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.
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