5.3 机库泊位(中英对照)

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5.3. Garages

5.3. 泊位

a) Description

a) 说明

Each garage must have one single entrance closed by one or two animated door objects (see section about doors), leading to the hangar.

每个泊位都必有一到两个会动的门体(见“门”部分)作为引导至机库的大门。

It is acceptable in certain cases (especially when the ship is too small to have an internal hangar, and / or when the ship or station is civilian) to have garages directly on the external hull, leading to space, with no hangar. In that case, the door(s) will always be visible.

在某些情况下(尤其当舰船太小,无法在其内部装配机库;或者舰船/空间站是民用的),可以把泊位入口直接连通面向船壳的外部空间,而不再使用机库。在此情况下舱门(库门)始终可见。

b) Geometry

b) 几何

– Shape: each garage has a basic box shape (12 triangles) but it can be slightly modified to take the model's design into account. For example, for a station of a cylindrical shape, the inner surface of the garage can have a slightly curved shape, matching the one of the central cylinder.

  • 外形:每个泊位基本都是盒状的(12个三角形),但考虑到模型设计,可以做些微调。例如,一个圆柱形空间站,其泊位的内表面会微微弯曲,以匹配空间站的形状。

Geometric (small scale) details should be added to each garage if there's enough triangles to spare on the total model polycount budget.

几何(小尺度)细节会添加到每个泊位中,如果三角形预算允许的话。

– Objects: the whole garage must be split from the S/S hull into one or many objects. This is necessary for some future graphical effects (atmosphere in hangars) as well as potential optimizations (when the hangar doors are closed, culling off the whole hangar objects to reduce the on-screen polycount).

  • 物体:整个泊位为(了)匹配外壳会被分成一个或几个,对于一些将来的图形效果(机库中的大气)以及潜在优化(当泊位门关闭后,去除整个泊位部分,以减少屏幕多边形预算)这很重要。

– Chamfering: if you are using chamfering, make sure it won't block ships trying to enter the garage. Try values around 1 or 2% per side.

  • 倒棱:如果你使用倒棱,确保这不会妨碍舰船入库。尝试下数值:每边1-2%。

– Dimensions: there are 8 classes for garages. It is unlikely that the biggest classes will ever be used (what S/S can fit a 5 Km-long ship in a garage?!), unless maybe in shipyards.

  • 尺寸:泊位有8种类型。最大的舰船也不像是可以入坞(多大的泊位才能装下5公里长的舰船?!),除非是在船坞。

I8.jpg

舰船类型 泊位类型名称 Y (宽) X (长) Z (高)
小型 A型 (无人机,个人航天器,小型战斗机) 12 15 8
小型 B型 (战斗机,小型航天器) 32 30 12
小型 C型 (护航艇) 38 50 20
中型 D型 (猎潜艇,截击舰,拖船,飞行器) 60 100 35
中型 E型 (轻型护卫舰/运输舰/客船) 100 200 60
中型 F型 (重型护卫舰,轻型驱逐舰,中型运输舰/豪华客船) 200 400 120
大型 G型 (豪华客船/中型运输舰/重型驱逐舰) 400 800 240
大型 H型 (巡洋舰/重型运输舰/巨型客船) 800 1600 480
大型 I型 (巨舰) ? ? ?

Table 3: Garage dimensions by class, in meters

表格3: 泊位尺寸及类别,单位米

c) Design

c) 设计

The following illustrations show an example of a hangar with many class A, B and C garages.

以下的插图展示了一个泊位的几种类型A,B和C。

Hangar and garage doors are missing. None of the garages are fake ( some should probably be, to comply with the number of garages per hangar ).

泊位和机库的门不显示。这里(有)些泊位没有作假(有些应该可能是,为了顺应每个机库上都挂上泊位的名称)。

I9.png

I91.png

Illustration 9: Example of hangar with class B garages ( sides ) and class C garages ( bottom )

图9: 机库两边的B型泊位和底部的C型泊位

I10.png

Illustration 10: View on the four class 4 garages and the nine class B garages on a side

图10:一边的A个四型泊位和9个B型泊位

d) Texturing

d) 材质

Because players will be flying their own ships inside hangars, they will be able to get pretty close to the walls. You should use tiling and generic texture packs to texture the hangar and garages.

由于玩家会飞到机库中,他们会相当接近墙壁。你应当用tiling和generic材质包来为机库和泊位渲染。

You can use alpha-masked polygons to add some details such as fences, metallic structures, etc.. In that case, don't forget to place all those alpha-masked polygons in their own separate object, as they'll need a different shader than the opaque geometry. 你可以用多边形透明遮罩(alpha-masked)添加细节像是栅栏,金属结构,等等。还有不要忘记把所有的多边形透明遮罩(alpha-masked)放到他们各自的物体中去,它们需要不同于不透明几何图形(opaque geometry)的着色/着色方式(shader)处理。

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