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本帖最后由 贤狼赫萝 于 2019-2-22 20:16 编辑
Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
Mount & Blade games have always primarily focused on the core gameplay mechanics over the visual appeal of the game world. And while this is something which remains true for Bannerlord, we have worked extensively on improving the overall visual quality of the game with the aim of making the experience more immersive and enjoyable for players. In this week’s blog, we would like to talk about one of the improvements we are currently working on, which will help to bring battles to life and will give players a real sense of the gritty and brutal nature of warfare.
骑马与砍杀一直以来都是著重于核心游戏机制而不是画面。在我们做霸主的时候这句话依然适用,但是我们已经做了不少工作致力于提高游戏的整体视觉效果,为的就是让玩家更能体会到沉浸感和娱乐性。本周的日志,我们要说的是我们目前正在进行的一项改进,这能让战斗变得更真实,也能让玩家体验到战争的艰辛和残酷。
Particle effects are one of the core components of our battle visuals and a technique we have employed to help to add to the overall immersion in battles. A cloud of dust kicking up behind a cavalry charge or a splash of blood from a successfully landed blow really helps to make players feel that they are in the thick of the action.
粒子效果是我们战场效果的重要元素,也是一个能让我们添加更多战场真实感的技巧。万马奔腾后的尘土飞扬或者刀光剑影后的血流成河能让玩家感觉到战场上的激烈。

Our combat particle effects fall into two separate categories: movement and attacks. In each instance, the particle type is determined by two factors. For movement, they are the speed at which a unit is moving and the terrain which they are moving across. Whereas, for attacks, the particle type is determined by the type of weapon used and the surface the weapon hits. For modularity and for the ability to easily make changes during development, we use a collision info .xml which defines the particle that is generated from the combination of actors and surfaces. Modders will be able to add new materials and collision particles, as well as change the values of already defined collisions.
我们的战斗粒子效果分为两大类:移动和攻击。而这两种粒子效果类型都由两种不同的因素决定。在移动中,战斗粒子效果取决于单位移动速度和单位移动经过的地形。然而对于攻击,粒子类型取决于所使用的武器类型和武器击中的物体材质。为了使粒子效果模块化而更加具体,并且在开发过程中让开发人员更方便地对其进行修改,我们使用collision_info.xml来定义由碰撞物和碰撞面组合生成的粒子。MOD开发者将能够很方便地添加新的材质和碰撞粒子,以及更改已经定义的碰撞的值来达到改动这些战斗粒子效果的目的。
To give an example of how this all works in the game, once an agent is hit by a cutting weapon, we spawn three different particles. First, a line-shaped particle is spawned in the direction of the cut. Secondly, a continuous emitter is attached to the hit position of the agent, which spawns blood particles for a short time as the weapon passes through the agent. Finally, the third particle is spawned as the weapon exits the agent. With these effects, players are given clear visual indicators for successful attacks.
在游戏里打个比方看看这些粒子是如何实现的:一旦一个目标被切割类武器打中了,我们会产生三种不同的粒子。首先,沿切割方向生成一种线形粒子。其次,一个连续的发射器连接到目标的命中位置,当武器穿过目标时会在短时间内产生大量血颗粒造成血喷如柱的效果 最后,第三种粒子在武器离开目标时生成。有了这些效果,玩家就可以清楚地看到攻击成功的影像。
In addition to this, particle instances can stick to environments and agents, leaving decals in their place. We also add mud decals to the legs of agents and mounts which are moving through muddy terrain. As with the particle effects, these splash effects can easily be added and used in the game by modders through the collision_info.xml
另外就是,粒子也能附着在环境和NPC上,能在上面留下痕迹。我们也给NPC的腿和马匹加了泥泞的痕迹,这些在他们跑过满是泥巴的地形时就会出现。和粒子效果一样,这些飞溅的效果也能让mod制作者很轻易地通过修改collision_info.xml添加和使用到游戏里。
We use a large texture atlas for different splash effects on agents. With this, we can assign the index for an atlas position to a particle effect. Later on, we project the splash decals onto the agents with a dedicated shader. This way, we can render up to 32 decals on a single agent in an optimised way.
我们使用了大量纹理合集来显示不同的飞溅效果。有了这个,我们就能把在这合集的贴图分配到粒子效果上。然后,我们会使用专门的光影投射到初始贴图上。这样我们可以在优化的基础上在单个NPC上展示多达32种贴图。
With these features, once the battle is over, it is easy to distinguish the troops which fought in the heat of the battle and survived.
有了这些功能,在战斗结束后,你就能很清楚地看到将士们是如何浴血奋战并最终存活下来。

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