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[原创] 翻译的MODDB上的SDK教程。求高亮

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发表于 2011-4-24 00:37 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 qjyuio 于 2011-4-24 01:36 编辑



1: What is it?
这是什么?
Simply put, the SDK or Software Development Kit, is the set of tools that the developers of STALKER used to make the game.
简单,就是 SDK 或者 Software Development Kit (软件开发工具)用来开发潜行者的工具。

It contains the following modules:
它包含了下面几种模式
•Actor Editor
角色编辑器
•Dialogue Editor
对话编辑器
•Level Editor
地图编辑器
•Particle Editor
粒子编辑器
•Post-process Editor
后期处理编辑器
•Shader Editor
材质编辑器

Each of these is used to modify different parts of the base game, and for this tutorial we'll be focusing on the Level Editor.
每个工具用于修改游戏不同的部分,在这个教程中,我们主要讲地图编辑器。


2: Download and Setup.
下载并安装
--------------------------------------------------------------------------------

First thing you'll want to do is download the SDK installer, but the official link from GSC is terribly slow so you'll want to use this much quicker link.
首先你需要下载 SDK 安装包,但是GSC官方的链接很TNND慢所以你应该找个更快的链接。
下面是MODDB上面的下载链接
http://www.moddb.com/games/stalker-call-of-pripyat/downloads/x-ray-16-engine-sdk-v07

Once downloaded, install it to the default directory (should be C:\Program Files\X-Ray CoP SDK or suchlike).

下载好了之后把它安装到默认路径(应该是 C:\Program Files\X-Ray CoP SDK 之类的)

Next, if you already know what level it is you're looking to edit within the Level Editor, find its folder within the 'resources' folder in your CoP directory (resources/unpacked/levels/) and copy it into your SDK Root/editors/gamedata/levels/ folder, then copy the two files from within that level's terrain folder into the SDK Root/editors/gamedata/textures/terrain folder.

然后,如果你知道你在编辑器里面要找的是什么地图,在你的COP里面的'resource'文件夹里面找到它(resources/unpacked/levels/ 需要先用解包工具把游戏解包)然后把它复制到 SDK的根目录 /editors/gamedata/levels/ 然后把游戏里面的 terrain 文件夹和里面的两个文件复制到/editors/gamedata/textures/terrain目录下。


注意,Windows7载入SDK有错误,解决方法见此

http://stalkerin.gameru.net/wiki/en/index.php/Launching_SDK_on_Windows_Vista_and_Windows_7
暂时没有翻译,大概说来就是下载
VMware Player
英文不好的暂时不要尝试。

3: Setting up the level converter.

设置好地图转换器

--------------------------------------------------------------------------------

    The next thing we need to do is convert the level you want to edit from the game format to the level editor format - to do this we need a tool developed by some great Stalker modders, to whom we are eternally grateful!
    下面我们需要一个地图转换器,如果你想要在地图编辑器中编辑原版游戏地图 - 这样的话我们需要一个工具,一些伟大的潜行者开发了它。(就是这样,原版SDK不能打开原版地图,网上的一些潜行者做出了一个转换器)
附转换器地址
http://xray.codeplex.com/releases/view/59306
1: Download the converter tools then extract fsconverter_cop.ltx, converter.ini and converter.exe to your SDK Root/editors folder.

    下载转换器然后把fsconverter_cop.ltx, converter.ini and converter.exe 解压到SDK根目录下的editor文件夹下面。

2: Rename fsconverter_cop.ltx to fsconverter.ltx, then open it in a notepad application (Notepad++!).
   
    重命名 fsconverter_cop.ltx 为 fsconverter.ltx,然后用笔记本打开方式打开它。

3: Find the line beginning with $sdk_root$ and replace c:\program files\X-Ray CoP SDK\editors\ with the correct directory for your PC - mine for instance is C:\Program Files (x86)\X-Ray CoP SDK\editors\

    找到以$sdk_root$开始的那一行把c:\program files\X-Ray CoP SDK\editors\换成你PC上面的目录
4: Edit converter.ini again with a notepad application, then scroll almost to the bottom of the file and find the line that begins with ; 3870+ - firstly edit the line two below it, beginning with $game_data$ and replace E:\Games\COP\gamedata\ with a link to your CoP SDK's gamedata folder - mine is C:\Program Files (x86)\X-Ray CoP SDK\editors\gamedata\.Finally, do the same thing with the $game_levels$ line, but add '\levels' to the end, e.g C:\Program Files (x86)\X-Ray CoP SDK\editors\gamedata\levels\
  
    然后打开 converter.ini ,还是用记事本打开方式,然后找到文件底部3870+下面以$game_data$ 开始的那行,把E:\Games\COP\gamedata\换成你电脑上SDK的Gamedata路径。最后把$game_levels$这一行也换成你电脑上SDK里面的 gamedata\levels\

4: Using the level converter.
使用地图转换器
--------------------------------------------------------------------------------

Now we can go about the process of actually converting levels for use in the Level Editor!

Go to your start menu and type 'cmd'.

This should open up a black command prompt box, into which you need to type 'cd ~SDK Directory leading to the editors folder~

现在我们能真正的转换地图然后用地图编辑器打开了
打开开始-运行 输入 'cmd'
打开DOS之后输入 'cd' 加上 SDK文件夹下面的editor所在位置
见图

This takes you into the 'editors' folder of the SDK Root, meaning we can now launch the converter.

Type the following into the command prompt box:
这会让你进入 SDK目录下的'editors'文件夹,这就是说我们能打开converter了
(不知道美国佬是怎么样,但是我试了之后打不开,发现先按照上面说的做然后输入F:就行了)
把这些指令输进去
converter -level cop:pripyat -mode le -with_lods
-------------------------------------------------------------------------------
Let's run through this command for an idea of what it does;
让我们来看看这些指令有什么用处
•'Converter' tells the PC what to run, in this case the 'converter.exe' in your SDK/editors folder.
  'Converter' 告诉PC你要打开的程序,保险起见的话可以输入 'converter.exe'
•'-level cop:pripyat' tells the converter application to convert the Pripyat level using the settings in the CoP part of the converter.ini.
  '-level cop:pripyat' 告诉转换器用converter.ini.中的COP部分转换普利皮亚地图
•'-mode le' tells it to convert it for use in the Level Editor.
  '-mode le' 告诉转换器转换为地图编辑器可用文件
•'-with_lods' tells it to also convert the lods, enabling you to later recompile the level.
  '-with_lods'告诉转换器同时转换装入串,允许你再次编译地图(看的半懂不懂的。)



    To convert other levels, simply replace 'cop:pripyat' with 'cop:levelname' where 'levelname' is obviously, the name of the level you want to convert!
   
    要转换其他地图,很简单,把   'cop:pripyat'替换成 'cop:地图名称'(例如Zaton,Jupiter)
  
    Having inserted this command, the program should begin running and start converting your level - this will take a bit of time, especially the converting of lods.
   
    程序应该开始运行并开始转换你的地图 - 这会花费一点时间,特别是转换装入串的时候。

    Once finished, your level will be ready for use in the SDK Root/editors/rawdata/levels folder!
  
    一旦完成之后,你的地图会在SDK 根目录下面的/editors/rawdata/levels 文件夹!


5: The Level Editor.
地图编辑器
--------------------------------------------------------------------------------
Now we get to the more interesting part - actually editing a level.

现在我们到了更加有趣的部分了 - 真正的编辑地图。

Navigate to your SDK Root/editors folder and proceed to launch '!LevelEditor.cmd' - launching the LE through any other method will lead to problems, so make
sure to use this .cmd!

打开你的 SDK的根目录下的editors文件夹然后执行'!LevelEditor.cmd' - 从其他的地方打开编辑器会导致错误,所以你应该用这个打开。

The Level Editor will start up, and eventually you'll get your first look at the editor's workspace.

编辑器打开之后你会看到工作界面。



Controlling the Camera:
控制镜头(TNND没看教程之前我整了两个多小时的编辑器都只有右上角的用拉近镜头,这个很重要,认真看!!!)
Movement is done via the use of the Shift key and your mouse buttons:
通过按下Shift键和你的鼠标键你可以移动
•Shift-LMB combined with mouse movement will move the view forward, backward, left, right etc.
Shift-左鼠标键能让你控制前进、后退、左、右的移动。
•Shift-RMB combined with mouse movement will move the view up and down vertically.
•Shift-右鼠标键能让你控制上升和下降。
•Shift-LMB+RMB combined with mouse movement will change the view as if you were in an FPS, allowing you to look around.
Shift-左右鼠标键一起按下之后你就能像FPS游戏里面随意观看四周。

Loading Maps:
读取地图:
Look to the top-right, click the 'file' button, and hit 'load' - then select the level you've converted, and the LE will load it into the workspace.
看看右上角,点击 'file' 键,然后点'Load' - 然后选择你已经转换好的地图,然后编辑器就会把它加载到你的工作空间。


Editing Maps:
编辑地图


This is the Edit Mode tab, over on the middle-right of the screen.
这是编辑标签,处于屏幕右中位置。
Here you can choose what parts of the map you would like to see, and edit.
这里你可以选择你想要看地图的哪些部分,然后编辑
The eye icons to the left of each selection show what you can see of the map - when these are shown, you can see that part, and when they're not, you can't!
处于左边的眼镜图标告诉你你能看见地图上的哪些部件,没有眼镜的图标则表示看不见!
To the right of the eye icons are little checkboxes - to be able to actually edit the part you want, it has to be selected - this is done by selecting it's checkbox (as you can see, 'Object' is currently selected.
在眼镜图标的右边有一个方框 - 如果你要编辑选择的部分,他必须是已经被选中。
So, let me run down the most important/interesting parts of this box:
那么,让我找找有关于这些方框的最重要/最有趣的部分
•Object - this basically represents the majority of the level - the terrain, most buildings etc are all very large models that combine together, and this allows you to select them. It is also used to add/modify smaller objects to/in the level such as vehicles.
物体 - -这是形象上基本的地图 - 地形,大部分建筑物都是大型的模型组合成的,这可以让你选中它们。他还能让你加入/修改 小型的物体例如车辆。
•Spawn Element - this is everything from items in the level to smart-terrains. Things that are spawned into the game come under this, and it allows you to add/edit small items on the level, anomalies, smart covers etc.
刷新环境 - 这是所有地图中的物品加入地形,物品被刷新进入游戏,能让你加入小的物品如变异点,掩体等。(貌似是说动态物体分这一类加入游戏)
•Way Points - pretty self-explanatory, these are the waypoints in the level that tell NPCs or artifacts where to move.
路点 - 从字面上就很清楚,这些路点告诉地图中的NPC如何移动。
•AI Map - this is a huge surface covering the entire level that tells NPCs where they are able to move - it makes sense when you look at it, telling them which way they can go to get around obstacles, up stairs, etc.
AI 地图这是一个笼罩整个地图的巨大东西,告诉NPC们哪些地方它们能去,这样你看起来就不会觉得奇怪例如障碍和楼梯等等。(原来是这样,如果AI地图不同步的话就会出现著名的浮空事件,每次潜行者同步客户端就是同步的AI地图吧,个人理解。)

Editing Toolbar:
编辑工具栏


This is the editing toolbar in the top-left of the screen. It's very important!
这个是屏幕左上角的编辑工具栏。他很重要!
From left to right:
从左到右

•Undo - Also available with the hotkey 'Ctrl-Z'
上一步 - 快捷键 'Ctrl-Z'这个都很熟悉吧
•Redo - Also available with the hotkey 'Ctrl-Y'
下一步 - 快捷键 'Ctrl-Y'用错了上一步的时候用下一部

•Select - You need to select objects, spawn elements etc. before you can move/edit them, so use this to click on things and select them!
选择 - 你需要选择物体,刷新环境和其他东西。然后你才能移动/编辑它们,点击它之后点击物体选定它们。
•Add - You use this after selecting an object in the bottom right, then clicking in the level somewhere to add it.
加入 - 在右边选择好加入的物体之后点这个然后在地图上点你要加入它的位置。
•Move - Simple enough, allows you to move things around (as long as they're selected in the Edit Mode box!).
移动 - 很简单,让你移动东西。(前提是它们已经选定了)
•Rotate - Again, simple. As above, but for rotation.
旋转 - 上同,不过是旋转
•Scale - And again! This lets you scale up/down objects.
尺寸 - 又是上同!你能够放大/缩小物体。
•Lock to X - Locks the object to the X-Axis, allowing movement/rotation only on that axis.
锁定到 X - 锁定物体移动/旋转只能跟随X轴
•Lock to Y - As above, but for the Y-Axis.
上同,Y轴
•Lock to Z - As above, but for the Z-Axis.
上同,Z轴
•Lock to Z/X - This seems to allow you to drag things along, a sort of 'lock to terrain' button.
看起来是让你拖动物品,就像是锁定在地面上
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