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《上古卷轴5:天际》基本信息翻译汇总

2011-11-12 02:16:43 来源:3DM论坛 作者:alexn 我要投稿

第15页:图像,声音和操作界面

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Graphics,  Sound & Interface 图像,声音和操作界面
Graphics 图像
Havok  Behavior - Havok Behavior is a flexible animation tool that allows the  developers to rapidly prototype and preview new animations and blend them  together seamlessly with a few mouse clicks and minimal code support.  Bethesda is using it to create more nuance in character and creature  movement, govern special effects, and even to control how characters struggle  to move when trapped in environmental hazards like spider webs. Characters  now transition more realistically between walking, jogging and, running, and  the increased nuance between animations has allowed Bethesda to better  balance the combat in both first- and third-person perspective by adjusting  the timing values for swings and blocks depending on your perspective.  Perhaps the most impressive use of the Behavior technology is how Bethesda is  using it to create the dragon animations. Bethesda has worked meticulously to  make sure the beasts look powerful and menacing when banking, flapping their  wings, gaining altitude before making another strafing run, and breathing  fire on their hapless victims. None of the dragons' actions are scripted, and  Behavior helps make the movements look non-mechanical, even when the dragons  are speaking/shouting. Havok  Behavior——HB是一款灵活的动作工具,使用它使得开发人员能够迅捷的建立雏形和预览,并且只适用有限的鼠标点击和极少的代码就能实现将它们混合在一起进行无缝渲染。Bethesda正在使用它来创造角色之间的细微差别和生物的行动,控制特效,甚至来控制当角色被环境中的危险所困时——比如蛛网——如何挣扎。角色现在可以在更加真实的动作间变换,比如走路、慢跑和奔跑;而这种在动作中改善的细节使得Bethesda可以更佳地平衡第一人称和第三人称时的战斗方式,比如调整挥舞武器和格挡的时间值,取决于你的角度。也许最令人印象深刻的Behavior技术应用就是Bethesda如何创造巨龙的动作。他们一丝不苟的工作,确保这巨型生物在拍打地面或扇动翅膀时看起来强大,具有威胁性,拔起一定高度然后突然俯冲,对倒霉的目标喷出烈焰。没有一条巨龙的动作是用脚本完成的,Behavior工具让这些动作看起来不那么机械性,甚至当那些巨龙在说话和咆哮时。
Wind  will whip up the surface of bodies of water. 风会激起水浪。
Dynamic  Shadows. 动态阴影。
Snow  falls dynamically, painting the ground texture with snow. 雪动态地飘落,地面也会堆积起雪。(地面的材质也会渲染出雪)
Believable  water physics. 真实的水体物理性。
Faces  andmodels are improved. 脸部和模型都被改善了。
Draw  Distance is greatly increased, allowing for little to no grid pattern or low  resolution distant land. 远景渲染被极大的增强了,几乎不需要以前那种格子图案或低分辨率的远景。
SpeedTree  is not used: they've created their own platform that allows artists to build  whatever kind of trees they want and to dictate how they animate. Artists can  alter the weight of the branches to adjust how much they move in the wind,  which is an effective way of, for instance, actualizing the danger of  traversing steep mountain passes with howling winds violently shaking  branches. SpeedTree技术没有使用:Bethesda创造了自己的平台,来允许艺术家们随意地创造和布置树木,决定它们的动态。艺术家们可以调整树枝的高度来调整树木随风而动的程度。这非常有效,比如说,实现当你横贯陡峭山峰之间的小道时,咆哮的山风将使得树木狂摆。

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