骑马与砍杀2:霸主 开发者日志2 - 植被上色



自己翻译的,本人语文基本上就是从没到过班级平均分的水平,渣翻译见谅。另外我倾向于把意思翻译出来,所以小细节就不要追究了。
第一篇开发者博客昆汀已经翻译好了,贴出链接在此
http://bbs.mountblade.com.cn/forum.php?mod=viewthread&tid=474232

本篇原文
http://www.taleworlds.com/en/Games/Bannerlord/Blog/3

Mount&Blade II: Bannerlord DeveloperBlog 2 - Painted Plants


骑马与砍杀2:领主开发者博客2 – 植被上色


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.
作为这篇博文的序言,我们要先真挚感谢对于我们上一篇博文的精彩回应。我们期待你们会兴奋而且我们知道(因为你们一直这么告诉我们,棒极了!)你们希望关于骑砍2的消息,不过你们的反馈还是真的超出了我们的想象。我们的博客在非死不可Facebook上是被转发最多的,论坛已经疯了(比平时更疯),在Reddit上也有很多有兴趣的玩家而且登上了Games的首页,Twitter上也……不出所料的皆大欢喜

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.
贪婪的粉丝们和刚关注我们的新手们,我们将会在我们的第二篇博客中聊聊关于在我们开发过程中引擎编写小组扮演的角色。我们的引擎小组位于办公室的中央,负责开发游戏的核心部分。有着强大的硬件和轻松而坦率的态度的精益求精的开发者们来来回回穿过忙碌的房间。Inside dwell the gremlin exterminating gremlins. The light masters.The engine engineers.【直译:里面居住着消灭哥布林们的哥布林。灯光大湿。引擎工程师。】(我真没懂这句想表达的是啥……为图片的注解么)


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.
游戏引擎实际上是游戏和开发本身的构架。我们引擎小组的工作包括了美术设计师和程序员的开发工具,图像编程(灯光和阴影)和一系列例如物体碰撞和物理模拟之类的核心表现,包括了那些看起来没什么存在感的玩意儿。

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.
骑砍2开发工具中的一个亮点就是用来放置例如树、房子和编辑地形、天空和光线的场景编辑工具。它在新的引擎中有了长足的进步而且成了一个可以进行非常高级的控制和修饰的专业工具。这大幅度提高了效率和场景的质量,而且完全可以被modders所使用。就如在前作中占了很大比例一样,modding也是骑砍2开发中被考虑的非常多的一部分。


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.
引擎小组已经完成了大部分来自设计师和其他编程小组的请求下的工作,所以那些工具将会伴随着游戏的开发。这些我们自己开发的工具和编程意味着他们非常适合于我们特殊的需求。一个简单的例子就是植被上色,在战团的场景编辑器中,所有包括植物在内的物体都只能一个一个放到场景中,但是在领主里,草丛和小石块都可以用一个虚拟的刷子上色。他们都可以被自动地完美放置在地上而且可以在指定参数内随机旋转、缩放来达到自然连贯的效果。

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.
这些你看到的图像都是在DX11下运转的引擎,最终版本也可以支持DX9运行。这样可以保证大部分的电脑都可以运行游戏而且在不同配置的电脑下都可以流畅运行。当然,DX11使得游戏可以使用细分曲面和其他高级技术来优化性能和视觉效果。





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.
在这些截图里你可以看见同一场景在不同环境设置下运行的效果。当然在这里是不可能列出我们对于环境设置作出的巨大改进的,不过值得提出的是尽管你这里看到的都是我们营造的真实的视觉效果,那些关于烟雾和光线的变量都是完全可以自定义的,让那些喜欢Mods和地图的玩家拥有无限的选择。

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.
享受这些图片并且仔细搜寻隐藏在编辑器文字中的宝藏(啥意思?那些图片还暗藏玄机?),继续关注我们的博客以便获取关于其他工作组的更多细节和游戏本身的乐趣吧。

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