7.4 模块避免事项(中英对照)

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Note: if you already designed a module that is on the following list, do not desperate! It's probably usable.

注意:如果你已经设计了如下所述的模块,请不要绝望!那多半会是有用的东西。

It will be assigned a different function than what you planed for it, though. In doubt, please contact me for more informations.

会给它们指定一个与你的设想不同的用途。如果还有什么问题的话,请联系我以获得更多资料。

– Communication module: sensors and various devices will be mounted on top of hardpoints, internal communication systems are invisible anyway, so there's no need for a module dedicated to communication systems.

  • 通讯模块:感应器、探测器、传感器和各种各样的其他装置会被配置在挂载点的顶部,船体内部通讯器材从船体外是看不见的,因此不需要专门再为通讯设备进行建模。

– Fuel module: goes against the cargo / containers system. A cargo module should be able to store any type of resource, not only fuel.

  • 燃料模块:至于货运/集装箱系统,一个货物模块应该可以储存任何资源,不仅仅是燃料。

– Combat / military module: renamed to hardpoints module. This type of module is specifically designed to fit as many hardpoints in as little place as possible.

  • 战斗/军事模块:也就是挂载点模块。这种类型的模块要特别设计得尽可能适合于多数挂载点。

Hardpoints are not only used for turrets and guns, but also for various other devices ( like shields, scanners, radars, etc.. ) so the name “combat” is misleading.

挂载点不仅仅用于炮塔和火炮,也可用于安装各种其他设备(像护盾,扫描仪,雷达...等等),因此只命名为“战斗”容易造成误解。

– Containers module: individual containers should never be visible. The goal is to avoid to have to render a variable amount of containers depending on the load and the type of goods carrier by the ship. Prefer to use a cargo module instead ( note: the aspect of the cargo module is static, i.e. Whether it's empty or full, the mesh is the same ).

  • 集装箱模块:个别集装箱应该是永远不可见的。这是为了避免在游戏中渲染随着货物装卸和货物载体类型而定的不同集装箱。优先使用货物模块来代替。(注意:货物模块的样子是静态的,也就是不管它是空的还是满的,网格(外形)都是相同的)。
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