《騎馬與砍殺2:霸主》開發者日誌(2):植被上色
《騎馬與砍殺2:霸主》開發者日誌(1):毛髮美術
As a preamble to this blog entry,we wouldlike to extend our sincere thanks for the incredible response to the previousblog.We expected excitement and we know(because you rarely take a break fromtelling us,which is great!)that you want information from Bannerlord but thefeedback certainly exceeded our expectations.The blog was our most liked,shared and far reaching post on Facebook,the forums went crazy(more so thanusual),on Reddit we had a great interest on/r/mountandblade as well asreaching the front page of/r/Games and on Twitter...well predictably everyonehad a lot of fun with caps lock.
作為這篇博文的序言,我們要先真摯感謝對於我們上一篇博文的精彩回應。我們期待你們會興奮而且我們知道(因為你們一直這麼告訴我們,棒極了!)你們希望關於騎砍2的訊息,不過你們的反饋還是真的超出了我們的想象。我們的部落格在非死不可Facebook上是被轉發最多的,論壇已經瘋了(比平時更瘋),在Reddit上也有很多有興趣的玩家而且登上了Games的首頁,Twitter上也……不出所料的皆大歡喜。
Avid blog followers and newcomers to theseries,in this,our second blog,we're talking about our team of engineprogrammers and their role in our development process.It is fitting that theengine team sits in the centre of the office,developing the core of the game.The room is generally busy with the comings and goings of demanding developers,the hardware is powerful and the attitude is relaxed and open.Insidedwell the gremlin exterminatinggremlins.The light masters.The engine engineers.
貪婪的粉絲們和剛關注我們的新手們,我們將會在我們的第二篇部落格中聊聊關於在我們開發過程中引擎編寫小組扮演的角色。我們的引擎小組位於辦公室的中央,負責開發遊戲的核心部分。有著強大的硬體和輕鬆而坦率的態度的精益求精的開發者們來來回回穿過忙碌的房間。Inside dwell the gremlin exterminating gremlins.The light masters.The engine engineers.【直譯:裡面居住著消滅哥布林們的哥布林。燈光大溼。引擎工程師。】(我真沒懂這句想表達的是啥……為圖片的註解麼)
A game engine is effectively the frameworkbehind the game itself and its development.The workload of our engine teamcovers the development tools used by our artists and programmers,graphicsprogramming(lighting and shading)and control of various core behaviours likecollisions between objects and physics simulation.Things beyond thecomprehension of lower sentient beings.
遊戲引擎實際上是遊戲和開發本身的構架。我們引擎小組的工作包括了美術設計師和程式設計師的開發工具,影像程式設計(燈光和陰影)和一系列例如物體碰撞和物理模擬之類的核心表現,包括了那些看起來沒什麼存在感的玩意兒。
One delight of Bannerlord's developmenttoolset is the scene editor,which is used for placing all the objects liketrees,and houses in a scene,editing the terrain,sky and lighting.It hastaken large strides in the new engine and now has all the workings of aprofessional application with a great degree of control and polish.Not onlydoes this massively improve the efficiency and quality of the scenes thatartists can produce but it will be completely available for modders.Assomething that became a huge part of the previous games,modding is a primaryconsideration when developing Bannerlord.
騎砍2開發工具中的一個亮點就是用來放置例如樹、房子和編輯地形、天空和光線的場景編輯工具。它在新的引擎中有了長足的進步而且成了一個可以進行非常高階的控制和修飾的專業工具。這大幅度提高了效率和場景的質量,而且完全可以被modders所使用。就如在前作中佔了很大比例一樣,modding也是騎砍2開發中被考慮的非常多的一部分。
Much of the engine team's work is done on arequest basis from the artists and other programming teams,so the toolsprogress alongside the game.Developing our own tools and engine in this mannermeans they can be catered for our specific needs.A simple example of this isflora painting.In Warband's scene editor,all objects including plants had tobe added one by one but in Bannerlord,clumps of grass and small rocks can bepainted with the sweep of a virtual brush stroke.They'll automatically sitnicely on the ground and rotate/rescale randomly within changeable parametersfor a natural flow.
引擎小組已經完成了大部分來自設計師和其他程式設計小組的請求下的工作,所以那些工具將會伴隨著遊戲的開發。這些我們自己開發的工具和程式設計意味著他們非常適合於我們特殊的需求。一個簡單的例子就是植被上色,在戰團的場景編輯器中,所有包括植物在內的物體都只能一個一個放到場景中,但是在領主裡,草叢和小石塊都可以用一個虛擬的刷子上色。他們都可以被自動地完美放置在地上而且可以在指定引數內隨機旋轉、縮放來達到自然連貫的效果。
The images you are seeing are the enginerunning in DirectX 11.The final release will also support DirectX 9.This willmake sure that the game makes the most of your PC and runs as smoothly aspossible on high and low end systems.Of course,running the game in DirectX 11will allow for tesselation and other advanced techniques to optimiseperformance and visual quality.
這些你看到的影像都是在DX11下運轉的引擎,最終版本也可以支援DX9執行。這樣可以保證大部分的電腦都可以執行遊戲而且在不同配置的電腦下都可以流暢執行。當然,DX11使得遊戲可以使用細分曲面和其他高階技術來優化效能和視覺效果。
In the screenshots you can see examples ofdifferent atmosphere settings used in the same scene.It's not possible to listhere,the extensive improvements and additions that our atmosphere settingshave seen.What is worth noting though,is that although in the examples herewe have created realistic visual effects,all of the variables of the fog andthe lighting are completely customisable with effects,giving endless optionsto those interested in playing around with them for their mods or maps.
在這些截圖裡你可以看見同一場景在不同環境設定下執行的效果。當然在這裡是不可能列出我們對於環境設定作出的巨大改進的,不過值得提出的是儘管你這裡看到的都是我們營造的真實的視覺效果,那些關於煙霧和光線的變數都是完全可以自定義的,讓那些喜歡Mods和地圖的玩家擁有無限的選擇。
Enjoy looking at the pictures and scouringthe writing in the editor for hidden treasures.Keep up with the blogs for moredetails on the other teams in the office and some juice about the gameplayitself.
享受這些圖片並且仔細搜尋隱藏在編輯器文字中的寶藏(啥意思?那些圖片還暗藏玄機?),繼續關注我們的部落格以便獲取關於其他工作組的更多細節和遊戲本身的樂趣吧。
下一篇:《騎馬與砍殺2:領主》 開發者日誌(三): 驚喜派對
作者:Cain編譯
來源:砍騎中文站
原譯文:https://www.taleworlds.com/en/Games/Bannerlord/Blog/3
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