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[Translate] Adding prefabs.md to Chinese #42

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10 changes: 4 additions & 6 deletions docs/content/schinese/Asset Management/Asset Types/meshes.md
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@@ -1,14 +1,12 @@
+++
title = "Meshes"
title = "网格"
description = ""
weight = 1
+++

Meshes contain the polygon positions and attributes to be used at the rendering pass. Every mesh has one material that defines their rendering behaviour. They are grouped inside MetaMesh's by their LOD level. Also, at the same LOD level, there can be multiple meshes with different materials. More information about importing meshes to the engine can be found at <strong>[Material Editor]({{< ref "asset_naming_conventions.md" >}})</strong>.
网格(Meshes)包含了多边形的位置和渲染时使用的属性。每个网格都会有一个材质以定义其的渲染行为。它们在网格内将按照其LOD级别进行分组。同时,在同一个LOD级别中可以同时有多个不同材质的网格。若想了解更多关于将网格导入引擎的信息,请参阅 <strong>[Material Editor]({{< ref "asset_naming_conventions.md" >}})</strong>.


##### LOD System
##### 细节级别 (LOD)

Modern engines use LOD(level of detail) systems to ensure that the amount of GPU share used by the closer parts of the screen is more than the far ones. This is done by reducing the mesh qualiy with respect to the distance to the camera. This system ensures that the polygon per pixel ratio is similar across the screen as much as possible. The default LOD distances are as follows: 15, 22.5, 30, 50, 70, 130, 210 meters. These distances are for the best graphics quality and they can be reduced via the Environment Quality and Character Quality options.


现代引擎通常使用LOD(Level of detail)系统,以确保相机近处位置使用的GPU资源量多于远处位置。这将通过增加摄像头的距离时减少网格质量来实现。这一系统将确保每个像素的多边形比例在整个屏幕上都尽可能的相似。默认的LOD距离将包含:15, 22.5, 30, 50, 70, 130, 210米。这些距离设置将保证最佳的图形质量,通过在游戏中设置环境和人物质量可以对其进行调节。
14 changes: 6 additions & 8 deletions docs/content/schinese/Asset Management/Asset Types/prefabs.md
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title = "Entities & Prefabs"
title = "实体及预制件"
description = ""
weight = 1
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In RGL, entities are containers for all of the meshes, particles, script components, occluders and physics objects. They can also contain other entities as children. They have their own transformation that determines their position, scale and rotation in the world.
在RGL中,实体是包含所有网格,粒子,脚本组件,遮挡物和物理对象的容器。它们可以容纳其他实体来作为其子实体。这些子实体有自己的变体存在,决定了它们在整个世界中的位置,比例和旋转角度。
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##### Prefabs
##### 预制件(Prefabs)

Prefabs are template entities which do not sever the connection to the prefab even after it is saved in a scene. Complex entities can be constructed one time and saved as a prefab to be used at any time, in any scene. Later updates to the prefab will affect the already done scenes as well. In Bannerlord, nearly all of the mission objects and scene props are prefabs.

##### Connection Rules

Once a prefab is placed into a scene, all of the values under prefab(mesh colors, child entity transforms, script values) are connected to the original prefab and will be updated after every change to the original one. Any change in the scene for those values will sever the connection. Beware that any “Addition” operation to the prefab in the scene, will break the prefab connection all together. Examples: adding a new mesh, particle system, light, child entity or script component.
预制件(Prefabs)属于模板实体,即便是复杂的实体可以直接一次构造,并在之后保存为预制物件,以便在任何场景中随时使用。后期对预制件的更新也会对已经完成的场景造成影响。在《霸主》中,几乎所有的任务对象和场景道具都是预制件。

##### 连接规则(Connection Rules)

一旦一个预制件被放置到场景中,预制件下的所有值(网格颜色、子实体变换、脚本数值)都与原预制件相连,并且在每次改变原预制件后都会更新。在场景中,任何对这些值的改变都会切断连接。需要注意的是,在场景中对预制件进行的任何 "增加 "操作,都会将预制件的连接全部断开。例如:添加一个新的网格、粒子系统、光线、子实体或脚本组件