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Tiêu đề Game Development Tool Reference
Trường học University of Game Development
Chuyên ngành Game Development
Thể loại Tài liệu tham khảo
Năm xuất bản 2025
Thành phố New York
Định dạng
Số trang 30
Dung lượng 546,19 KB

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It is depicted in Figure D.3, and Table D.2 contains an itemized description of the menu.The Edit menu is used to provide map-editing features.. It is depicted in Figure D.4, and Table D

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Polycount Game development articles, resources, and tutorials.

http://www.planetquake.com/polycount

Prefabland Freeware 3D models source.

http://www.ejoop.com/pfl

Programmers Heaven Programming articles, resources, and tutorials.

http://www.programmersheaven.com

Psionic 3D Design 3D modeling resources.

http://www.psionic3d.co.uk

SourceForge.net Open Source software development Web site; large repository of Open Source code.

http://www.wotsit.org

Game Development Web Sites 747

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Game Development Tool Reference

A ppendix C

A ll of the tools listed in this appendix are for Windows platforms Some of the listed

tools are available also for the Macintosh and Linux systems For more information

on Macintosh and Linux game development tools, see Table C.1 and Table C.2.

Table C.1 Linux Tool Sources on the Web

Linux Game Development Center http://lgdc.sunsite.dkLinux Game Tome http://www.happypenguin.orgTucows/Linux http://download.tucows.com/perl/Linux.html

Table C.2 Macintosh Tool Sources on the Web

iDevGames http://www.idevgames.com/

Mac's Heaven http://www.mac-heaven.com/

Tucows/Macintosh http://download.tucows.com/perl/Mac.html

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Shareware and Freeware Tools

Modeling

Blender

3D modeling

Multiplatform: Windows, Linux, Irix, Sun Solaris, FreeBSD, or Mac OS X.

Free software: Open Source/GPL.

http://www.blender3d.org

gmax

3D modeling

Stripped-down version of 3ds max Requires exporters to be useful.

Free (Caveat: Few exporters are available; exporter developers must pay a very high fee.) http://www.discreet.com/products/gmax

Hammer/Worldcraft

3D modeling—maps or levels

Worldcraft (later renamed Hammer) was written for creating Half-Life maps.

Free to be used only for creating Half-Life levels or for use by developers using the Torque Engine Plug-ins available for Torque DIF format Windows only.

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Programming Editing

Tribal IDE

Text editing and debugging

Integrated debugger-editor written specifically to work with Tribes 2 and Torque Useful

to have around for debugging.

Shareware and Freeware Tools 751

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Audio Editing

SoundEdit Pro

Audio editing and sound processing

Allows manual editing of sound files and conversion between many types.

$39.95 http://www.rmbsoft.com/sep.asp

Audacity

Audio editing and sound processing

Allows manual editing of sound files, recording, and wave manipulation.

INCLUDED ON COMPANION CD http://audacity.sourceforge.net/

UVMapper

3D UV texture mapping utility

Allows user to completely remap the model textures of a Wavefront (obj) model INCLUDED ON COMPANION CD

http://www.uvmapper.com

Retail Tools

3ds max

3D modeling

Popular commercial 3D modeling software for Windows.

$3,000 (Price is approximate—may vary according to reseller and discount eligibility.) http://www.discreet.com

Appendix C ■ Game Development Tool Reference752

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Adobe Photoshop

Image editing

Popular fully featured image processing, painting, and editing tool.

$649 http://www.adobe.com

Corel Painter

Image editing

Popular commercial paint program for Windows.

$299 (Price varies—sometimes lower with special offers.) http://www.corel.com

Deep Paint 3D

Image editing

Popular commercial paint program for Windows.

$995 http://www.righthemisphere.com

Deep UV

3D UV texture-mapping utility

Fully featured commercial product targeted to professionals.

$649.99 http://www.righthemisphere.com

Maya

3D modeling

Popular commercial 3D modeling software for Windows.

$1,999 to $6,999 (Price depends on product set.) http://www.alias.com

Retail Tools 753

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3D animation editing

Fully featured commercial product with rendering and automated tools.

$249 http://www.curiouslabs.com

GNU General Public License

The software packages Audacity and QuArK, listed in this appendix and included on the companion CD, are distributed under the terms of the GNU General Public License (GPL).

Please review the license agreement on the CD before downloading and using the software.

Appendix C ■ Game Development Tool Reference754

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QuA rK Reference

A ppendix D

C hapter 17 described how to use QuArK to create some structures This appendix

contains reference material for using QuArK, as well as details about how to use map2dif, the utility with Torque that's used to generate Torque DIF files.

The Map Editor

When you launch QuArK, you immediately get the QuArK Explorer window This is your jumping-off point from which you can get to the various main features of the program.

The most important feature of QuArK is the Map Editor, which you have already tered, shown in Figure D.1.

Move your mouse out of the hintbox to make it disappear

Remember our previous sidebar discussion of structures vs interiors and maps vs rooms

in Chapter 17? After all the terminological torture, it boils down to either a part of, or the entire, 3D world in which you play your games So in the context of developing our game for Torque, we use QuArK to make structures or interiors In the context of QuArK as a non-specific development tool, we make maps or rooms The difference lies in how you use them.

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The remainder of this chapter is about how to use many of the features of QuArK We will stick to the QuArK terminology so that the words here match the words in the program.

A map is made out of mathematical polyhedrons in 3D space As mentioned earlier, these

are also called brushes Brushes will present in your game as a wall, floor, ceiling, ture, or anything with a fixed collidable 3D shape Weapons, lights, and other entities are not made out of brushes, and you cannot use the Map Editor to build their shape.

The File menu, as shown in Figure D.2, is pretty much your dard File menu with some QuArK-specific features Table D.1 contains an itemized description of the menu.

stan-Appendix D ■ QuArK Reference756

Figure D.1 The Map Editor.

Figure D.2 File menu.

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The Layout menu is used to manage the visual appearance of the QuArK Map Editor It is depicted in Figure D.3, and Table D.2 contains an itemized description of the menu.

The Edit menu is used to provide map-editing features It is depicted in Figure D.4, and Table D.3 contains an itemized description of the menu.

The Toolboxes menu is used to provide access to various tools available in the Map Editor It is depicted in Figure D.5, and Table D.4 contains an itemized description of the menu.

The Search menu is used to locate various parts of a map in the Map Editor It is depicted in Figure D.6, and Table D.5 contains

an itemized description of the menu.

The Commands menu

is used to provide access to various func- tions in the QuArK Map Editor It is depict-

ed in Figure D.7, and Table D.6 contains an itemized description of the menu.

The Map Editor 757

Table D.1 File MenuMenu Item Description

Open Opens any QuArK-recognized file

Save Saves your current project to a qrk file

Save in QuArK Explorer Use this if you want to add the current map to your current project You can

have multiple revisions of a single map contained in a single project It's a good idea to give them distinctive and meaningful names so that you can tell them apart The Map Editor will automatically close itself when you use this function

Save as file Use this to export just the current map to a map or qkm file

Save all Saves all opened files, including the current project and any modified add-ons

Close Closes the Map Editor

Figure D.3 Layout menu.

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Appendix D ■ QuArK Reference758

Table D.2 Layout MenuMenu Item Description

Wireframe Changes all map-views to show polyhedrons and entities as wireframe

graphics This is the fastest drawing method of the map views

Solid Changes all map views to show polyhedrons as solid objects This means that

you won't be able to "see-through" polyhedrons once they are in view.Textured Changes all map views to show polyhedrons with their applied textures and

alignment It will also show 3D models of entities, if QuArK can find the 3D representation

New 3D window Creates a new free-floating 3D edit window An "eye" with an angle handle

will be shown in the map views to illustrate from where the camera sees the world You can actually edit polyhedrons in the 3D window as well as manipulate textures

OpenGL view Creates a new free-floating 3D edit window using the OpenGL standard 3D

graphic library In QuArK v5.10 it is also the only way to preview (colored) lighteffects (Silicon Graphics' OpenGL drivers for Windows: http://www

berkelium.com/OpenGL/sgi-opengl.html.)Show whole level Draws, in wireframe mode, all lines in the map, even those that can't be seen

simultaneously in all map views

Gray out of view Draws, in wireframe mode, gray lines for those parts that can't be seen within

the map views

Hide out of view Draws, in wireframe mode, only those lines that are visible in the field-of-view.Panel at right When checked, compass and data views are presented on the right-hand side

of the display

Layouts Use this menu item to switch between the different layouts available

Table D.3 Edit MenuMenu Item Description

Undoaction This function will be active if it is possible to undo a previous action The action is

what it will undo

Undo/Redo Open up the Undo/Redo window and you can undo or redo more actions with one

mouse click

Cut Remove the selected object and put it into the clipboard

Copy Copy the selected object into the clipboard without removing it from the map.Paste Paste the data in the clipboard to where you indicate in the map, as long as it is

data that QuArK understands

Duplicate Combines the Copy and Paste functions, without leaving a copy in the Clipboard.Delete Deletes the selection Nothing is put in the Clipboard

View group For adjusting the view properties of groups Only active when you've selected a

group in the tree view

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n o t e

Brush subtraction is a method of making a hole in a brush by using another brush to provide theshape of the hole

First, create a brush with the shape of the hole and place it where you want the hole to appear;

this means that your "hole brush" will end up overlapping at one or more other brushes Theoverlapped brush or brushes will have the their shapes modified with the volume of the "holebrush" turned into empty space You then must delete the "hole brush" for the hole to appear

The Map Editor 759

Table D.4 Toolboxes MenuMenu Item Description

New files Shows the new files toolbox

New map items Shows the new map items toolbox

Texture Browser Shows the texture browser toolbox

Main window Shows the main QuArK Explorer window

New map Refers to the maps that you are currently editing There may be one or more

entries here If you have more than one map in your current project, they will all

be listed here, and the one that is current will be marked with a bullet beside it If your map is not named, this entry will be listed as New map, otherwise it will be the name of the map

Table D.5 Search MenuMenu Item Description

Replace textures Used to replace one texture in a selection with another specified texture

Entities by name Search for the next entity that has a class name that matches the specified

name

Entities by specific Search for the next entity with a specific name that matches the one

specified

Broken polys and faces Search the map for invalid polyhedrons and faces that do not belong to any

brushes in the map

Holes in map Check your map for leaks A leak would be an area of the map that is

exposed to the "outside" world This function really only applies to maps thatare of interiors, and only really matters if you are using internal lights with portals to block doorways and windows

Basic checks Performs some basic sanity checks on the map to ensure that they will

compile properly

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The Selection menu is used to provide methods for selecting portions of a map in the QuArK Map Editor It is depicted in Figure D.8, and Table D.7 contains an itemized description of the menu.

The Torque menu is used to provide access to functions that are specific to the Torque map2dif exporting tool via the Map Editor It is depicted in Figure D.9, and Table D.8 contains an itemized description of the menu.

The Toolbars menu is used to provide access to functions that manage the toolbars in the QuArK Map Editor It is depicted in Figure D.10, and Table D.9 contains an itemized description of the menu.

The Options menu is used to provide a means to adjust ous options in the Map Editor It is depicted in Figure D.11, and Table D.10 contains an itemized description of the menu.

vari-Appendix D ■ QuArK Reference760

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The Map Editor 761

Table D.6 Commands MenuMenu Item Description.

Insert map item Opens the New map items window and inserts chosen item

Tricky force to grid Repairs maps that protrude off the grid

Tag side The functionality for this comes from a plug in With it, you can tag a

face of a polyhedron The following three functions require this function

to be operational

Clear tag Removes a tag

Glue to tagged Glues another selected brush to the tagged face

Wrap texture from tagged Enabled when the selected face is next to the tagged face, and will

seamlessly wrap the texture from the tagged face onto the selected face

Add to tagged Enabled when there is a tagged face and another face is selected; adds

the selected face to the collection of tagged ones

Link selected Links the selected faces so that if one is moved, you will be able to move

the other linked faces along with it

Brush subtraction Use this command to subtract one brush from another brush by first

selecting the brush you want the subtraction to occur on and then selecting the brush that should be subtracted from the first, and then choosing this function

Face sharing subtraction An advanced brush subtraction function If a face from the original brush

will be split up into multiple faces by a brush subtraction, using this function will cause that face to split in a way that allows it to be shared

by the other brushes created by the brush subtraction

Extrude walls Extrudes walls from all the faces of the selected brush or brushes and

deletes the originals

Make hollow Makes brush for each face the selection has and deletes the original The

inflate/deflate value in the Movement configuration window dictates the thickness of the new brushes and whether they should occupy or surround the original selected brushes

Intersection Adds two brushes together; attempts to create a new brush which

occupies the common area of the selected brushes

Dissociate duplicator images Active if you have marked a duplicator Creates actual copies of the

duplicator object or objects then removes the duplicator

Reset Texture Cycle Reloads the files that specify texture cycles for duplicators

Export texture names Exports a list of textures used by this map to a text file

Orientation Active if you have a face selected Brings up a window in which you can

edit the face's compass angle and inclination

Adjust angle Active if you have a face selected Adjusts the angle of a face to be

rounded to the nearest angle that is a multiple of that specified in the Force Angle property in the Map, Building configuration window

Delete face Deletes a face Note that deleting a face from a brush will probably

invalidate the brush

continued

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