并找到标有“Diffuse Color”的框。
                      点击它来改变光的颜色。选择一个很好的拟合颜色(我选择r =0.7,=0.7,G= 0.55)。
                      在颜色下的复选框,你可以开启/关闭的阴影。在这种情况下,我们将关闭它,因为它可以让我们离开奇怪的影子,就像外界光线。


                      11楼2012-08-01 20:56
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                        With the light streaming in from the window, you might notice that the unlit parts are still pitch black. This does not look very natural and to remedy this we will place a box light in the middle of the level. Change the size so it encapsulates the whole level and pick a fitting color, preferably a dark color since this will be the only light in the dark corners (I chose R=0.085, B=0.08, G=0.14).
                        随着光从窗户外面进来,你可能会注意到,亮的部分仍然漆黑。
                        这看起来并不很自然,为了解决这个问题,我们将放置在中间水平的一个box light灯。
                        改变光照范围大小,设置它照到的整体水平和挑选一个合适的颜色,最好是深色的,
                        因为这将是唯一的灯光在阴暗的角落(我选择r =0.085,=0.08地下= 0.14)。 In the final room we will set up a somewhat unatural ambient lighting with a point light. Select the point light and place it in the middle of the second room. Change the radius until the room is lit to your satisfaction. Change the light to a fitting color (I chose R=0.195, B=0.36, G=.59).
                        在最后的房间中,我们将放置一个point light。选择point light,并将其放置在第二个房间的中间。
                        改变半径,直到房间被点亮,让你满意。光改变一个合适的颜色(我选择r =0.195,= 0.36地下= 0.59)。
                        There are still some dark areas and now is a good time to try out the lamp entities. Decorate and light your level as you like. In the pictues below you can see how I lit my level.
                        还有一些暗区,现在是一个很好的时间来尝试Entities灯(蜡烛火炬之类的,在工具箱Entities里找)。
                        装饰和照亮你的关卡,只要你喜欢。在下面图,你可以看到我的关卡设置的灯。


                        12楼2012-08-01 21:02
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                          13楼2012-08-01 21:04
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                            Billboards & Particles
                            特效和粒子 With the entities & lighting taken care of, we now have a functioning level, but it need some finishing touches. It is time to play with billboards, decals and particles. Let us start with the light in the window. Select the 'Billboard' tool in the toolbox and place it in the level. Select the billboard and click on the 'Billboard' tab. Click the '…' button next to the 'Material File' field and select 'bb_lightyellow_lightray.mat'. Now you have a picture of light beams hovering in the air. They always face your camera which can be good when you make halos, but it does not work well in this case. Change the billboard type to 'Fixed axis'. Now you have full control over the billboard. You can change the size in the fields below (I chose x=2, y=6.5). In the 'General' tab you can rotate and translate the billboard until it is where you want it to be. In the pictures below, you can get see how I did it. Play around with the billboards until you are satisfied. In the 'Billboard' tab, you can also select a color to tint the billboard in case the original color does not fit your light (I chose R=0.3, B=0.25, G=0.2. It might seem very weak in the editor but it is stronger ingame).
                            通过entities灯和 lighting灯的照明,我们现在有一个正常运作的关卡了,但它需要一些收尾工作。
                            放置特效,贴图和粒子。
                            我们让窗口的光线加些特效。选择工具箱中的工具的“billboard”,并将其放置在关卡中。
                            用选择工具按一下“billboard”标签。点击“...”按钮旁边的“Material File”和选择bb_lightyellow_lightray.mat。
                            现在你有一个光束在空中盘旋的特效。
                            他们总是面对你的视角,当你看光晕可以是好的,但在这种情况下,它不起作用。
                            改变“Fixed axis”的billboard类型。现在,你完全控制了billboard。
                            你可以更改在以下领域的大小(我选择X = 2,Y =6.5)。
                            在“General”标签中,你可以旋转和拉伸的billboard,直到你满意。
                            在下面的图片中,你可以看到我是如何做的。发挥周围的特效,直到你满意为止。
                            在“Billboard”标签,你也可以选择一种颜色色调的Billboard的光(我选择R = 0.3,=0.25 G =0.2。在编辑器中看起来非常薄弱,但它在游戏中看起来很明显)。
                            


                            14楼2012-08-01 21:14
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                              早看过好几遍了


                              IP属地:英国15楼2012-08-01 21:23
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