Docs:Creating a scene in Maya

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(New page: ==Моделинг== *Вся геометрия должна быть создана в реальных мировых размерах (если стол в реальной жизни ...)
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-==Моделинг==+==Modelling==
-*Вся геометрия должна быть создана в реальных мировых размерах (если стол в реальной жизни высотой 1 метр, значит его надо и в Maya делать высотой 1 метр, всё предельно ясно и просто)+*The entire geometry must be created in real-world sizes (if the table in the real life is 1 meter high, it must be created 1 meter high in Maya)
-*Bounding box персонажа имеет три состояния: стоя <code>(1.8х0.7х0.7 в метрах)</code>, сидя <code>(1.5х0.7х0.7 в метрах)</code> и очень сидя <code>(1.2х0.7х0.7 в метрах)</code>.+*Character's bounding box has three states: standing <code>(1.8х0.7х0.7 in meters)</code>, sitting <code>(1.5х0.7х0.7 in meters)</code> and crouching <code>(1.2х0.7х0.7 in meters)</code>.
-*Весь уровень должен быть не больше <code>150 тысяч треугольников</code>.+*The entire level must be not larger than <code>150 thousand triangles</code>.
[[image: Docs_maya_outliner.jpg|outliner screenshot|center|frame|outliner screenshot]] [[image: Docs_maya_outliner.jpg|outliner screenshot|center|frame|outliner screenshot]]
-*Сцена должна состоять из групп. Название группы формируется по такому принципу: '''mp_имяуровня_назвгеометрии'''. Например, в нашей тестовой сцене такие группы: <code>mp_atp_terrain</code>, <code>mp_atp_buildings</code>. В группе может находится как и один объект, так и несколько. Имена объектов внутри группы никоем образом не должны совпадать с именем группы. <br />+*The scene must consist of groups. The name of the group is composed according to the principle: '''mp_levelname_geometryname'''. For example, there are the following groups in our test scene: <code>mp_atp_terrain</code>, <code>mp_atp_buildings</code>. The group may have both one object, and several of them. The names of the objects inside the group must by no means coincide with the name of the group. <br />
-'''В переделах одной группы все имена должны быть уникальны'''.+'''The names within one group must be unique'''.
-[[image: Docs_maya_mp_atp_terrain.jpg|mp_atp_terrain - игровой ландшафт|center|frame|mp_atp_terrain - игровой ландшафт]]+[[image: Docs_maya_mp_atp_terrain.jpg|mp_atp_terrain - game landscape|center|frame|mp_atp_terrain - game landscape]]
-[[image: Docs_maya_mp_atp_buildings.jpg|mp_atp_buildings - игровая геометрия|center|frame|mp_atp_buildings - игровая геометрия]]+[[image: Docs_maya_mp_atp_buildings.jpg|mp_atp_buildings - game geometry|center|frame|mp_atp_buildings - game geometry]]
-*Шейп объекта должен содержать правильное имя. Формируется по такому принципу: объект - <code>имя_объекта</code>, шейп - <code>имя_объектаShape</code>.+*Object's shape must contain the correct name. It's composed according to the principle: object - <code>objectname</code>, shape - <code>objectnameShape</code>.
-[[image: Docs_maya_objectname.jpg|Имена объектов в Maya|center|frame|Имена объектов в Maya]]+[[image: Docs_maya_objectname.jpg|Objects' names in Maya|center|frame|Objects' names in Maya]]
-==Текстурирование==+ 
-===General issues===+==Texturing==
-X-ray шейдер, кроме текстуры использует надстройку состоящую из трёх частей - Engine, Compiler, Material.+===General===
-*Engine - отображение текстуры в движке игры.+Apart from the texture, the X-ray shader uses the setting that consists of three parts - Engine, Compiler, Material.
-*Compiler - используется при компиляции уровня.+*Engine - displays texture on the game engine.
-*Material - игровой материал (wallmark, sound и др.).+*Compiler - used on level compilation.
-[[image:Docs_maya_xray_shaders.jpg|список доступных шейдеров|center|frame|список доступных шейдеров]]+*Material - game material (wallmarks, sound etc.).
-===Описание шейдеров===+[[image:Docs_maya_xray_shaders.jpg|list of available shaders|center|frame|list of available shaders]]
 +===Shaders descritpion===
{|border="1" width="550" cellpadding="2" style="border-collapse:collapse; border-color:#ccc;" {|border="1" width="550" cellpadding="2" style="border-collapse:collapse; border-color:#ccc;"
|- |-
!colspan="2" style="background-color:#dbe5f1;" | Engine !colspan="2" style="background-color:#dbe5f1;" | Engine
|- |-
-|colspan="2" style="background-color:#eaf1dd;" | Шейдера для статических объектов+|colspan="2" style="background-color:#eaf1dd;" | Shaders for static objects
|- |-
|width="150" | default |width="150" | default
-|Основной lightmap shader.+|Main lightmap shader.
|- |-
| style="background-color:#f9f9f9;"| def_vertex | style="background-color:#f9f9f9;"| def_vertex
-|style="background-color:#f9f9f9;"|Основной vertex shader.+|style="background-color:#f9f9f9;"|Main vertex shader.
|- |-
| def_aref | def_aref
-|Прозрачность. alpha test - aref (без градиентов).+|Transparency. alpha test - aref (without gradients).
|- |-
|style="background-color:#f9f9f9;"| def_trans |style="background-color:#f9f9f9;"| def_trans
-|style="background-color:#f9f9f9;"|Прозрачность. alpha test - trans (с градиентами).+|style="background-color:#f9f9f9;"|Transparency. alpha test - trans (with gradients).
|- |-
| selflight | selflight
-|Самосветящийся материал.+|Self-luminous material.
|- |-
-|colspan="2" style="background-color:#eaf1dd;" | Шейдера для динамических объектов+|colspan="2" style="background-color:#eaf1dd;" | Shaders for dynamic objects
|- |-
| models/model | models/model
-|Основной шейдер.+|Main shader.
|- |-
|style="background-color:#f9f9f9;"| models/antigas_glass |style="background-color:#f9f9f9;"| models/antigas_glass
-|style="background-color:#f9f9f9;"|Шейдер с отражением CubeMap - 1 вариант.+|style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 1.
|- |-
| models/artefact | models/artefact
-|Шейдер с отражением CubeMap - 2 вариант.+|Shader with CubeMap reflection - variant 2.
|- |-
|style="background-color:#f9f9f9;"| models/artefact2 |style="background-color:#f9f9f9;"| models/artefact2
-|style="background-color:#f9f9f9;"|Шейдер с отражением CubeMap - 3 вариант.+|style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 3.
|- |-
| models/model_fur | models/model_fur
Line 60: Line 61:
|- |-
| models/model_aref | models/model_aref
-|Прозрачность. alpha test - trans (с градиентами).+|Transparency. alpha test - aref (without gradients).
|- |-
|style="background-color:#f9f9f9;"| models/pautina |style="background-color:#f9f9f9;"| models/pautina
-|style="background-color:#f9f9f9;"|Материал с прозрачностью и с эффектом falloff.+|style="background-color:#f9f9f9;"|Self-luminous material with transparency and with falloff effect.
|- |-
| models/selflight | models/selflight
-|Основной самосветящийся материал.+|Main self-luminous material.
|- |-
|style="background-color:#f9f9f9;"| models/selflightl |style="background-color:#f9f9f9;"| models/selflightl
-|style="background-color:#f9f9f9;"|Самосветящийся материал с меньшей интенсивностью.+|style="background-color:#f9f9f9;"|Self-luminous material with lesser intensity.
|- |-
| models/transparent | models/transparent
-|Прозрачность.+|Transparency.
|- |-
|style="background-color:#f9f9f9;"| models/weapons |style="background-color:#f9f9f9;"| models/weapons
-|style="background-color:#f9f9f9;"|Шейдер с отражением CubeMap - 4 вариант.+|style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 4.
|- |-
| models/window | models/window
-|Полупрозрачный шейдер с отражением CubeMap.+|Translucent shader with CubeMap reflection.
|- |-
|style="background-color:#f9f9f9;"| effects/water |style="background-color:#f9f9f9;"| effects/water
-|style="background-color:#f9f9f9;"|Шейдер чистой воды.+|style="background-color:#f9f9f9;"|Pure water shader.
|- |-
| effects/waterstuden | effects/waterstuden
-|Шейдер болота.+|Bog shader.
|- |-
|style="background-color:#f9f9f9;"| effects/waterryaska |style="background-color:#f9f9f9;"| effects/waterryaska
-|style="background-color:#f9f9f9;"|Шейдер ряски.+|style="background-color:#f9f9f9;"|Duckweed shader.
|- |-
| terrain/asfalt | terrain/asfalt
-|Шейдер terrain, асфальт.+|Terrain shader, asphalt.
|- |-
|style="background-color:#f9f9f9;"| terrain/grass |style="background-color:#f9f9f9;"| terrain/grass
-|style="background-color:#f9f9f9;"|Шейдер terrain, трава.+|style="background-color:#f9f9f9;"|Terrain shader, grass.
|- |-
| terrain/sand | terrain/sand
-|Шейдер terrain, земля.+|Terrain shader, ground.
|- |-
!colspan="2" style="background-color:#dbe5f1;" | Compiler !colspan="2" style="background-color:#dbe5f1;" | Compiler
|- |-
| default | default
-|Основной lightmap shader.+|Main lightmap shader.
|- |-
|style="background-color:#f9f9f9;"| def_vertex |style="background-color:#f9f9f9;"| def_vertex
-|style="background-color:#f9f9f9;"|Основной vertex shader.+|style="background-color:#f9f9f9;"|Main vertex shader.
|- |-
| def_ghost | def_ghost
-|Lightmap shader без collision.+|Lightmap shader without collision.
|- |-
|style="background-color:#f9f9f9;"| def_kolizion_vertex |style="background-color:#f9f9f9;"| def_kolizion_vertex
-|style="background-color:#f9f9f9;"|Специальный шейдер невидимой геометрии.+|style="background-color:#f9f9f9;"|Special shader of invisible geometry.
|- |-
!colspan="2" style="background-color:#dbe5f1;" | Material !colspan="2" style="background-color:#dbe5f1;" | Material
|- |-
-|colspan="2" style="background-color:#eaf1dd;" | Игровые шейдера для статических объектов+|colspan="2" style="background-color:#eaf1dd;" | Game shaders for static objects
|- |-
| default | default
-|Основной материал.+|Main material.
|- |-
|style="background-color:#f9f9f9;"| material/asphalt |style="background-color:#f9f9f9;"| material/asphalt
-|style="background-color:#f9f9f9;"|Материал асфальта.+|style="background-color:#f9f9f9;"|Asphalt material.
|- |-
| material/bricks | material/bricks
-|Материал кирпичной кладки.+|Brickwork material.
|- |-
|style="background-color:#f9f9f9;"| material/bush |style="background-color:#f9f9f9;"| material/bush
-|style="background-color:#f9f9f9;"|Материал куста.+|style="background-color:#f9f9f9;"|Bush material.
|- |-
| material/cloth | material/cloth
-|Материал ткани.+|Cloth material.
|- |-
|style="background-color:#f9f9f9;"| material/concrete |style="background-color:#f9f9f9;"| material/concrete
-|style="background-color:#f9f9f9;"|Материал бетона.+|style="background-color:#f9f9f9;"|Concrete material.
|- |-
| material/death | material/death
-|Материал убивающий персонажа.+|Character-killing material.
|- |-
|style="background-color:#f9f9f9;"| material/dirt |style="background-color:#f9f9f9;"| material/dirt
-|style="background-color:#f9f9f9;"|Материал вязкой грязи.+|style="background-color:#f9f9f9;"|Viscous mud material.
|- |-
| material/earth | material/earth
-|Материал земли.+|Ground material.
|- |-
|style="background-color:#f9f9f9;"| material/fake |style="background-color:#f9f9f9;"| material/fake
-|style="background-color:#f9f9f9;"|Невидимый материал ограничивающий перемещение.+|style="background-color:#f9f9f9;"|Invisible material confining character’s movement.
|- |-
| material/fake_ladders | material/fake_ladders
-|Невидимая плоскость лестницы.+|Invisible staircase plane.
|- |-
|style="background-color:#f9f9f9;"| material/flooring_tile |style="background-color:#f9f9f9;"| material/flooring_tile
-|style="background-color:#f9f9f9;"|Материал кафельной плитки.+|style="background-color:#f9f9f9;"|Glazed tile material.
|- |-
| material/glass | material/glass
-|Материал стекла.+|Glass material.
|- |-
|style="background-color:#f9f9f9;"| material/grass |style="background-color:#f9f9f9;"| material/grass
-|style="background-color:#f9f9f9;"|Материал травы (используется на текстуре terrain).+|style="background-color:#f9f9f9;"|Grass material (used on terrain texture).
|- |-
| material/gravel | material/gravel
-|Материал гравия.+|Gravel material.
|- |-
|style="background-color:#f9f9f9;"| material/metal |style="background-color:#f9f9f9;"| material/metal
-|style="background-color:#f9f9f9;"|Материал массивного, непробиваемого металла.+|style="background-color:#f9f9f9;"|Massive, impenetrable metal material.
|- |-
| material/metall_pipe | material/metall_pipe
-|Материал металлической трубы.+|Metal pipe material.
|- |-
|style="background-color:#f9f9f9;"| material/metal_plate |style="background-color:#f9f9f9;"| material/metal_plate
-|style="background-color:#f9f9f9;"|Материал листового, пробиваемого металла.+|style="background-color:#f9f9f9;"|Sheet, penetrable metal.
|- |-
| material/sand | material/sand
-|Материал песка.+|Sand material.
|- |-
|style="background-color:#f9f9f9;"| material/setka_rabica |style="background-color:#f9f9f9;"| material/setka_rabica
-|style="background-color:#f9f9f9;"|Материал металлической сетки.+|style="background-color:#f9f9f9;"|Metal lath material.
|- |-
| material/shifer | material/shifer
-|Материал шифера и толи.+|Slate and felt material.
|- |-
|style="background-color:#f9f9f9;"| material/stucco |style="background-color:#f9f9f9;"| material/stucco
-|style="background-color:#f9f9f9;"|Материал штукатурка.+|style="background-color:#f9f9f9;"|Plasterwork material.
|- |-
| material/tin | material/tin
-|Материал жестянки.+|Tin material.
|- |-
|style="background-color:#f9f9f9;"| material/tree_trunk |style="background-color:#f9f9f9;"| material/tree_trunk
-|style="background-color:#f9f9f9;"|Материал ствола дерева.+|style="background-color:#f9f9f9;"|Tree truck material.
|- |-
| material/water | material/water
-|Материал воды.+|Water material.
|- |-
|style="background-color:#f9f9f9;"| material/wood |style="background-color:#f9f9f9;"| material/wood
-|style="background-color:#f9f9f9;"|Материал толстого деревянного изделия.+|style="background-color:#f9f9f9;"|Thick, wooden workpiece.
|- |-
| material/wooden_board | material/wooden_board
-|Материал деревянных досок.+|Wooden board material.
|- |-
-|colspan="2" style="background-color:#eaf1dd;" | Игровые шейдера для динамических объектов+|colspan="2" style="background-color:#eaf1dd;" | Game shaders for dynamic objects
|- |-
| default_object | default_object
-|Основной материал.+|Main material.
|- |-
|style="background-color:#f9f9f9;"| objects/barrel |style="background-color:#f9f9f9;"| objects/barrel
-|style="background-color:#f9f9f9;"|Материал бочки.+|style="background-color:#f9f9f9;"|Barrel material.
|- |-
| objects/bottle | objects/bottle
-|Материал маленького стекла.+|Small glass material.
|- |-
|style="background-color:#f9f9f9;"| objects/bullet |style="background-color:#f9f9f9;"| objects/bullet
-|style="background-color:#f9f9f9;"|Материал пули.+|style="background-color:#f9f9f9;"|Bullet material.
|- |-
| objects/car_cabine | objects/car_cabine
-|Материал кабины автомобиля.+|Cab material.
|- |-
|style="background-color:#f9f9f9;"| objects/car_wheel |style="background-color:#f9f9f9;"| objects/car_wheel
-|style="background-color:#f9f9f9;"|Материал шин автомобиля.+|style="background-color:#f9f9f9;"|Tires material.
|- |-
| objects/clothes | objects/clothes
-|Материал ткани.+|Cloth material.
|- |-
|style="background-color:#f9f9f9;"| objects/concrete_box |style="background-color:#f9f9f9;"| objects/concrete_box
-|style="background-color:#f9f9f9;"|Материал бетона.+|style="background-color:#f9f9f9;"|Concrete material.
|- |-
| objects/dead_body | objects/dead_body
-|Материал мёртвого тела.+|Dead body material.
|- |-
|style="background-color:#f9f9f9;"| objects/fuel_can |style="background-color:#f9f9f9;"| objects/fuel_can
-|style="background-color:#f9f9f9;"|Материал канистры с топливом.+|style="background-color:#f9f9f9;"|Fuel can material.
|- |-
| objects/glass | objects/glass
-|Материал стекла.+|Glass material.
|- |-
|style="background-color:#f9f9f9;"| objects/knife |style="background-color:#f9f9f9;"| objects/knife
-|style="background-color:#f9f9f9;"|Материал ножа.+|style="background-color:#f9f9f9;"|Knife material.
|- |-
| objects/large_furnitura | objects/large_furnitura
-|Материал деревянных изделий.+|Wooden workpiece material.
|- |-
|style="background-color:#f9f9f9;"| objects/large_metal_trash |style="background-color:#f9f9f9;"| objects/large_metal_trash
-|style="background-color:#f9f9f9;"|Материал массивного металла.+|style="background-color:#f9f9f9;"|Massive metal material.
|- |-
| objects/large_weapon | objects/large_weapon
-|Материал автоматов.+|Machine-guns material.
|- |-
|style="background-color:#f9f9f9;"| objects/metal_box |style="background-color:#f9f9f9;"| objects/metal_box
-|style="background-color:#f9f9f9;"|Материал листового металла.+|style="background-color:#f9f9f9;"|Sheet metal material.
|- |-
| objects/monster_body | objects/monster_body
-|Материал мертвых монстров.+|Dead monsters material.
|- |-
|style="background-color:#f9f9f9;"| objects/small_box |style="background-color:#f9f9f9;"| objects/small_box
-|style="background-color:#f9f9f9;"|Материал маленьких металлических объектов.+|style="background-color:#f9f9f9;"|Small metal objects material.
|- |-
| objects/small_metal_trash | objects/small_metal_trash
-|Материал маленького металлического мусора.+|Small metal junk material.
|- |-
|style="background-color:#f9f9f9;"| objects/small_weapon |style="background-color:#f9f9f9;"| objects/small_weapon
-|style="background-color:#f9f9f9;"|Материал пистолетов.+|style="background-color:#f9f9f9;"|Pistols material.
|- |-
| objects/tin_can | objects/tin_can
-|Материал жестянки.+|Tin material.
|} |}
-[[image:Docs_maya_xray_sahder.jpg|X-ray shader в Maya|center|frame|X-ray shader в Maya]]+[[image:Docs_maya_xray_sahder.jpg|X-ray shader in Maya|center|frame|X-ray shader in Maya]]
-===X-Ray Shader Presets для статических объектов===+===X-Ray Shader Presets for static objects===
{|border="1" cellpadding="2" width="400" style="border-collapse:collapse; border-color:#ccc;" {|border="1" cellpadding="2" width="400" style="border-collapse:collapse; border-color:#ccc;"
|- |-
|colspan="2" style="background-color:#dbe5f1;"|Terrain Grass |colspan="2" style="background-color:#dbe5f1;"|Terrain Grass
|- |-
-|width="150"|Double side+|width="150"|Double-sided
|no |no
|- |-
Line 283: Line 284:
|colspan="2" style="background-color:#dbe5f1;"|Terrain Sand |colspan="2" style="background-color:#dbe5f1;"|Terrain Sand
|- |-
-|Double side +|Double-sided
| no | no
|- |-
Line 297: Line 298:
|colspan="2" style="background-color:#dbe5f1;"|Terrain Asphalt |colspan="2" style="background-color:#dbe5f1;"|Terrain Asphalt
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|levels/mp_atp_asfalt |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|levels/mp_atp_asfalt
Line 305: Line 306:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/asphalt |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/asphalt
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Пробиваемый металлический лист+|colspan="2" style="background-color:#dbe5f1;"|Penetrable metal plate
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 315: Line 316:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal_plate |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal_plate
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Прозрачная металлическая сетка+|colspan="2" style="background-color:#dbe5f1;"|Transparent metal lath
|- |-
-|Double side||yes+|Double-sided||yes
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_aref |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_aref
Line 325: Line 326:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/setka_rabica |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/setka_rabica
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Обычная металлическая поверхность+|colspan="2" style="background-color:#dbe5f1;"|Ordinary metal surface
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 335: Line 336:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal
|- |-
-|colspan="2" style="background-color:#dbe5f1;" |Деревянные доски+|colspan="2" style="background-color:#dbe5f1;" |Wooden boards
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 345: Line 346:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wooden_board |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wooden_board
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Толстые деревянные изделия+|colspan="2" style="background-color:#dbe5f1;"|Thick wooden workpieces
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 355: Line 356:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wood |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wood
|- |-
-|colspan="2" style="background-color:#dbe5f1;" |Бетон+|colspan="2" style="background-color:#dbe5f1;" |Concrete
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 365: Line 366:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/concrete |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/concrete
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Кирпичная кладка+|colspan="2" style="background-color:#dbe5f1;"|Brickwork
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 375: Line 376:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/bricks |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/bricks
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Шифер, толь+|colspan="2" style="background-color:#dbe5f1;"|Slate, felt
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 385: Line 386:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/shifer |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/shifer
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Штукатурка+|colspan="2" style="background-color:#dbe5f1;"|Plasterwork
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 395: Line 396:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/stucco |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/stucco
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Земляная насыпь+|colspan="2" style="background-color:#dbe5f1;"|Earth mound
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default
Line 405: Line 406:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/earth |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/earth
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Невидимая плоскость, указывающая лестницу+|colspan="2" style="background-color:#dbe5f1;"|Invisible plane, indicating the staircase
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex
Line 415: Line 416:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake_ladders |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake_ladders
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Невидимая плоскость, ограждающая проход персонажу+|colspan="2" style="background-color:#dbe5f1;"|Invisible plane, restricting the character's movement
|- |-
-|Double side||yes+|Double-sided||yes
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex
Line 425: Line 426:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Разбиваемое стекло+|colspan="2" style="background-color:#dbe5f1;"|Breakable glass
|- |-
-|Double side||yes+|Double-sided||yes
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|models/window |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|models/window
Line 435: Line 436:
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|objects/glass |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|objects/glass
|- |-
-|colspan="2" style="background-color:#dbe5f1;"|Вода+|colspan="2" style="background-color:#dbe5f1;"|Water
|- |-
-|Double side||no+|Double-sided||no
|- |-
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|effects/water |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|effects/water
Line 448: Line 449:
===Simple Shader Setup=== ===Simple Shader Setup===
<div style="text-align:center;"> <div style="text-align:center;">
-<flash>file=Docs_basic_02_simple_shader_setup_in_maya.swf|width=800|height=619|quality=medium|menu=false</flash>+<flash>file=movie_02.swf|width=800|height=620|quality=medium|menu=false</flash>
</div> </div>
-==Экспортим геометрию из Maya.==+==Exporting geometry from Maya==
-Для ознакомления с процессом экспорта просмотрите ролик [[Docs:Создание мультиплеерной карты#Импортим в библиотеку LevelEditor'a.|здесь]]+This [[Docs:Creating a multi-player map#Importing to LevelEditor's library.|Video Tutorial]] will guide you through the exporting process.
-В случае если xrayMaya_export не экспортит объекты, то проведите проверку на наличие ошибок, и исправьте их.+In case when xrayMaya_export doesn't export objects, check for errors and fix them.
-Ошибками для xrayMaya_export считаются:+The following are considered to be errors for xrayMaya_export:
-*Неправильные текстурные координаты (потяжки).+*Incorrect texture coordinates (stretched textures).
-*Полигон площадью 0 м<sup>2</sup>.+*0 (zero) square meters polygon.
-*Тонкие длинные треугольники.+*Long thin triangles.
-*Не склеенные точки находящиеся в одном и том же месте и т.д.+*Not adhered points positioned in the same place etc.
-[[image: Docs_maya_cleanup.jpg|настройки Cleanup ...|center|frame|настройки Cleanup ...]]+[[image: Docs_maya_cleanup.jpg|Cleanup settings|center|frame|Cleanup settings]]
[[Category:MOD SDK official help|{{PAGENAME}}]] [[Category:MOD SDK official help|{{PAGENAME}}]]
 +<!-- DO NOT EDIT LINKS STERTING AS ru: !!! -->
[[ru:Docs:Создание сцены в Maya]] [[ru:Docs:Создание сцены в Maya]]

Current revision

Contents

Modelling

  • The entire geometry must be created in real-world sizes (if the table in the real life is 1 meter high, it must be created 1 meter high in Maya)
  • Character's bounding box has three states: standing (1.8х0.7х0.7 in meters), sitting (1.5х0.7х0.7 in meters) and crouching (1.2х0.7х0.7 in meters).
  • The entire level must be not larger than 150 thousand triangles.
outliner screenshot
outliner screenshot
  • The scene must consist of groups. The name of the group is composed according to the principle: mp_levelname_geometryname. For example, there are the following groups in our test scene: mp_atp_terrain, mp_atp_buildings. The group may have both one object, and several of them. The names of the objects inside the group must by no means coincide with the name of the group.

The names within one group must be unique.

mp_atp_terrain - game landscape
mp_atp_terrain - game landscape
mp_atp_buildings - game geometry
mp_atp_buildings - game geometry
  • Object's shape must contain the correct name. It's composed according to the principle: object - objectname, shape - objectnameShape.
Objects' names in Maya
Objects' names in Maya

Texturing

General

Apart from the texture, the X-ray shader uses the setting that consists of three parts - Engine, Compiler, Material.

  • Engine - displays texture on the game engine.
  • Compiler - used on level compilation.
  • Material - game material (wallmarks, sound etc.).
list of available shaders
list of available shaders

Shaders descritpion

Engine
Shaders for static objects
default Main lightmap shader.
def_vertex Main vertex shader.
def_aref Transparency. alpha test - aref (without gradients).
def_trans Transparency. alpha test - trans (with gradients).
selflight Self-luminous material.
Shaders for dynamic objects
models/model Main shader.
models/antigas_glass Shader with CubeMap reflection - variant 1.
models/artefact Shader with CubeMap reflection - variant 2.
models/artefact2 Shader with CubeMap reflection - variant 3.
models/model_fur Прозрачность. alpha test - aref (без градиентов).
models/lightplanes Самосветящийся материал с прозрач. и с эффектом falloff.
models/model_aref Transparency. alpha test - aref (without gradients).
models/pautina Self-luminous material with transparency and with falloff effect.
models/selflight Main self-luminous material.
models/selflightl Self-luminous material with lesser intensity.
models/transparent Transparency.
models/weapons Shader with CubeMap reflection - variant 4.
models/window Translucent shader with CubeMap reflection.
effects/water Pure water shader.
effects/waterstuden Bog shader.
effects/waterryaska Duckweed shader.
terrain/asfalt Terrain shader, asphalt.
terrain/grass Terrain shader, grass.
terrain/sand Terrain shader, ground.
Compiler
default Main lightmap shader.
def_vertex Main vertex shader.
def_ghost Lightmap shader without collision.
def_kolizion_vertex Special shader of invisible geometry.
Material
Game shaders for static objects
default Main material.
material/asphalt Asphalt material.
material/bricks Brickwork material.
material/bush Bush material.
material/cloth Cloth material.
material/concrete Concrete material.
material/death Character-killing material.
material/dirt Viscous mud material.
material/earth Ground material.
material/fake Invisible material confining character’s movement.
material/fake_ladders Invisible staircase plane.
material/flooring_tile Glazed tile material.
material/glass Glass material.
material/grass Grass material (used on terrain texture).
material/gravel Gravel material.
material/metal Massive, impenetrable metal material.
material/metall_pipe Metal pipe material.
material/metal_plate Sheet, penetrable metal.
material/sand Sand material.
material/setka_rabica Metal lath material.
material/shifer Slate and felt material.
material/stucco Plasterwork material.
material/tin Tin material.
material/tree_trunk Tree truck material.
material/water Water material.
material/wood Thick, wooden workpiece.
material/wooden_board Wooden board material.
Game shaders for dynamic objects
default_object Main material.
objects/barrel Barrel material.
objects/bottle Small glass material.
objects/bullet Bullet material.
objects/car_cabine Cab material.
objects/car_wheel Tires material.
objects/clothes Cloth material.
objects/concrete_box Concrete material.
objects/dead_body Dead body material.
objects/fuel_can Fuel can material.
objects/glass Glass material.
objects/knife Knife material.
objects/large_furnitura Wooden workpiece material.
objects/large_metal_trash Massive metal material.
objects/large_weapon Machine-guns material.
objects/metal_box Sheet metal material.
objects/monster_body Dead monsters material.
objects/small_box Small metal objects material.
objects/small_metal_trash Small metal junk material.
objects/small_weapon Pistols material.
objects/tin_can Tin material.
X-ray shader in Maya
X-ray shader in Maya

X-Ray Shader Presets for static objects

Terrain Grass
Double-sided no
Engine levels/mp_atp_grass
Compiler default
Material material/grass
Terrain Sand
Double-sided no
Engine levels/mp_atp_sand
Compiler default
Material material/earth
Terrain Asphalt
Double-sidedno
Enginelevels/mp_atp_asfalt
Compilerdefault
Materialmaterial/asphalt
Penetrable metal plate
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/metal_plate
Transparent metal lath
Double-sidedyes
Enginedef_aref
Compilerdefault
Materialmaterial/setka_rabica
Ordinary metal surface
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/metal
Wooden boards
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/wooden_board
Thick wooden workpieces
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/wood
Concrete
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/concrete
Brickwork
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/bricks
Slate, felt
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/shifer
Plasterwork
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/stucco
Earth mound
Double-sidedno
Enginedefault
Compilerdefault
Materialmaterial/earth
Invisible plane, indicating the staircase
Double-sidedno
Enginedef_vertex
Compilerdef_kolizion_vertex
Materialmaterial/fake_ladders
Invisible plane, restricting the character's movement
Double-sidedyes
Enginedef_vertex
Compilerdef_kolizion_vertex
Materialmaterial/fake
Breakable glass
Double-sidedyes
Enginemodels/window
Compilerdef_vertex
Materialobjects/glass
Water
Double-sidedno
Engineeffects/water
Compilerdef_vertex
Materialmaterial/water

Simple Shader Setup

Exporting geometry from Maya

This Video Tutorial will guide you through the exporting process.

In case when xrayMaya_export doesn't export objects, check for errors and fix them.

The following are considered to be errors for xrayMaya_export:

  • Incorrect texture coordinates (stretched textures).
  • 0 (zero) square meters polygon.
  • Long thin triangles.
  • Not adhered points positioned in the same place etc.
Cleanup settings
Cleanup settings
Personal tools
In other languages