谁有WAR3机械制图教程程的软件

WAR3 WE 作图教程 要做对战的图哦!~~_百度知道
WAR3 WE 作图教程 要做对战的图哦!~~
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UUU9去看帖子,学习去吧。我记得有个“地精研究室的团队”是专做地图的
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出门在外也不愁谁有WAR3地图编辑器的使用教程?_百度知道
谁有WAR3地图编辑器的使用教程?
给我来一个!
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WE自学手册一本以后说这个要给邮箱哦要不你就到去学习一下 也可以
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出门在外也不愁您的位置:&>>&&>>&>>War3 Art Tool 中文教程
Building a Warcraft III Model
In this next section we will go over the details of the features used to export a
model from 3ds max to Warcraft III. Both Warcraft III: Reign of Chaos and Warcraft
III: The Frozen Throne use the same model format and features. We will also give a
basic tutorial for making a simple model along the way. A basic knowledge of 3ds max
is expected.
创建一个魔兽三模型
在随后的部分我们将探讨从3ds max创建和导出模型到魔兽三的具体步骤和细节。魔兽三:混乱之治和冰峰王座使用的是同样的模型格式和特征。我们同样会给出一个制作简单模型的基本教程。本教程需要您对3ds max有一个基本的了解。
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3ds max to game scale
In Warcraft III the unit scale in 3ds max is one inch, so a Peon is roughly 70 units
tall. The tallest buildings are approximately 300 units tall. A pathing cell is 32
units wide, and a terrain cell is 128 units wide. A single cliff height is exactly
128 units high. The origin in 3ds max is always the origin of the unit, and a unit
stands with its center over the origin. Also, the unit faces you while it is in the
front view.
3ds max到游戏场景的尺寸转换
魔兽三中的一个尺寸单位相当于3ds max中的一英寸(这个是3ds max打开时默认的尺寸单位)。因此一个兽族农民的高度约相当于70英寸。最高的建筑物差不多是300英寸高。一个路径单元是32英寸长宽(32*32),一个地形单元是128英寸长宽,一单个悬崖高度是128英寸。3ds max里的中心坐标始终是单位的中心坐标,单位以其中心位置站立于3ds max场景的中心坐标。同时,单位始终在前视图中面对您。
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Setting up the model geometry
Geometry requirements
There are very few limits on geometry as long as it is made of polygons. Animating
vertices and morphs are not supported. How the geometry appears on the first frame of
animation (we will call this frame 0) is how it will appear in Warcraft III.
Smoothing groups are directly translated to vertex normals per tri.
建立模型物体
模型(格式)要求
对于用多边形创建的模型没什么限制。但是3ds max中的点动画和变形动画不被魔兽支持。物体在动画的第一祯(祯0)显示的样子就是在魔兽场景里显示的默认外观。光滑组则被直接转化为每个三角面的点法线(光滑组和点法线是3d里面的专有概念,有朋友需要的话我另外跟贴介绍)
=========================================================
Simple Unit Tutorial, step 1
基本模型教程,步骤一
Build a sphere with a radius of 50 that rests on the origin and use an Edit Mesh
modifier to deform it so that it has an eye or two as well as a mouth Later we will
make the mouth animate open and closed.
在场景中心创建一个半径为50的球体,并用一个面片编辑修改器修改球体,使它产生一到两只眼睛,一张嘴巴,在后面我们将为这张嘴制作张与合的动画(具体形式可以打开art tool附带的模型文件参考)。
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Texture Maps and Materials
Texturing requirements
Textures are assigned in the diffuse color map channel as 24-bit or 32-bit .TGA
files. A texture's size must be some power of 2, with a max size of 512x512. Neither
the height-to-width ratio nor the width-to-height ratio can be greater than 8 to 1.
The alpha channel is where you can draw team color or create transparent areas in the
model. White in the alpha channel is opaque, and black is transparent.
纹理贴图和材质
贴图必须使用24bit或者32bit的tga文件,赋予在色彩贴图通道上。贴图的尺寸必须为2的倍数,并且不能超过512*512。长-宽比或宽-长比为1到8。在透明贴图通道上您可以添加队伍颜色或者在模型上创建透明效果。在透明贴图里白色区域为不透明区域,黑色为透明区域。
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Mip levels
The BLP process of exporting textures makes all versions of mip levels needed using a
simple bi-linear filter. Sharpened or hand-altered mip levels can be created by
saving additional textures with the suffix of &_mip1.tga&, &_mip2.tga&, etc. Each
step of a mip level texture is half the original texture's height and width. These
extra mip levels are not assigned in 3ds max, but automatically detected on preview
or export when they are in the same directory and named correctly.
纹理映射层级
导出贴图时创建blp文件过程中程序利用一种双线性滤镜自动创建贴图的各个纹理映射层级。如果需要锐化或者手动创建纹理层级,那您可以保存额外的贴图文件,并以&_mip1.tga&,&_mip2.tga&等等依次为后缀命名。每一个次层级的纹理映射贴图都是前一个层级长宽的一半。这些额外的纹理层级贴图不是在3ds max中赋予,而是被存在与原始贴图相同目录下,在预览和导出时程序自动检测出来。
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Material requirements
The only types supported are Warcraft III and Composite. A composite material allows
multiple Warcraft III materials to draw as multiple passes in the game. Multi-object
or sub-object materials and geometry with multiple material IDs are not supported.
只有专署的warcraft III魔兽三材质和composite复合材质被魔兽支持。复合材质允许多重魔兽三材质组合以在游戏中实现多次采样(多通道)效果。3ds max里的multi-object多重材质及其子材质均不被支持,同样,物体的多个材质id号也将被忽略。
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The Warcraft III Material Plug-in
This plug-in may seem daunting at first for its sheer number of options. These
options are listed for advanced reference.
魔兽三材质插件
这个插件界面上大量的选项可能会让很多人望而生畏。以下列出这些选项的参考说明。
Options in the shader basic parameters
Shader Type & This option must remain as Blinn.
Replaceable Texture - This pull-down menu will allow Warcraft III to procedurally
alter the texture. This option is required for team color. Leave this on Not
Replaceable almost always.
Unshaded - This option causes the material to be fully lit and ignore light sources.
No Depth Set & The object's polygons will not write to the depth buffer. This option
is ignored when using Additive, Alpha, Modulate, and Modulate 2X blend modes.
No Depth Test - The object's polygons will not test the sort order from the depth
2-Sided & The polygons will always draw and not use backface culling. The lighting
is determined by the one normal for the faces, so one side will always shade
incorrectly.
Unfogged & An unfogged geoset will ignore darkening from distance fog.
Unselectable & A geoset that is flagged as unselectable is ignored for hit-test
collision testing.
着色器基本面板的参数
着色类型(渲染类型)-这个选项必须保证为blinn。(blinn是当今一种通用的着色模式,具体的理论很复杂,这里也没必要讨论,记住是这个就可以了)
可置换贴图-这个下拉菜单允许魔兽三在游戏中程序地改变贴图状态。这个选项只有制作队伍颜色的时候有用,其他情况保留默认的:不可置换。
未着色-这个选项使材质完全被照亮而忽略其光源。
无深度设置-使用这个选项时物体的多边形将不被读入深度缓冲。在使用Additive, Alpha, Modulate, and Modulate 2X等混合模式时该选项将被忽略。
无深度测试-使用该选项时物体的多边形在深度缓冲中将不会执行深度次序测试
双面的-使用该选项时模型永远被双面渲染出来。因为光线由每个面片的一个法线方向决定,因此使用双面渲染的话总有一个面着色不正确。
无雾化的-使用该选项时模型的多边形组将不会在远处的迷雾中暗下来。
不可选择的-使用该选项时物体模型将会在游戏的碰撞测试中被忽略。
----------------------------------------------------------------------------------------------------------------------------
Options in Blinn basic parameters
Self-Illumination & The texture and lighting are multiplied by this color.
Opacity & In additive and alpha blend modes, this value directly affects how
transparent the geoset is. Furthermore, the opacity can be animated.
All other Blinn basic parameters are ignored.
Blinn着色面板参数
自发光-贴图和灯光将被这个颜色相乘。
不透明度-有叠加和通道混合两种模式,这个选项的值直接影响多边形组的透明程度。并且,这里的不透明度可以制作成动态。blinn着色面板的其他参数都被忽略。
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Options in extended parameters
The only options that are used are under Advanced Transparency if you choose the
blend mode for the geoset.
Opaque (default) & The geoset draws as solid, with no blend to the frame buffer.
2 Color Alpha & The geoset draws as solid except for regions over which the texture
map alpha channel is black, where the geoset is completely transparent. The cutoff
from transparent to solid is 75% white in the alpha channel. This blend mode can have
a fixed or animating opacity channel.
Full Alpha & Standard blend mode using an 8-bit alpha channel texture and/or opacity
channel. Depth set is turned off. Draw order is in the transparent queue. Overlapping
tris can cause errors in sort order. This is the slowest-drawing blend mode.
Additive & The geoset adds its RGB values to the frame buffer, causing a ghost-like
glowing effect. Most spells use this to make glowing effects. Depth set is turned
off. Draw order is in the transparent queue. No sort order errors with its own
Modulate & The geoset multiplies its RGB values to the frame buffer, making a semi-
transparent darkening of the background. Depth set is turned off. Draw order is in
the transparent queue. Opacity has no effect. No sort order errors with its own
Modulate 2X & The geoset first doubles its initial RGB values, then multiplies them
against the frame buffer. This technique causes both brightening and darkening in one
pass. Depth set is turned off. Draw order is in the transparent queue. Opacity has no
effect. No sort order errors with its own geoset.
扩展面板参数
这里唯一能用到的参数是位于高级透明度面板块下面的混合模式。
不透明(默认值)式--多边形组显示为固体,在祯缓冲中没有混合效果。
2色通道式--多边形组在贴图的透明通道中白色部分显示为完全不透明,黑色部分显示为完全透明。在透明通道中两种区域(透明和不透明)的边界设定为75%的白色。这种混合模式允许有一个固定的或者动态的透明通道。
全通道式--常规混合模式,使用一个8bit的透明通道贴图和(或)不透明通道。深度设置为关闭。绘制顺序存在于透明度队列里。重叠的三角面会在绘制的次序排列上导致错误。这种模式是最耗时的。
叠加式--使用这种混合模式时,多边形组将RGB色彩值叠加到祯缓冲中,形成一种幽灵发光体的效果。大多数魔法就是使用这种模式创造的发光效果。深度设置关闭。绘制次序存于透明度序列中。这种混合模式下的多边形组自身不会造成绘制次序的错误。
中和式--使用这种混合模式时,多边形组将RGB色彩值相乘到祯缓冲中,形成一种半透明暗化背景的效果。深度设置关闭。绘制次序存于透明度序列中。不透明度无效。这种混合模式下的多边形组自身不会造成绘制次序的错误。
双倍中和式--使用这种混合模式时,多边形组先将自身RGB色彩值加倍,然后相乘到祯缓冲中。这种技术形成单采样(单渲染通道)里同时的亮化和暗化效果。深度设置关闭。绘制次序存于透明度序列中。不透明度无效。这种混合模式下的多边形组自身不会造成绘制次序的错误。
本地图地址:
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对抗类RPG地图视频
防守类RPG地图攻略
防守类RPG地图视频
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地图下载周排行机械制图软件教程去哪能下载_百度知道
机械制图软件教程去哪能下载
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