2017,5.3更新
doom关卡编辑器的一些感悟,
在资源的整合上面,doom3的资源加载跟quake3并不相同,单个地图关联的模型,
动画文件,都进行巨大的创新,
可以按下因为doom3使用的阴影体积技术,在离线的预编译
实际上美工可以根据场景中光照物体的照射,指定哪些物体不需要投放这个阴影
相对于quake3来说,doom3的关卡编辑增加了一些插件,可以使用控制台命令打开
比如
doom3的粒子编辑器使用editParticles控制台命令可以打开
对于粒子很多方面的关于粒子的初始化速度,
对于粒子表面使用的纹理,再加上对于粒子的fade in ,fade out这个的处理了
对于这个粒子的速度,还有淡入淡出
GUI编辑器,使用控制台命令editGUIs可以在游戏的控制台中打开
gui编辑器使用q4的ui编辑器来进行对于Gui的编辑处理了,在游戏中也可以使用这个gui来进行代表游戏逻辑了。
在doom3中,id第一次的进行对于ui,游戏 的框架,进行c++重写,增加了对于物理层的改进了,
这个Gui编辑器是Raven乌鸦工作室在制作 的,被用在了quake4的制作之中了。不同于很多游戏,doom3的ui在游戏中例如电梯的上下层切换,电脑上面运行的动画,
都是使用了ui的一些命令接口,即使是最新的doom4中
af编辑器 editAFs
使用这个afs可以对于物体的物理属性进行操作,比如物体是否具有属性等等,
doom3使用了构建世界的几何brush和物体patch,
跟国内的网游游戏的地图编辑器直接的生成地图,刷地形并不相同,四叉树,八叉树来处理,有所不同,
国内的大多是室外的编辑,一般有地形编辑器,室外的四叉树八叉树之类的场景,
不使用室内的bsp场景的分割
而doom3与之不同,大半乃是室内的brush再添加上了模型 来构建造的,来进行室内的游戏环境的建造。当然这是04的游戏了,
在doom4的改进版本中已经加入了地形编辑器,在配合megetexture虚拟纹理,再添加上了decal贴花,增加了车辆的编辑器,
在id tech5 Rage中得到了很好的应用。
殷勤上彻底去掉了光照贴图,光照非常的强悍,迄今为止很多游戏依然比不上doom3的画面,我认为依然有研究的价值,
凹凸贴图上的,反射图等太强悍的贴图技术了
World Geometry and Entities. World Geometry represents the brushes
世界的几何依靠,brush,
Brush entities.
brush entity
The “brush” is the basic building block of Quake engine games
brush是一个基本的建造块关于quake引擎游戏(包括了quake,quake2,quake3和使用这个引擎的游戏)
(including Quake, Quake 2, Quake III Arena, and a host of games using the engine licenses).
In its most basic form, it’s a block, a solid rectangular volume defined by the
在很多基本的内容中,它是一个块,一个实体的矩形,体,被这个纹理,顶点
coordinates of its corner vertices.
A single brush or a linked grouping of brushes can be turned into a brush entity. Brush entities include the movers (see below), triggers, and func_statics.
一个简单的brush,或者一个连接一组brush能够的被加入到了brush entity里面
Movers. Most moving objects or “Movers” are built from brushes. These include doors, lifts or “plats”, rotating objects, buttons, pendulums and trains (objects following pre-defined paths), and bobbers (platforms that are constantly in motion, up and down or side to side).
Triggers. Triggers are brush entities that cause an event to occur when a player’s bounding box moves inside the volume of the trigger. Triggers can be targeted on many other entities, including most movers and targets. Some triggers also have more specialized functions. There are triggers that cause injury, activate other entities, and push or teleport the players.
Targets. Targets are the entities that are activated to cause events to happen in Q3A, or to redirect activations, insert time delays, mark locations for team play, or act as destination points for teleportation or pushing.
Lights. These are point lights, disembodied (read as no visible source) sources of illumination. They ca n be targeted at info_nulls to create spotlights. They can be turned into colored lights. Usually, they are used to create unfocused fill light in a large area or placed near glowing surface textures to create an effect.
Info. This category includes non-team player spawn spots, targets for lights, and camera locators for intermission shots.
Items. With the exception of ammo and weapons, these are things in the map that the players grab to use during play. Included are armor, power ups like the quad, and one-use items like the personal teleporter.
Ammo. Locations for ammo boxes. Each weapon type in Q3A has its own unique ammo entity.
Weapons. Each of the weapons that can be picked up has an entity that can be placed.
Miscellaneous. This is another catchall category. It includes things like the misc_model which links into the models directory when placed, func_timers which are automated repeating triggers, shooters which fire one of three different weapon fire types, camera and portal surfaces, and path corners.
一个在doom3中的单位为这个 unit
在进行于预先生成了这个光照的处理
对于编译成了这个bsp阶段的处理,乃是加载的这个上了bsp.dll,或者这个q3map.exe
等等将这个map文件编译成为了这个bsp文件者也
每一个地图都需要一个worldspawn位置
Only used for the world. You access the worldspawn entity by selecting any non-entity brush in your map.
message: text to print at user logon. Used for name of level.
music: path/name of looping .wav file used for level's music (eg. music/sonic5.wav). This is for a piece of music with only one part. To make a song play with both an intro and a looping portion, the following is the correct form for the music value:
music/intro.wav music/loop.wav
ambient: Adds a constant value to overall lighting. Use not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
_color: This is the normalized formula for RGB values for ambient light. A value is considered normalized when it fits in a range between 0 and 1. If you are using a tool like the Windows color picker, divide the value for each component of the RGB values by 255. The result will be a normalized value.
gravity: gravity of level (default is normal gravity: 800).
选项
用于设置关卡编辑器的属性了者也
例如
在quake3的view下面,点击,可以弹出来了这个对话框来
地图的这个保存文件路径保存位置
设定的照相机的移动速度
是否打开opengl灯光
是否加载的这个z对话框
打开的quake3游戏的这个路径位置
等等
在打开游戏时,出现一个控制台来显示出来这个opengl的扩展来
在控制台中还可以显示出来了者也,拖移,选择等等动作,相当于日志了者也
选中一个物体以后,显示出选择的这个entity的名字了者也
Currently a map should be within the bounds (-65536, -65536, -65536) -
(65536, 65536, 65536) for the bspc tool to compile. These are the same
limits the q3map tool has
设定地图的最大的包围盒为这个( (-65536, -65536, -65536)).(65536, 65536, 65536)
保存,另存为,
退出等等
预设perf的加载了者也,
预设是指这个游戏各个关卡中可以重新利用的物体了者也,可以保存下来,在另一个关卡中重用了者也
保存预设,和加载预设的处理了者也
主要的函数有这个加载预制,
保存预制
editLights这个来编辑灯光,可以设定灯光的颜色,,初始的位置,当使用这个的时候,游戏中的灯就会变成了绿色的
precompile预编译部分,主要包括了,关卡编辑器,编译工具的代码
还有这个渲染,声音,图像,网络,ai等等各大部分的代码
简直跟quake3完全是两码事